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