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105 lines
3.3 KiB
105 lines
3.3 KiB
Shader "Unlit/NewUnlitShader"
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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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}
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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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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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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 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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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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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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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 blur(float2 uv, sampler2D tex, float blurAmount, int iterations)
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{
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fixed4 color = tex2D(tex, uv);
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fixed2 offsets[4] = { float2(-blurAmount, 0), float2(blurAmount, 0), float2(0, -blurAmount), float2(0, blurAmount) };
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for (int iter = 0; iter < iterations; iter++)
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{
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for (int i = 0; i < 4; i++)
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{
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color += tex2D(tex, uv + offsets[i] * (iter + 1));
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}
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}
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return color / (1.0 + 4.0 * iterations);
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}
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fixed luminance(fixed4 color) {
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return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
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}
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fixed4 bloom(fixed4 col, float threshold, float intensity)
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{
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// fixed4 col = tex2D(tex, uv);
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fixed lum = luminance(col);
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fixed val = clamp(lum - threshold, 0.0, 1.0);
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return col * (val * intensity); // Apply bloom effect by multiplying color with intensity
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// }
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}
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float2 fisheyeWarp(float2 uv, float strength)
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{
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float2 center = float2(0.5, 0.5);
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float2 delta = uv - center;
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float dist = length(delta);
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float theta = atan2(delta.y, delta.x);
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float warpedDist = pow(dist, strength);
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float2 warpedDelta = float2(cos(theta), sin(theta)) * warpedDist;
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return center + warpedDelta;
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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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v2f o;
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o.uv = fisheyeWarp(i.uv, 1.1); // Apply fisheye warp effect
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fixed4 col_raw = tex2D(_MainTex, o.uv);
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fixed4 col_blur = blur(o.uv, _MainTex, 0.01, 2); // Apply blur with a small amount
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fixed4 col_bloom = bloom(col_blur, 0.25, 5.0); // Apply bloom with threshold and intensity
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fixed4 col = col_raw+col_blur * col_bloom; // Combine raw color with blurred and bloom effects
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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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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