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Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/RapidVignette"
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{
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HLSLINCLUDE
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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struct VertexOutput
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{
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float4 vertex: SV_POSITION;
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float4 texcoord: TEXCOORD0;
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};
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half _VignetteIndensity;
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half2 _VignetteCenter;
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half4 _VignetteColor;
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VertexOutput Vert(AttributesDefault v)
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{
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VertexOutput o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord.xy = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord.xy = o.texcoord.xy * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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// uv [0, 1] ->[-0.5, 0.5]
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o.texcoord.zw = o.texcoord.xy - _VignetteCenter;
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return o;
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}
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float4 Frag(VertexOutput i): SV_Target
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{
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float4 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
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//求解vignette强度
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float vignetteIndensity = saturate(1.0 - dot(i.texcoord.zw, i.texcoord.zw) * _VignetteIndensity);
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return vignetteIndensity * finalColor;
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}
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float4 Frag_ColorAdjust(VertexOutput i): SV_Target
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{
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float4 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
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//求解vignette强度
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float vignetteIndensity = saturate(1.0 - dot(i.texcoord.zw, i.texcoord.zw) * _VignetteIndensity);
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//基于vignette强度,插值VignetteColor颜色和场景颜色
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finalColor.rgb = lerp(_VignetteColor.rgb, finalColor.rgb, vignetteIndensity);
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return half4(finalColor.rgb, _VignetteColor.a);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag_ColorAdjust
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ENDHLSL
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}
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}
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}
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