mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 08:37:58 +01:00
100 lines
2.1 KiB
Text
100 lines
2.1 KiB
Text
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
Shader "Hidden/Highlighted/Blur"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
[HideInInspector] _MainTex ("", 2D) = "" {}
|
||
|
[HideInInspector] _Intensity ("", Range (0.25,0.5)) = 0.3
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Pass
|
||
|
{
|
||
|
ZTest Always
|
||
|
Cull Off
|
||
|
ZWrite Off
|
||
|
Lighting Off
|
||
|
Fog { Mode Off }
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform half4 _MainTex_TexelSize;
|
||
|
|
||
|
uniform half _HighlightingBlurOffset;
|
||
|
uniform half _Intensity;
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv[4] : TEXCOORD0; // 8 to add straight directions
|
||
|
};
|
||
|
|
||
|
v2f vert (appdata_img v)
|
||
|
{
|
||
|
// Shader code optimized for the Unity shader compiler
|
||
|
v2f o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
float2 offs = _HighlightingBlurOffset * _MainTex_TexelSize.xy;
|
||
|
|
||
|
// Diagonal directions
|
||
|
o.uv[0].x = v.texcoord.x - offs.x;
|
||
|
o.uv[0].y = v.texcoord.y - offs.y;
|
||
|
|
||
|
o.uv[1].x = v.texcoord.x + offs.x;
|
||
|
o.uv[1].y = v.texcoord.y - offs.y;
|
||
|
|
||
|
o.uv[2].x = v.texcoord.x + offs.x;
|
||
|
o.uv[2].y = v.texcoord.y + offs.y;
|
||
|
|
||
|
o.uv[3].x = v.texcoord.x - offs.x;
|
||
|
o.uv[3].y = v.texcoord.y + offs.y;
|
||
|
|
||
|
/*
|
||
|
// Straight directions
|
||
|
o.uv[4].x = v.texcoord.x - offs.x;
|
||
|
o.uv[4].y = v.texcoord.y;
|
||
|
|
||
|
o.uv[5].x = v.texcoord.x + offs.x;
|
||
|
o.uv[5].y = v.texcoord.y;
|
||
|
|
||
|
o.uv[6].x = v.texcoord.x;
|
||
|
o.uv[6].y = v.texcoord.y - offs.y;
|
||
|
|
||
|
o.uv[7].x = v.texcoord.x;
|
||
|
o.uv[7].y = v.texcoord.y + offs.y;
|
||
|
*/
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
half4 frag(v2f i) : COLOR
|
||
|
{
|
||
|
int start = 0;
|
||
|
int end = 4;
|
||
|
|
||
|
half4 color1 = tex2D(_MainTex, i.uv[start]);
|
||
|
fixed4 color2;
|
||
|
for (int n = start + 1; n < end; n++)
|
||
|
{
|
||
|
color2 = tex2D(_MainTex, i.uv[n]);
|
||
|
color1.rgb = max(color1.rgb, color2.rgb);
|
||
|
color1.a += color2.a;
|
||
|
}
|
||
|
|
||
|
color1.a *= _Intensity;
|
||
|
return color1;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Fallback off
|
||
|
}
|