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

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Shader "Hidden/Ultimate/FlareSingle" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#include "UnityCG.cginc"
struct v2f
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 uv0 : TEXCOORD1;
half4 uv1 : TEXCOORD2;
half4 uv2 : TEXCOORD3;
half4 uv3 : TEXCOORD4;
};
sampler2D _MainTex;
sampler2D _FlareTexture;
half _Intensity;
half4 _FlareScales;
half4 _FlareScalesNear;
half4 _FlareTint0;
half4 _FlareTint1;
half4 _FlareTint2;
half4 _FlareTint3;
half4 _FlareTint4;
half4 _FlareTint5;
half4 _FlareTint6;
half4 _FlareTint7;
half2 cUV(half2 uv)
{
return 2.0 * uv - float2(1.0,1.0);
}
half2 tUV(half2 uv)
{
return (uv + float2(1.0,1.0))*0.5;
}
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
half scale0 = _FlareScales.x;
half scale1 = _FlareScales.y;
half scale2 = _FlareScales.z;
half scale3 = _FlareScales.w;
half2 flareUv = cUV(half2(1.0,1.0) - o.uv);
o.uv0.xy = tUV(flareUv*scale0);
o.uv1.xy = tUV(flareUv*scale1);
o.uv2.xy = tUV(flareUv*scale2);
o.uv3.xy = tUV(flareUv*scale3);
half scale4 = _FlareScalesNear.x;
half scale5 = _FlareScalesNear.y;
half scale6 = _FlareScalesNear.z;
half scale7 = _FlareScalesNear.w;
flareUv = cUV(o.uv);
o.uv0.zw = tUV(flareUv*scale4);
o.uv1.zw = tUV(flareUv*scale5);
o.uv2.zw = tUV(flareUv*scale6);
o.uv3.zw = tUV(flareUv*scale7);
return o;
}
fixed4 frag(v2f i):COLOR
{
half2 flareUv = cUV(float2(1.0,1.0) - i.uv);
float4 acc = float4(0,0,0,0);
acc += tex2D(_MainTex, i.uv0.xy ) * _FlareTint0;
acc += tex2D(_MainTex, i.uv1.xy ) * _FlareTint1;
acc += tex2D(_MainTex, i.uv2.xy ) * _FlareTint2;
acc += tex2D(_MainTex, i.uv3.xy ) * _FlareTint3;
#ifdef FLARE_DOUBLE
flareUv = cUV(i.uv);
acc += tex2D(_MainTex, i.uv0.zw ) * _FlareTint4;
acc += tex2D(_MainTex, i.uv1.zw ) * _FlareTint5;
acc += tex2D(_MainTex, i.uv2.zw ) * _FlareTint6;
acc += tex2D(_MainTex, i.uv3.zw ) * _FlareTint7;
#endif
return clamp(acc *_Intensity,0, 65000);
}
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack "Diffuse"
}