HeavenStudio/Assets/X-PostProcessing/Effects/RapidOldTVVignette/Shader/RapidOldTVVignette.shader

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Shader "Hidden/X-PostProcessing/RapidOldTVVignette"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
struct VertexOutput
{
float4 vertex: SV_POSITION;
float4 texcoord: TEXCOORD0;
};
half _VignetteIndensity;
half2 _VignetteCenter;
half4 _VignetteColor;
VertexOutput Vert(AttributesDefault v)
{
VertexOutput o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord.xy = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord.xy = o.texcoord.xy * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
// uv [0, 1] ->[-0.5, 0.5]
o.texcoord.zw = o.texcoord.xy - _VignetteCenter;
return o;
}
float4 Frag(VertexOutput i): SV_Target
{
float4 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
//普通vignette曲线 -> Old TV曲线
i.texcoord.zw *= i.texcoord.zw;
//求解vignette强度
float vignetteIndensity = saturate(1.0 - dot(i.texcoord.zw, i.texcoord.zw) * _VignetteIndensity * 20);
return vignetteIndensity * finalColor;
}
float4 Frag_ColorAdjust(VertexOutput i): SV_Target
{
float4 finalColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord.xy);
//普通vignette曲线 -> Old TV曲线
i.texcoord.zw *= i.texcoord.zw;
//求解vignette强度
float vignetteIndensity = saturate(1.0 - dot(i.texcoord.zw, i.texcoord.zw) * _VignetteIndensity * 20);
//基于vignette强度插值VignetteColor颜色和场景颜色
finalColor.rgb = lerp(_VignetteColor.rgb, finalColor.rgb, vignetteIndensity);
return half4(finalColor.rgb, _VignetteColor.a);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag_ColorAdjust
ENDHLSL
}
}
}