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124 lines
2.5 KiB
Plaintext
124 lines
2.5 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/BlendModesOverlay" {
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Properties {
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_MainTex ("Screen Blended", 2D) = "" {}
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_Overlay ("Color", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : POSITION;
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float2 uv[2] : TEXCOORD0;
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};
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sampler2D _Overlay;
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sampler2D _MainTex;
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half _Intensity;
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half4 _MainTex_TexelSize;
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v2f vert( appdata_img v ) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv[0] = v.texcoord.xy;
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#if SHADER_API_D3D9 || SHADER_API_D3D11 || SHADER_API_XBOX360
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if(_MainTex_TexelSize.y<0.0)
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o.uv[0].y = 1.0-o.uv[0].y;
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#endif
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o.uv[1] = v.texcoord.xy;
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return o;
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}
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half4 fragAddSub (v2f i) : COLOR {
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half4 toAdd = tex2D(_Overlay, i.uv[0]) * _Intensity;
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return tex2D(_MainTex, i.uv[1]) + toAdd;
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}
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half4 fragMultiply (v2f i) : COLOR {
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half4 toBlend = tex2D(_Overlay, i.uv[0]) * _Intensity;
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return tex2D(_MainTex, i.uv[1]) * toBlend;
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}
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half4 fragScreen (v2f i) : COLOR {
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half4 toBlend = (tex2D(_Overlay, i.uv[0]) * _Intensity);
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return 1-saturate(1-toBlend)*(1-(tex2D(_MainTex, i.uv[1])));
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}
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half4 fragOverlay (v2f i) : COLOR {
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half4 m = (tex2D(_Overlay, i.uv[0])) * 255.0;
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half4 color = (tex2D(_MainTex, i.uv[1]))* 255.0;
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// overlay blend mode
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color.rgb = (color.rgb/255.0) * (color.rgb + ((2*m.rgb)/( 255.0 )) * (255.0-color.rgb));
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color.rgb /= 255.0;
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return color;
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}
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half4 fragAlphaBlend (v2f i) : COLOR {
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half4 toAdd = tex2D(_Overlay, i.uv[0]) ;
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return lerp(tex2D(_MainTex, i.uv[1]), toAdd, toAdd.a);
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}
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ENDCG
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Subshader {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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ColorMask RGB
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragAddSub
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragScreen
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragMultiply
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragOverlay
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragAlphaBlend
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ENDCG
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}
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}
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Fallback off
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} // shader |