97 lines
1.9 KiB
Plaintext
97 lines
1.9 KiB
Plaintext
/*
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Author:gzg
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Date:2021-10-08
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Desc:一个子纹理合并到主纹理上
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*/
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Shader "Hidden/Ares/PostEffect/OffScreenVfx"
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{
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Properties
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{
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv0 : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _OffScreenTex;
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float4 _OffScreenTex_ST;
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//基本
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v2f vert(appdata v)
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{
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v2f o = (v2f)0;
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o.vertex = v.vertex;
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o.uv0 = v.uv;
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#if defined(UNITY_UV_STARTS_AT_TOP)
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o.uv0 = o.uv0 * float2(1, -1) + float2(0, 1);
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#endif
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return o;
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}
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//通用的纹理拷贝blend
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fixed4 frag1(v2f i) : SV_Target
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{
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fixed4 mcol = tex2D(_MainTex, i.uv0);
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fixed4 ocol = tex2D(_OffScreenTex, i.uv0);
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mcol.rgb = mcol.rgb * ocol.a + ocol.rgb;
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return mcol;
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}
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//通用的纹理拷贝--add
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fixed4 frag2(v2f i) : SV_Target
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{
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fixed4 mcol = tex2D(_MainTex, i.uv0);
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fixed4 ocol = tex2D(_OffScreenTex, i.uv0);
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mcol.rgb = mcol.rgb + ocol.rgb;
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return mcol;
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}
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//通用的纹理拷贝--skill
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fixed4 frag3(v2f i) : SV_Target
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{
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fixed4 mcol = tex2D(_MainTex, i.uv0);
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fixed4 ocol = tex2D(_OffScreenTex, i.uv0);
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mcol.rgb = mcol.rgb + ocol.rgb * (1-mcol.rgb);
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return mcol;
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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ZWrite Off
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ZTest Always
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Cull Off
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Pass
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{//blend
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag1
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ENDCG
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}
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Pass
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{//add
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag2
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ENDCG
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}
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Pass
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{//skill
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag3
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ENDCG
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}
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}
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}
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