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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/VignettingShader" {
Properties {
_MainTex ("Base", 2D) = "" {}
_VignetteTex ("Vignette", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _VignetteTex;
float4 _MainTex_TexelSize;
float _Intensity;
float _Blur;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : COLOR {
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
half4 color = tex2D (_MainTex, uv);
float mask = 1.0 - coordDot * _Intensity * 0.1;
half4 colorBlur = tex2D (_VignetteTex, uv);
color = lerp (color, colorBlur, saturate (_Blur * coordDot));
return color * mask;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}