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-rw-r--r--Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc18
-rw-r--r--Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc.meta9
-rw-r--r--Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc18
-rw-r--r--Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc.meta9
-rw-r--r--Assets/Bundle/Shaders/Common/Image/common_img_blur.shader12
-rw-r--r--Assets/Bundle/Shaders/Common/Image/common_img_buzz.shader16
-rw-r--r--Assets/Bundle/Shaders/Common/Image/common_img_motionblur.shader11
7 files changed, 64 insertions, 29 deletions
diff --git a/Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc b/Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc
new file mode 100644
index 00000000..04334ee4
--- /dev/null
+++ b/Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc
@@ -0,0 +1,18 @@
+// UnitLensEffectЧ¹û
+
+sampler2D _MainTex;
+float4 _MainTex_ST;
+
+sampler2D _CameraDepthTexture;
+float4 _CameraDepthTexture_ST;
+
+sampler2D _UnitDepthTexture; // ÅäºÏ_CameraDepthTexture¶¨Î»½ÇÉ«
+float4 _UnitDepthTexture_ST;
+
+sampler2D _UnitWorldNormalTexture;
+float4 _UnitWorldNormalTexture_ST;
+
+sampler2D _UnitMotionVectorTexture;
+float4 _UnitMotionVectorTexture_ST;
+
+float4 _UnitTileOffset;
diff --git a/Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc.meta b/Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc.meta
new file mode 100644
index 00000000..8a4c56b7
--- /dev/null
+++ b/Assets/Bundle/Shaders/Common/Image/ImageEffect.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 7d761d98009111740b1e65e517a71aa5
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc b/Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc
new file mode 100644
index 00000000..ffe5bc11
--- /dev/null
+++ b/Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc
@@ -0,0 +1,18 @@
+
+// µü´úÒ»´Î
+fixed4 blur(sampler2D tex, float2 texSize, fixed2 uv, float spread = 1)
+{
+ fixed2 step = 1 / texSize;
+ const fixed weight = 0.1111111;
+ fixed4 color = fixed4(0, 0, 0, 0);
+ color += tex2D(tex, uv + spread * fixed2(-step.x, step.y)) * weight;
+ color += tex2D(tex, uv + spread * fixed2(0, step.y)) * weight;
+ color += tex2D(tex, uv + spread * fixed2(step.x, step.y)) * weight;
+ color += tex2D(tex, uv + spread * fixed2(-step.x, 0)) * weight;
+ color += tex2D(tex, uv) * weight;
+ color += tex2D(tex, uv + spread * fixed2(step.x, 0)) * weight;
+ color += tex2D(tex, uv + spread * fixed2(-step.x, -step.y)) * weight;
+ color += tex2D(tex, uv + spread * fixed2(0, -step.y)) * weight;
+ color += tex2D(tex, uv + spread * fixed2(step.x, -step.y)) * weight;
+ return color;
+}
diff --git a/Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc.meta b/Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc.meta
new file mode 100644
index 00000000..d5b4db71
--- /dev/null
+++ b/Assets/Bundle/Shaders/Common/Image/ImageHelper.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 6186a4071ad9eeb488a67f940291bb9d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Bundle/Shaders/Common/Image/common_img_blur.shader b/Assets/Bundle/Shaders/Common/Image/common_img_blur.shader
index d1e00953..89102da7 100644
--- a/Assets/Bundle/Shaders/Common/Image/common_img_blur.shader
+++ b/Assets/Bundle/Shaders/Common/Image/common_img_blur.shader
@@ -7,7 +7,7 @@ Shader "Erika/Common/Image/Blur"
_MainTex("Texture", 2D) = "white" {}
_Angle("Angle", float) = 0
_Distance("Distance", float) = 0
- _TileOffset("TileOffset", Vector) = (1,1,0,0)
+ _UnitTileOffset("TileOffset", Vector) = (1,1,0,0)
_Iterate("Iterate Count", float) = 1
}
@@ -29,7 +29,8 @@ Shader "Erika/Common/Image/Blur"
#include "UnityCG.cginc"
- #include "Assets/Bundle/Shaders/Include/ImageEffect.cginc"
+ #include "./ImageEffect.cginc"
+ #include "./ImageHelper.cginc"
struct v2f
{
@@ -37,16 +38,11 @@ Shader "Erika/Common/Image/Blur"
float4 vertex : SV_POSITION;
};
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
float _Angle;
- float4 _TileOffset; // 角色的范围
-
fixed _Distance;
- float _Iterate; // 迭代次数
+ float _Iterate;
v2f vert(appdata_img v)
{
diff --git a/Assets/Bundle/Shaders/Common/Image/common_img_buzz.shader b/Assets/Bundle/Shaders/Common/Image/common_img_buzz.shader
index 467733f9..929a57b7 100644
--- a/Assets/Bundle/Shaders/Common/Image/common_img_buzz.shader
+++ b/Assets/Bundle/Shaders/Common/Image/common_img_buzz.shader
@@ -5,7 +5,7 @@ Shader "Erika/Common/Image/Buzz"
Properties
{
_MainTex("Texture", 2D) = "white" {}
- _TileOffset("TileOffset", Vector) = (1,1,0,0)
+ _UnitTileOffset("TileOffset", Vector) = (1,1,0,0)
}
SubShader
@@ -26,7 +26,8 @@ Shader "Erika/Common/Image/Buzz"
#include "UnityCG.cginc"
- #include "Assets/Bundle/Shaders/Include/ImageEffect.cginc"
+ #include "./ImageEffect.cginc"
+ #include "./ImageHelper.cginc"
struct v2f
{
@@ -34,17 +35,6 @@ Shader "Erika/Common/Image/Buzz"
float4 vertex : SV_POSITION;
};
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- sampler2D _CameraDepthTexture;
- float4 _CameraDepthTexture_ST;
-
- sampler2D _UnitDepthTexture;
- float4 _UnitDepthTexture_ST;
-
- float4 _TileOffset; // 角色的范围
-
v2f vert(appdata_img v)
{
v2f o;
diff --git a/Assets/Bundle/Shaders/Common/Image/common_img_motionblur.shader b/Assets/Bundle/Shaders/Common/Image/common_img_motionblur.shader
index 418d7347..2246fda2 100644
--- a/Assets/Bundle/Shaders/Common/Image/common_img_motionblur.shader
+++ b/Assets/Bundle/Shaders/Common/Image/common_img_motionblur.shader
@@ -7,7 +7,7 @@ Shader "Erika/Common/Image/MotionBlur"
_MainTex("Texture", 2D) = "white" {}
_Angle("Angle", float) = 0
_Distance("Distance", float) = 0
- _TileOffset("TileOffset", Vector) = (1,1,0,0)
+ _UnitTileOffset("TileOffset", Vector) = (1,1,0,0)
_Iterate("Iterate Count", float) = 1
}
@@ -29,7 +29,7 @@ Shader "Erika/Common/Image/MotionBlur"
#include "UnityCG.cginc"
- #include "Assets/Bundle/Shaders/Include/ImageEffect.cginc"
+ #include "./ImageEffect.cginc"
struct v2f
{
@@ -37,13 +37,8 @@ Shader "Erika/Common/Image/MotionBlur"
float4 vertex : SV_POSITION;
};
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
float _Angle;
- float4 _TileOffset; // 角色的范围
-
fixed _Distance;
float _Iterate; // 迭代次数
@@ -67,7 +62,7 @@ Shader "Erika/Common/Image/MotionBlur"
fixed4 color = fixed4(0,0,0,0);
const float count = 20;
float step = _Distance / count;
- float amount = 0.15;
+ float amount = 0.2f;
for(int i = 0; i < count; ++i)
{
fixed2 uv = uv0 + step * i * fixed2(cos(radians(_Angle)), sin(radians(_Angle)));