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