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GrayScaleMode1.shader
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GrayScaleMode1.shader
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/GrayScaleMode1"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor ("Main Color", Color) = (0.5,0.5,0.5,1.0)
_ColorStrength("Color Strength", Range(1,8)) = 1
_EmissionTex ("Emission Texture", 2D) = "white" {}
_EmissionColor ("Emission Color", Color) = (0.5,0.5,0.5,1.0)
_EmissionStrength("Emission Strength", Range(1,8)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 w_p: TEXCOORD1;
float2 uv2: TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _EmissionTex;
float4 _EmissionTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.w_p = mul(unity_ObjectToWorld, v.vertex),
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv, _EmissionTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
uniform float4 _Position;
uniform half _Radius;
uniform half _Softness;
half _ColorStrength;
half _EmissionStrength;
fixed4 _MainColor;
fixed4 _EmissionColor;
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _MainColor;
fixed4 emissionCol = tex2D(_EmissionTex, i.uv2) * _EmissionColor * _EmissionStrength;
fixed val = 0.299*col.r+0.578*col.g+0.114*col.b;
fixed3 grayScale = fixed3(val, val, val);
half d = saturate((_Radius - distance(_Position.xyz, i.w_p.xyz))/_Softness);
col = lerp(fixed4(grayScale,1.0),col * _ColorStrength, d);
col += lerp(fixed4(grayScale,1.0),emissionCol, d)
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}