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

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Shader "Hidden/Ultimate/BrightpassMask" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskTex ("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;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
sampler2D _MainTex;
sampler2D _MaskTex;
half4 _Threshhold;
fixed4 frag(v2f i):COLOR
{
half4 color = tex2D(_MainTex, i.uv);
half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
half intensity = dot(tColor, half3(0.3,0.3,0.3));
return clamp(color * intensity * tex2D(_MaskTex, i.uv).r,0,65000);
}
fixed4 fragNOI(v2f i):COLOR
{
half4 color = tex2D(_MainTex, i.uv);
half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
return half4(tColor, 1.0) * tex2D(_MaskTex, i.uv).r;
}
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#include "UnityCG.cginc"
struct v2f
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
sampler2D _MainTex;
sampler2D _MaskTex;
half4 _Threshhold;
fixed4 frag(v2f i):COLOR
{
half4 color = tex2D(_MainTex, i.uv);
half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
half intensity = dot(tColor, half3(0.3,0.3,0.3));
return clamp(color * intensity * tex2D(_MaskTex, i.uv).r,0,65000);
}
fixed4 fragNOI(v2f i):COLOR
{
half4 color = tex2D(_MainTex, i.uv);
half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
return half4(tColor, 1.0) * tex2D(_MaskTex, i.uv).r;
}
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragNOI
ENDCG
}
}
FallBack "Diffuse"
}