117 lines
2.2 KiB
Plaintext
117 lines
2.2 KiB
Plaintext
Shader "HighlightPlus/Geometry/Focus"
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{
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Properties
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{
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_FocusColor ("Focus Color", Color) = (0,0,0,0.5)
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_FocusDesaturation ("Focus Desaturation", Range(0,1)) = 0
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}
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SubShader
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{
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ZTest Always
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ZWrite Off
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Cull Off
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Pass // 0: Dim only (no blur)
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{
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Stencil {
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Ref 8
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Comp NotEqual
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ReadMask 8
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}
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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fixed4 _FocusColor;
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = float4(v.vertex.xy, 0, 0.5);
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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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return _FocusColor;
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}
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ENDCG
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}
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Pass // 1: Blur/desaturation composite
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{
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Stencil {
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Ref 8
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Comp NotEqual
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ReadMask 8
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}
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CGPROGRAM
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#pragma vertex vertBlur
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#pragma fragment fragBlur
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#include "UnityCG.cginc"
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fixed4 _FocusColor;
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fixed _FocusDesaturation;
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_FocusBlurTex);
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vertBlur (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = float4(v.vertex.xy, 0, 0.5);
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return o;
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}
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fixed4 fragBlur (v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float2 uv = i.pos.xy / _ScreenParams.xy;
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fixed4 blurred = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_FocusBlurTex, uv);
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fixed luminance = dot(blurred.rgb, fixed3(0.299, 0.587, 0.114));
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blurred.rgb = lerp(blurred.rgb, luminance, _FocusDesaturation);
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fixed3 result = blurred.rgb * (1.0 - _FocusColor.a) + _FocusColor.rgb * _FocusColor.a;
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return fixed4(result, 1.0);
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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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