FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader
2023-07-25 00:52:50 +05:00

61 lines
1.3 KiB
Text

Shader "Hidden/LensFlareCreate" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
};
fixed4 colorA;
fixed4 colorB;
fixed4 colorC;
fixed4 colorD;
sampler2D _MainTex;
half4 _MainTex_ST;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5, _MainTex_ST);
o.uv[1] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5, _MainTex_ST);
o.uv[2] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5, _MainTex_ST);
o.uv[3] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5, _MainTex_ST);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = float4 (0,0,0,0);
color += tex2D(_MainTex, i.uv[0] ) * colorA;
color += tex2D(_MainTex, i.uv[1] ) * colorB;
color += tex2D(_MainTex, i.uv[2] ) * colorC;
color += tex2D(_MainTex, i.uv[3] ) * colorD;
return color;
}
ENDCG
Subshader {
Blend One One
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader