mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
85 lines
1.9 KiB
Text
85 lines
1.9 KiB
Text
|
|
//----------------------------------------------------------------------------------------------------------
|
|
// X-PostProcessing Library
|
|
// https://github.com/QianMo/X-PostProcessing-Library
|
|
// Copyright (C) 2020 QianMo. All rights reserved.
|
|
// Licensed under the MIT License
|
|
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
|
|
// http://opensource.org/licenses/MIT
|
|
//----------------------------------------------------------------------------------------------------------
|
|
|
|
Shader "Hidden/X-PostProcessing/RapidVignetteV2"
|
|
{
|
|
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/StdLib.hlsl"
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 vertex: SV_POSITION;
|
|
float4 texcoord: TEXCOORD0;
|
|
};
|
|
|
|
half _VignetteIndensity;
|
|
half _VignetteSharpness;
|
|
half2 _VignetteCenter;
|
|
half4 _VignetteColor;
|
|
|
|
|
|
float4 Frag(VertexOutput i): SV_Target
|
|
{
|
|
|
|
float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
|
|
|
|
half indensity = distance(i.texcoord.xy, _VignetteCenter.xy);
|
|
indensity = smoothstep(0.8, _VignetteSharpness * 0.799, indensity * (_VignetteIndensity + _VignetteSharpness));
|
|
return sceneColor * indensity;
|
|
}
|
|
|
|
|
|
float4 Frag_ColorAdjust(VertexOutput i): SV_Target
|
|
{
|
|
|
|
float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
|
|
|
|
half indensity = distance(i.texcoord.xy, _VignetteCenter.xy);
|
|
indensity = smoothstep(0.8, _VignetteSharpness * 0.799, indensity * (_VignetteIndensity + _VignetteSharpness));
|
|
|
|
half3 finalColor = lerp(_VignetteColor.rgb, sceneColor.rgb, indensity);
|
|
|
|
return float4(finalColor.rgb, _VignetteColor.a);
|
|
|
|
}
|
|
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag_ColorAdjust
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|