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105 lines
3.3 KiB

Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 blur(float2 uv, sampler2D tex, float blurAmount, int iterations)
{
fixed4 color = tex2D(tex, uv);
fixed2 offsets[4] = { float2(-blurAmount, 0), float2(blurAmount, 0), float2(0, -blurAmount), float2(0, blurAmount) };
for (int iter = 0; iter < iterations; iter++)
{
for (int i = 0; i < 4; i++)
{
color += tex2D(tex, uv + offsets[i] * (iter + 1));
}
}
return color / (1.0 + 4.0 * iterations);
}
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
fixed4 bloom(fixed4 col, float threshold, float intensity)
{
// fixed4 col = tex2D(tex, uv);
fixed lum = luminance(col);
fixed val = clamp(lum - threshold, 0.0, 1.0);
return col * (val * intensity); // Apply bloom effect by multiplying color with intensity
// }
}
float2 fisheyeWarp(float2 uv, float strength)
{
float2 center = float2(0.5, 0.5);
float2 delta = uv - center;
float dist = length(delta);
float theta = atan2(delta.y, delta.x);
float warpedDist = pow(dist, strength);
float2 warpedDelta = float2(cos(theta), sin(theta)) * warpedDist;
return center + warpedDelta;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
v2f o;
o.uv = fisheyeWarp(i.uv, 1.1); // Apply fisheye warp effect
fixed4 col_raw = tex2D(_MainTex, o.uv);
fixed4 col_blur = blur(o.uv, _MainTex, 0.01, 2); // Apply blur with a small amount
fixed4 col_bloom = bloom(col_blur, 0.25, 5.0); // Apply bloom with threshold and intensity
fixed4 col = col_raw+col_blur * col_bloom; // Combine raw color with blurred and bloom effects
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}