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/*
Author:gzg
Date:2019-09-12
Desc:曝光处理系统所需的Shader,用于另外一个摄像机
*/
Shader "Ares/Bloom/BloomMaskPass"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BloomTex ("BloomTex", 2D) = "(0.5,0.5,0.5,0.5)" {}
_BloomFactor("BloomFactor", float) = 0
}
SubShader
{
Tags { "GonbestBloomType"="BloomMask" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "../../Gonbest/Include/Base/MathCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//float nov : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BloomTex;
float _BloomFactor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
/*
float3 wn = GBNormalizeSafe(mul(float4(v.normal,0),unity_WorldToObject).xyz);
float3 V = GBNormalizeSafe(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld,v.vertex).xyz);
o.nov = saturate(dot(wn,V)) * 0.5 + 0.5;
o.nov *= o.nov;
*/
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = (tex2D(_BloomTex, i.uv) - 0.5) * clamp(0,2,_BloomFactor);
return col;
}
ENDCG
}
}
}