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

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Shader "Hidden/Ultimate/BloomMixer" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
Subshader
{
Pass // #0 Blend Add
{
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;
sampler2D _ColorBuffer;
half _Intensity;
fixed4 frag(v2f i):COLOR
{
half4 addedbloom = tex2D(_MainTex, i.uv);
half4 screencolor = tex2D(_ColorBuffer, i.uv);
return _Intensity * addedbloom + screencolor;
}
ENDCG
}
Pass // #1 Blend With Intensity
{
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;
sampler2D _ColorBuffer;
half _Intensity0;
half _Intensity1;
fixed4 frag(v2f i):COLOR
{
half4 tex0 = tex2D(_MainTex, i.uv);
half4 tex1 = tex2D(_ColorBuffer, i.uv);
return tex0 * _Intensity0 + tex1 * _Intensity1;
}
ENDCG
}
Pass // #2 Blit with intensity
{
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;
half _Intensity;
fixed4 frag(v2f i):COLOR
{
half4 tex = tex2D(_MainTex, i.uv);
return tex * _Intensity;
}
ENDCG
}
}
FallBack "Diffuse"
}