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>
62 lines
2 KiB
Text
62 lines
2 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/AuroraVignette"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/StdLib.hlsl"
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
uniform half _VignetteArea;
|
|
uniform half _VignetteSmothness;
|
|
uniform half _ColorChange;
|
|
uniform half4 _Color;
|
|
uniform half _TimeX;
|
|
uniform half3 _ColorFactor;
|
|
uniform half _Fading;
|
|
|
|
half4 Frag(VaryingsDefault i): SV_Target
|
|
{
|
|
float2 uv = i.texcoord;
|
|
float2 uv0 = uv - float2(0.5 + 0.5 * sin(1.4 * 6.28 * uv.x + 2.8 * _TimeX), 0.5);
|
|
float3 wave = float3(0.5 * (cos(sqrt(dot(uv0, uv0)) * 5.6) + 1.0), cos(4.62 * dot(uv, uv) + _TimeX), cos(distance(uv, float2(1.6 * cos(_TimeX * 2.0), 1.0 * sin(_TimeX * 1.7))) * 1.3));
|
|
half waveFactor = dot(wave, _ColorFactor) / _ColorChange;
|
|
half vignetteIndensity = 1.0 - smoothstep(_VignetteArea, _VignetteArea - 0.05 - _VignetteSmothness, length(float2(0.5, 0.5) - uv));
|
|
half3 AuroraColor = half3
|
|
(
|
|
_ColorFactor.r * 0.5 * (sin(1.28 * waveFactor + _TimeX * 3.45) + 1.0),
|
|
_ColorFactor.g * 0.5 * (sin(1.28 * waveFactor + _TimeX * 3.15) + 1.0),
|
|
_ColorFactor.b * 0.4 * (sin(1.28 * waveFactor + _TimeX * 1.26) + 1.0)
|
|
);
|
|
half3 finalColor = lerp(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb, AuroraColor, vignetteIndensity * _Fading);
|
|
return half4(finalColor, 1.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|