You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
124 lines
2.5 KiB
Plaintext
124 lines
2.5 KiB
Plaintext
1 month ago
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
Shader "Hidden/BlendModesOverlay" {
|
||
|
Properties {
|
||
|
_MainTex ("Screen Blended", 2D) = "" {}
|
||
|
_Overlay ("Color", 2D) = "white" {}
|
||
|
}
|
||
|
|
||
|
CGINCLUDE
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct v2f {
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv[2] : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
sampler2D _Overlay;
|
||
|
sampler2D _MainTex;
|
||
|
|
||
|
half _Intensity;
|
||
|
half4 _MainTex_TexelSize;
|
||
|
|
||
|
v2f vert( appdata_img v ) {
|
||
|
v2f o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv[0] = v.texcoord.xy;
|
||
|
|
||
|
#if SHADER_API_D3D9 || SHADER_API_D3D11 || SHADER_API_XBOX360
|
||
|
if(_MainTex_TexelSize.y<0.0)
|
||
|
o.uv[0].y = 1.0-o.uv[0].y;
|
||
|
#endif
|
||
|
|
||
|
o.uv[1] = v.texcoord.xy;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
half4 fragAddSub (v2f i) : COLOR {
|
||
|
half4 toAdd = tex2D(_Overlay, i.uv[0]) * _Intensity;
|
||
|
return tex2D(_MainTex, i.uv[1]) + toAdd;
|
||
|
}
|
||
|
|
||
|
half4 fragMultiply (v2f i) : COLOR {
|
||
|
half4 toBlend = tex2D(_Overlay, i.uv[0]) * _Intensity;
|
||
|
return tex2D(_MainTex, i.uv[1]) * toBlend;
|
||
|
}
|
||
|
|
||
|
half4 fragScreen (v2f i) : COLOR {
|
||
|
half4 toBlend = (tex2D(_Overlay, i.uv[0]) * _Intensity);
|
||
|
return 1-saturate(1-toBlend)*(1-(tex2D(_MainTex, i.uv[1])));
|
||
|
}
|
||
|
|
||
|
half4 fragOverlay (v2f i) : COLOR {
|
||
|
half4 m = (tex2D(_Overlay, i.uv[0])) * 255.0;
|
||
|
half4 color = (tex2D(_MainTex, i.uv[1]))* 255.0;
|
||
|
|
||
|
// overlay blend mode
|
||
|
color.rgb = (color.rgb/255.0) * (color.rgb + ((2*m.rgb)/( 255.0 )) * (255.0-color.rgb));
|
||
|
color.rgb /= 255.0;
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
half4 fragAlphaBlend (v2f i) : COLOR {
|
||
|
half4 toAdd = tex2D(_Overlay, i.uv[0]) ;
|
||
|
return lerp(tex2D(_MainTex, i.uv[1]), toAdd, toAdd.a);
|
||
|
}
|
||
|
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
Subshader {
|
||
|
ZTest Always Cull Off ZWrite Off
|
||
|
Fog { Mode off }
|
||
|
ColorMask RGB
|
||
|
|
||
|
Pass {
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment fragAddSub
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass {
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment fragScreen
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass {
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment fragMultiply
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass {
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment fragOverlay
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass {
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment fragAlphaBlend
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Fallback off
|
||
|
|
||
|
} // shader
|