新增一个滤镜MattiasCRT,滤镜文件夹位置移动

This commit is contained in:
ALIENJACK\alien 2024-12-03 19:35:36 +08:00
parent c3d0bce281
commit 0783d7d90e
13 changed files with 547 additions and 293 deletions

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@ -15352,6 +15424,8 @@ MonoBehaviour:
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- assemblyQualifiedName: FixingPixelArtGrille, AxibugEmuOnline.Client, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- assemblyQualifiedName: MattiasCRT, AxibugEmuOnline.Client, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null
m_AfterStackBundles: []
--- !u!1 &1498586261
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@ -1,293 +0,0 @@
Shader "PostEffect/FixingPixcelArtGrille"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma shader_feature_local _MASKSTYLE_TVSTYLE _MASKSTYLE_APERTUREGRILLE _MASKSTYLE_STRETCHEDVGA _MASKSTYLE_VGASTYLE
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
//
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
//
// by Timothy Lottes
//
// This is more along the style of a really good CGA arcade monitor.
// With RGB inputs instead of NTSC.
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
//
// Left it unoptimized to show the theory behind the algorithm.
//
// It is an example what I personally would want as a display option for pixel art games.
// Please take and use, change, or whatever.
//
float2 _iResolution = float2(1920,1080);
// Emulated input resolution.
// Optimize for resize.
float2 _res = float2(272.0,240.0);
// Hardness of scanline.
// -8.0 = soft
// -16.0 = medium
float _hardScan = -10.0;
// Hardness of pixels in scanline.
// -2.0 = soft
// -4.0 = hard
float _hardPix =-2.0;
// Hardness of short vertical bloom.
// -1.0 = wide to the point of clipping (bad)
// -1.5 = wide
// -4.0 = not very wide at all
float _hardBloomScan = -4.0;
// Hardness of short horizontal bloom.
// -0.5 = wide to the point of clipping (bad)
// -1.0 = wide
// -2.0 = not very wide at all
float _hardBloomPix = -1.5;
// Amount of small bloom effect.
// 1.0/1.0 = only bloom
// 1.0/16.0 = what I think is a good amount of small bloom
// 0.0 = no bloom
float _bloomAmount = 1.0/16.0;
// Display warp.
// 0.0 = none
// 1.0/8.0 = extreme
float2 _warp = float2(1.0/64.0,1.0/24.0);
// Amount of shadow mask.
float _maskDark = 0.5;
float _maskLight = 1.5;
//------------------------------------------------------------------------
float fract(float x){
return x-floor(x);
}
// sRGB to Linear.
// Assuing using sRGB typed textures this should not be needed.
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
float3 ToLinear(float3 c){return float3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
// Linear to sRGB.
// Assuing using sRGB typed textures this should not be needed.
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
float3 ToSrgb(float3 c){return float3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
float3 Test(float3 c){return c*(1.0/64.0)+c*c*c;}
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
float3 Fetch( float2 pos,float2 off){
pos=floor(pos*_res+off)/_res;
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return float3(0.0,0.0,0.0);
return Test(ToLinear(tex2D(_MainTex,pos.xy).rgb));}
// Distance in emulated pixels to nearest texel.
float2 Dist(float2 pos){pos=pos*_res;return -((pos-floor(pos))-float2(0.5,0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
// 3-tap Gaussian filter along horz line.
float3 Horz3(float2 pos,float off){
float3 b=Fetch(pos,float2(-1.0,off));
float3 c=Fetch(pos,float2( 0.0,off));
float3 d=Fetch(pos,float2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=_hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
// 5-tap Gaussian filter along horz line.
float3 Horz5(float2 pos,float off){
float3 a=Fetch(pos,float2(-2.0,off));
float3 b=Fetch(pos,float2(-1.0,off));
float3 c=Fetch(pos,float2( 0.0,off));
float3 d=Fetch(pos,float2( 1.0,off));
float3 e=Fetch(pos,float2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=_hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
// 7-tap Gaussian filter along horz line.
float3 Horz7(float2 pos,float off){
float3 a=Fetch(pos,float2(-3.0,off));
float3 b=Fetch(pos,float2(-2.0,off));
float3 c=Fetch(pos,float2(-1.0,off));
float3 d=Fetch(pos,float2( 0.0,off));
float3 e=Fetch(pos,float2( 1.0,off));
float3 f=Fetch(pos,float2( 2.0,off));
float3 g=Fetch(pos,float2( 3.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=_hardBloomPix;
float wa=Gaus(dst-3.0,scale);
float wb=Gaus(dst-2.0,scale);
float wc=Gaus(dst-1.0,scale);
float wd=Gaus(dst+0.0,scale);
float we=Gaus(dst+1.0,scale);
float wf=Gaus(dst+2.0,scale);
float wg=Gaus(dst+3.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
// Return scanline weight.
float Scan(float2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,_hardScan);}
// Return scanline weight for bloom.
float BloomScan(float2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,_hardBloomScan);}
// Allow nearest three lines to effect pixel.
float3 Tri(float2 pos){
float3 a=Horz3(pos,-1.0);
float3 b=Horz5(pos, 0.0);
float3 c=Horz3(pos, 1.0);
float wa=Scan(pos,-1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
// Small bloom.
float3 Bloom(float2 pos){
float3 a=Horz5(pos,-2.0);
float3 b=Horz7(pos,-1.0);
float3 c=Horz7(pos, 0.0);
float3 d=Horz7(pos, 1.0);
float3 e=Horz5(pos, 2.0);
float wa=BloomScan(pos,-2.0);
float wb=BloomScan(pos,-1.0);
float wc=BloomScan(pos, 0.0);
float wd=BloomScan(pos, 1.0);
float we=BloomScan(pos, 2.0);
return a*wa+b*wb+c*wc+d*wd+e*we;}
// Distortion of scanlines, and end of screen alpha.
float2 Warp(float2 pos){
pos=pos*2.0-1.0;
pos*=float2(1.0+(pos.y*pos.y)*_warp.x,1.0+(pos.x*pos.x)*_warp.y);
return pos*0.5+0.5;}
#if defined(_MASKSTYLE_TVSTYLE)
// Very compressed TV style shadow mask.
float3 Mask(float2 pos){
float lineee=_maskLight;
float odd=0.0;
if(fract(pos.x/6.0)<0.5)odd=1.0;
if(fract((pos.y+odd)/2.0)<0.5) lineee=_maskDark;
pos.x=fract(pos.x/3.0);
float3 mask=float3(_maskDark,_maskDark,_maskDark);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
mask*=lineee;
return mask;
}
#elif defined(_MASKSTYLE_APERTUREGRILLE)
// Aperture-grille.
float3 Mask(float2 pos){
pos.x=fract(pos.x/3.0);
float3 mask=float3(_maskDark,_maskDark,_maskDark);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
return mask;}
#elif defined(_MASKSTYLE_STRETCHEDVGA)
// Stretched VGA style shadow mask (same as prior shaders).
float3 Mask(float2 pos){
pos.x+=pos.y*3.0;
float3 mask=float3(_maskDark,_maskDark,_maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
return mask;}
#elif defined(_MASKSTYLE_VGASTYLE)
// VGA style shadow mask.
float3 Mask(float2 pos){
pos.xy=floor(pos.xy*float2(1.0,0.5));
pos.x+=pos.y*3.0;
float3 mask=float3(_maskDark,_maskDark,_maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
return mask;}
#endif
// Draw dividing bars.
float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
// Entry.
float4 mainImage(float2 fragCoord){
float4 fragColor = float4(1,1,1,1);
float2 pos=Warp(fragCoord.xy/_iResolution.xy);
fragColor.rgb=Tri(pos)*Mask(fragCoord.xy);
fragColor.rgb+=Bloom(pos)*_bloomAmount;
fragColor.a=1.0;
fragColor.rgb=ToSrgb(fragColor.rgb);
return fragColor;
}
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f i) : SV_Target
{
float2 pos = _iResolution.xy*i.uv;
fixed4 col = mainImage(pos);
return col;
}
ENDCG
}
}
}

View File

@ -0,0 +1,293 @@
Shader "PostEffect/FixingPixcelArtGrille"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma shader_feature_local _MASKSTYLE_TVSTYLE _MASKSTYLE_APERTUREGRILLE _MASKSTYLE_STRETCHEDVGA _MASKSTYLE_VGASTYLE
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
//
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
//
// by Timothy Lottes
//
// This is more along the style of a really good CGA arcade monitor.
// With RGB inputs instead of NTSC.
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
//
// Left it unoptimized to show the theory behind the algorithm.
//
// It is an example what I personally would want as a display option for pixel art games.
// Please take and use, change, or whatever.
//
float2 _iResolution = float2(1920,1080);
// Emulated input resolution.
// Optimize for resize.
float2 _res = float2(272.0,240.0);
// Hardness of scanline.
// -8.0 = soft
// -16.0 = medium
float _hardScan = -10.0;
// Hardness of pixels in scanline.
// -2.0 = soft
// -4.0 = hard
float _hardPix =-2.0;
// Hardness of short vertical bloom.
// -1.0 = wide to the point of clipping (bad)
// -1.5 = wide
// -4.0 = not very wide at all
float _hardBloomScan = -4.0;
// Hardness of short horizontal bloom.
// -0.5 = wide to the point of clipping (bad)
// -1.0 = wide
// -2.0 = not very wide at all
float _hardBloomPix = -1.5;
// Amount of small bloom effect.
// 1.0/1.0 = only bloom
// 1.0/16.0 = what I think is a good amount of small bloom
// 0.0 = no bloom
float _bloomAmount = 1.0/16.0;
// Display warp.
// 0.0 = none
// 1.0/8.0 = extreme
float2 _warp = float2(1.0/64.0,1.0/24.0);
// Amount of shadow mask.
float _maskDark = 0.5;
float _maskLight = 1.5;
//------------------------------------------------------------------------
float fract(float x){
return x-floor(x);
}
// sRGB to Linear.
// Assuing using sRGB typed textures this should not be needed.
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
float3 ToLinear(float3 c){return float3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
// Linear to sRGB.
// Assuing using sRGB typed textures this should not be needed.
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
float3 ToSrgb(float3 c){return float3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
float3 Test(float3 c){return c*(1.0/64.0)+c*c*c;}
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
float3 Fetch( float2 pos,float2 off){
pos=floor(pos*_res+off)/_res;
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return float3(0.0,0.0,0.0);
return Test(ToLinear(tex2D(_MainTex,pos.xy).rgb));}
// Distance in emulated pixels to nearest texel.
float2 Dist(float2 pos){pos=pos*_res;return -((pos-floor(pos))-float2(0.5,0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
// 3-tap Gaussian filter along horz line.
float3 Horz3(float2 pos,float off){
float3 b=Fetch(pos,float2(-1.0,off));
float3 c=Fetch(pos,float2( 0.0,off));
float3 d=Fetch(pos,float2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=_hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
// 5-tap Gaussian filter along horz line.
float3 Horz5(float2 pos,float off){
float3 a=Fetch(pos,float2(-2.0,off));
float3 b=Fetch(pos,float2(-1.0,off));
float3 c=Fetch(pos,float2( 0.0,off));
float3 d=Fetch(pos,float2( 1.0,off));
float3 e=Fetch(pos,float2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=_hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
// 7-tap Gaussian filter along horz line.
float3 Horz7(float2 pos,float off){
float3 a=Fetch(pos,float2(-3.0,off));
float3 b=Fetch(pos,float2(-2.0,off));
float3 c=Fetch(pos,float2(-1.0,off));
float3 d=Fetch(pos,float2( 0.0,off));
float3 e=Fetch(pos,float2( 1.0,off));
float3 f=Fetch(pos,float2( 2.0,off));
float3 g=Fetch(pos,float2( 3.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=_hardBloomPix;
float wa=Gaus(dst-3.0,scale);
float wb=Gaus(dst-2.0,scale);
float wc=Gaus(dst-1.0,scale);
float wd=Gaus(dst+0.0,scale);
float we=Gaus(dst+1.0,scale);
float wf=Gaus(dst+2.0,scale);
float wg=Gaus(dst+3.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
// Return scanline weight.
float Scan(float2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,_hardScan);}
// Return scanline weight for bloom.
float BloomScan(float2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,_hardBloomScan);}
// Allow nearest three lines to effect pixel.
float3 Tri(float2 pos){
float3 a=Horz3(pos,-1.0);
float3 b=Horz5(pos, 0.0);
float3 c=Horz3(pos, 1.0);
float wa=Scan(pos,-1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
// Small bloom.
float3 Bloom(float2 pos){
float3 a=Horz5(pos,-2.0);
float3 b=Horz7(pos,-1.0);
float3 c=Horz7(pos, 0.0);
float3 d=Horz7(pos, 1.0);
float3 e=Horz5(pos, 2.0);
float wa=BloomScan(pos,-2.0);
float wb=BloomScan(pos,-1.0);
float wc=BloomScan(pos, 0.0);
float wd=BloomScan(pos, 1.0);
float we=BloomScan(pos, 2.0);
return a*wa+b*wb+c*wc+d*wd+e*we;}
// Distortion of scanlines, and end of screen alpha.
float2 Warp(float2 pos){
pos=pos*2.0-1.0;
pos*=float2(1.0+(pos.y*pos.y)*_warp.x,1.0+(pos.x*pos.x)*_warp.y);
return pos*0.5+0.5;}
#if defined(_MASKSTYLE_TVSTYLE)
// Very compressed TV style shadow mask.
float3 Mask(float2 pos){
float lineee=_maskLight;
float odd=0.0;
if(fract(pos.x/6.0)<0.5)odd=1.0;
if(fract((pos.y+odd)/2.0)<0.5) lineee=_maskDark;
pos.x=fract(pos.x/3.0);
float3 mask=float3(_maskDark,_maskDark,_maskDark);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
mask*=lineee;
return mask;
}
#elif defined(_MASKSTYLE_APERTUREGRILLE)
// Aperture-grille.
float3 Mask(float2 pos){
pos.x=fract(pos.x/3.0);
float3 mask=float3(_maskDark,_maskDark,_maskDark);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
return mask;}
#elif defined(_MASKSTYLE_STRETCHEDVGA)
// Stretched VGA style shadow mask (same as prior shaders).
float3 Mask(float2 pos){
pos.x+=pos.y*3.0;
float3 mask=float3(_maskDark,_maskDark,_maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
return mask;}
#elif defined(_MASKSTYLE_VGASTYLE)
// VGA style shadow mask.
float3 Mask(float2 pos){
pos.xy=floor(pos.xy*float2(1.0,0.5));
pos.x+=pos.y*3.0;
float3 mask=float3(_maskDark,_maskDark,_maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=_maskLight;
else if(pos.x<0.666)mask.g=_maskLight;
else mask.b=_maskLight;
return mask;}
#endif
// Draw dividing bars.
float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
// Entry.
float4 mainImage(float2 fragCoord){
float4 fragColor = float4(1,1,1,1);
float2 pos=Warp(fragCoord.xy/_iResolution.xy);
fragColor.rgb=Tri(pos)*Mask(fragCoord.xy);
fragColor.rgb+=Bloom(pos)*_bloomAmount;
fragColor.a=1.0;
fragColor.rgb=ToSrgb(fragColor.rgb);
return fragColor;
}
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f i) : SV_Target
{
float2 pos = _iResolution.xy*i.uv;
fixed4 col = mainImage(pos);
return col;
}
ENDCG
}
}
}

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using AxibugEmuOnline.Client;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
[System.Serializable]
[PostProcess(typeof(MattiasCRTRenderer), PostProcessEvent.BeforeStack, "Filter/MattiasCRT")]
public sealed class MattiasCRT : FilterEffect
{
public override string Name => nameof(MattiasCRT);
}
public sealed class MattiasCRTRenderer : PostProcessEffectRenderer<MattiasCRT>
{
private Shader shader;
private Material material;
public override void Init()
{
shader = Shader.Find("Filter/MattiasCRT");
material = new Material(shader);
}
public override void Render(PostProcessRenderContext context)
{
material.SetVector("_iResolution", new Vector4(Screen.width, Screen.height, 0, 0));
context.command.Blit(context.source, context.destination, material);
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Shader "Filter/MattiasCRT"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float2 _iResolution;
float2 curve(float2 uv)
{
uv = (uv - 0.5) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
float4 mainImage( float2 fragCoord )
{
float4 fragColor = float4(0,0,0,1);
float2 q = fragCoord.xy / _iResolution.xy;
float2 uv = q;
uv = curve( uv );
float3 oricol = tex2D(_MainTex,uv).xyz;
float3 col;
float x = sin(0.3*_Time+uv.y*21.0)*sin(0.7*_Time+uv.y*29.0)*sin(0.3+0.33*_Time+uv.y*31.0)*0.0017;
col.r = tex2D(_MainTex,float2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
col.g = tex2D(_MainTex,float2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
col.b = tex2D(_MainTex,float2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
col.r += 0.08*tex2D(_MainTex,0.75*float2(x+0.025, -0.027)+float2(uv.x+0.001,uv.y+0.001)).x;
col.g += 0.05*tex2D(_MainTex,0.75*float2(x+-0.022, -0.02)+float2(uv.x+0.000,uv.y-0.002)).y;
col.b += 0.08*tex2D(_MainTex,0.75*float2(x+-0.02, -0.018)+float2(uv.x-0.002,uv.y+0.000)).z;
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);
float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
col *= pow(vig,0.3);
col *= float3(0.95,1.05,0.95);
col *= 2.8;
float scans = clamp( 0.35+0.35*sin(3.5*_Time+uv.y*_iResolution.y*1.5), 0.0, 1.0);
float s = pow(scans,1.7);
col = col*( 0.4+0.7*s) ;
col *= 1.0+0.01*sin(110.0*_Time);
if (uv.x < 0.0 || uv.x > 1.0)
col *= 0.0;
if (uv.y < 0.0 || uv.y > 1.0)
col *= 0.0;
col*=1.0-0.65*clamp((fragCoord.x % 2.0 -1.0 )*2.0,0.0,1.0);
float comp = smoothstep( 0.1, 0.9, sin(_Time) );
fragColor = float4(col,1.0);
return fragColor;
}
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f i) : SV_Target
{
float2 pos = _iResolution.xy*i.uv;
fixed4 col = mainImage(pos);
return col;
}
ENDCG
}
}
}

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