mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
100 lines
No EOL
2.1 KiB
Text
100 lines
No EOL
2.1 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Highlighted/Blur"
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{
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Properties
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{
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[HideInInspector] _MainTex ("", 2D) = "" {}
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[HideInInspector] _Intensity ("", Range (0.25,0.5)) = 0.3
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}
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SubShader
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{
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Pass
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{
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ZTest Always
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Cull Off
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_TexelSize;
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uniform half _HighlightingBlurOffset;
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uniform half _Intensity;
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv[4] : TEXCOORD0; // 8 to add straight directions
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};
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v2f vert (appdata_img v)
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{
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// Shader code optimized for the Unity shader compiler
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float2 offs = _HighlightingBlurOffset * _MainTex_TexelSize.xy;
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// Diagonal directions
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o.uv[0].x = v.texcoord.x - offs.x;
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o.uv[0].y = v.texcoord.y - offs.y;
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o.uv[1].x = v.texcoord.x + offs.x;
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o.uv[1].y = v.texcoord.y - offs.y;
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o.uv[2].x = v.texcoord.x + offs.x;
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o.uv[2].y = v.texcoord.y + offs.y;
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o.uv[3].x = v.texcoord.x - offs.x;
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o.uv[3].y = v.texcoord.y + offs.y;
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/*
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// Straight directions
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o.uv[4].x = v.texcoord.x - offs.x;
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o.uv[4].y = v.texcoord.y;
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o.uv[5].x = v.texcoord.x + offs.x;
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o.uv[5].y = v.texcoord.y;
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o.uv[6].x = v.texcoord.x;
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o.uv[6].y = v.texcoord.y - offs.y;
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o.uv[7].x = v.texcoord.x;
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o.uv[7].y = v.texcoord.y + offs.y;
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*/
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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int start = 0;
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int end = 4;
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half4 color1 = tex2D(_MainTex, i.uv[start]);
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fixed4 color2;
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for (int n = start + 1; n < end; n++)
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{
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color2 = tex2D(_MainTex, i.uv[n]);
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color1.rgb = max(color1.rgb, color2.rgb);
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color1.a += color2.a;
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}
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color1.a *= _Intensity;
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return color1;
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}
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ENDCG
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}
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}
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Fallback off
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} |