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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Glow Downsample" {
Properties {
_Color ("Color", color) = (1,1,1,0)
_MainTex ("", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float4 uv[4] : TEXCOORD0;
};
float4 _MainTex_TexelSize;
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
float4 uv;
uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord);
uv.zw = 0;
float offX = _MainTex_TexelSize.x;
float offY = _MainTex_TexelSize.y;
// Direct3D9 needs some texel offset!
#ifdef UNITY_HALF_TEXEL_OFFSET
uv.x += offX * 2.0f;
uv.y += offY * 2.0f;
#endif
o.uv[0] = uv + float4(-offX,-offY,0,1);
o.uv[1] = uv + float4( offX,-offY,0,1);
o.uv[2] = uv + float4( offX, offY,0,1);
o.uv[3] = uv + float4(-offX, offY,0,1);
return o;
}
ENDCG
Category {
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
// -----------------------------------------------------------
// ARB fragment program
Subshader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
sampler2D _MainTex;
fixed4 _Color;
fixed4 frag( v2f i ) : COLOR
{
fixed4 c;
c = tex2D( _MainTex, i.uv[0].xy );
c += tex2D( _MainTex, i.uv[1].xy );
c += tex2D( _MainTex, i.uv[2].xy );
c += tex2D( _MainTex, i.uv[3].xy );
c /= 4;
c.rgb *= _Color.rgb;
c.rgb *= (c.a + _Color.a);
c.a = 0;
return c;
}
ENDCG
}
}
// -----------------------------------------------------------
// Radeon 9000
Subshader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
// use the same vertex program as in FP path
ENDCG
// average 2x2 samples
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha}
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
// apply glow tint and add additional glow
SetTexture [_MainTex] {constantColor[_Color] combine previous * constant, previous + constant}
SetTexture [_MainTex] {constantColor (0,0,0,0) combine previous * previous alpha, constant}
}
}
}
Fallback off
}