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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/RapidVignetteV2"
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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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half _VignetteSharpness;
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half2 _VignetteCenter;
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half4 _VignetteColor;
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float4 Frag(VertexOutput i): SV_Target
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{
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float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
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half indensity = distance(i.texcoord.xy, _VignetteCenter.xy);
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indensity = smoothstep(0.8, _VignetteSharpness * 0.799, indensity * (_VignetteIndensity + _VignetteSharpness));
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return sceneColor * indensity;
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}
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float4 Frag_ColorAdjust(VertexOutput i): SV_Target
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{
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float4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
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half indensity = distance(i.texcoord.xy, _VignetteCenter.xy);
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indensity = smoothstep(0.8, _VignetteSharpness * 0.799, indensity * (_VignetteIndensity + _VignetteSharpness));
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half3 finalColor = lerp(_VignetteColor.rgb, sceneColor.rgb, indensity);
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return float4(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 VertDefault
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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 VertDefault
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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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