Initial commit

This commit is contained in:
msk
2022-01-22 20:13:49 -08:00
parent f9d23e5bcf
commit 687473573d
878 changed files with 70957 additions and 0 deletions
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Shader "Image/BlackWhiteEffect"
{
Properties
{
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_MinBrightness("Min Brightness", Float) = 0
_MaxBrightness("Max Brightness", Float) = 1
_ColorBands("Color Bands", Float) = 1000
_DarkColor("Dark Color", Color) = (0, 0, 0, 1)
_BrightColor("Bright Color", Color) = (1, 1, 1, 1)
_LightToNormalFactor("Light To Normal Factor", Range(0, 1)) = 1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float remap(float value, float from1, float to1, float from2, float to2) {
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex, _CameraDepthNormalsTexture;
float _MinBrightness, _MaxBrightness, _ColorBands, _LightToNormalFactor;
fixed4 _DarkColor, _BrightColor;
fixed4 frag (v2f i) : SV_Target
{
float4 depthnormal = tex2D(_CameraDepthNormalsTexture, i.uv);
fixed4 col = tex2D(_MainTex, i.uv);
//decode depthnormal
float3 normal;
float depth;
DecodeDepthNormal(depthnormal, depth, normal);
//Get the luminance and process it
fixed normalLuminance = Luminance(fixed3(normal.b, normal.b, normal.b));
fixed lightLuminance = Luminance(fixed3(col.r, col.g, col.b));
fixed luminance = lerp(normalLuminance, lightLuminance, _LightToNormalFactor);
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luminance = floor(luminance * _ColorBands) / _ColorBands;
float depthFactor = 1 - step(1, depth);
fixed4 output = lerp(_DarkColor, _BrightColor, luminance);
output = fixed4(output.r, output.g, output.b, depthFactor);
return output;
}
ENDCG
}
}
}
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