超简单的赛博朋克风滤镜Shader
Shader "Unlit/Texture Cyberpunk"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_Power("Power", Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Power;
v2f vert(a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 baseTex = tex2D(_MainTex, i.texcoord);
float3 xyz = baseTex.rgb;
float oldx = xyz.x;
float oldy = xyz.y;
float add = abs(oldx - oldy)*0.5;
float stepxy = step(xyz.y, xyz.x);
float stepyx = 1 - stepxy;
xyz.x = stepxy * (oldx + add) + stepyx * (oldx - add);
xyz.y = stepyx * (oldy + add) + stepxy * (oldy - add);
xyz.z = sqrt(xyz.z);
baseTex.rgb = lerp(baseTex.rgb, xyz, _Power);
return baseTex;
}
ENDCG
}
}
Fallback off
}
发布于 2020-01-13 07:41