HeavenStudioPlus/Assets/X-PostProcessing/Effects/SharpenV3/Shader/SharpenV3.shader
wookywok f14d2a423f Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

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Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

73 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/SharpenV3"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform half _CentralFactor;
uniform half _SideFactor;
struct VertexOutput
{
float4 vertex: SV_POSITION;
float2 texcoord: TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
};
VertexOutput Vert(AttributesDefault v)
{
VertexOutput o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoord1 = half4(o.texcoord.xy - _MainTex_TexelSize.xy, o.texcoord.xy + _MainTex_TexelSize.xy);
return o;
}
half4 Frag(VertexOutput i): SV_Target
{
//return i.texcoord1;
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy) * _CentralFactor;
color -= SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord1.xy) * _SideFactor;
color -= SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord1.xw) * _SideFactor;
color -= SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord1.zy) * _SideFactor;
color -= SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord1.zw) * _SideFactor;
return color;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}