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2025-01-25 04:38:09 +08:00

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/*
Author:gzg
Date:2020-06-12
Desc:后处理的默认Shader
*/
Shader "Hidden/Ares/PostEffect/Uber"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
HLSLINCLUDE
#include "../Gonbest/Include/PostEffect/StdLib.hlsl"
#include "../Gonbest/Include/PostEffect/Colors.hlsl"
#include "../Gonbest/Include/PostEffect/Sampling.hlsl"
#include "../Gonbest/Include/PostEffect/xRLib.hlsl"
#include "./Uber/UberBloom.hlsl"
#pragma multi_compile __ _GONBEST_BLOOM_ON
#pragma multi_compile __ _GONBEST_RADIABLUR_ON
#pragma multi_compile __ _GONBEST_GRAPHIC_BLIT_ON
#pragma vertex VertUber
#pragma fragment FragUber
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
struct vdata
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
};
VaryingsDefault VertUber(vdata v)
{
VaryingsDefault o = (VaryingsDefault)0;
#if _GONBEST_GRAPHIC_BLIT_ON
o.vertex =float4(v.vertex.xy, 0, 1);
#else
o.vertex =float4(v.vertex.xy*2 - 1, 0, 1);
#endif
o.texcoord = v.texcoord;
o.texcoord = o.texcoord * _UVTransform.xy + _UVTransform.zw;
return o;
}
half4 FragUber(VaryingsDefault i) : SV_Target
{
float2 uv = i.texcoord;
half4 color = (half4)0;
color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
GONBEST_BLOOM_APPLY(color, uv);
half4 output = color;
return output;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma exclude_renderers gles vulkan switch
ENDHLSL
}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma only_renderers vulkan switch
ENDHLSL
}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma only_renderers gles
ENDHLSL
}
}
}