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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader

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// 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