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1.2 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Fog Volume/Shadow Postprocess"
{
Properties { _MainTex ("", any) = "" {} }
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half3 ContrastF(half3 pixelColor, fixed contrast)
{
return saturate(((pixelColor.rgb - 0.5f) * max(contrast, 0)) + 0.5f);
}
half ShadowColor;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord ;
return o;
}
half4 frag(v2f i) : SV_Target {
half4 color = tex2D(_MainTex, i.uv);
//color.a *= 0;
//color.a = ContrastF(color.a, ShadowColor+1);
//color.a = ContrastF(color.a ,ShadowColor*5);
half edges = saturate(dot(1 - i.uv.r, 1 - i.uv.g) * dot(i.uv.r, i.uv.g) * 600);
edges *= edges*edges;
color.r = color.r + color.r*ShadowColor*50* edges;
color.r = lerp(0, color.r,edges);
return min(color.r,1);
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}