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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ChromaticAberrationShader.s...

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1 month ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/ChromaticAberrationShader" {
Properties {
_MainTex ("Base", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _ChromaticAberration;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
#if SHADER_API_D3D9 || SHADER_API_D3D11 || SHADER_API_XBOX360
if (_MainTex_TexelSize.y < 0)
v.texcoord.y = 1.0 - v.texcoord.y ;
#endif
o.uv = v.texcoord.xy;
return o;
}
half4 fragSimpleCopy(v2f i) : COLOR {
return tex2D (_MainTex, i.uv.xy);
}
half4 frag(v2f i) : COLOR {
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
float2 uvG = uv - _MainTex_TexelSize.xy * _ChromaticAberration * coords * coordDot;
half4 color = tex2D (_MainTex, uv);
#if SHADER_API_D3D9
// Work around Cg's code generation bug for D3D9 pixel shaders :(
color.g = color.g * 0.0001 + tex2D (_MainTex, uvG).g;
#else
color.g = tex2D (_MainTex, uvG).g;
#endif
return color;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment fragSimpleCopy
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader