HeavenStudioPlus/Assets/X-PostProcessing/Effects/AuroraVignette/Shader/AuroraVignette.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

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
}
}
}