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- // 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
- }
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