FiE-Game/Assets/Cinematic Effects/BloomBeta/Resources/UltimateBloomBokehMisc.shader

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Shader "Hidden/Ultimate/BokehMisc" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
Subshader
{
Pass // #0 Chromatic Aberration
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
half _ChromaticAberration;
half4 frag(v2f i) : COLOR
{
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
half2 uvG = uv - _MainTex_TexelSize.xy * _ChromaticAberration * coords * coordDot;
half4 color = tex2D (_MainTex, uv);
#if SHADER_API_D3D9
// Work around Cg's code generation bug for D3D9 pixel shaders :(
color.g = color.g * 0.0001 + tex2D (_MainTex, uvG).g;
#else
color.g = tex2D (_MainTex, uvG).g;
#endif
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}