添加一个滤镜

This commit is contained in:
ALIENJACK\alien 2024-12-13 15:42:26 +08:00
parent e23ea483c9
commit ce0cf563d4
9 changed files with 530 additions and 1 deletions

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using AxibugEmuOnline.Client;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
[System.Serializable]
[PostProcess(typeof(LCDPostEffectRenderer), PostProcessEvent.BeforeStack, "Filter/LCDPostEffect")]
public sealed class LCDPostEffect : FilterEffect
{
public override string Name => nameof(LCDPostEffect);
}
public sealed class LCDPostEffectRenderer : PostProcessEffectRenderer<LCDPostEffect>
{
private Shader shader;
private Material material;
public override void Init()
{
shader = Shader.Find("Filter/LCDPostEffect");
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/LCDPostEffect"
{
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;
float4 mainImage( float2 fragCoord )
{
float4 fragColor;
// Get pos relative to 0-1 screen space
float2 uv = fragCoord.xy / _iResolution.xy;;
// Map texture to 0-1 space
float4 texColor = tex2D(_MainTex,uv);
// Default lcd colour (affects brightness)
float pb = 0.4;
float4 lcdColor = float4(pb,pb,pb,1.0);
// Change every 1st, 2nd, and 3rd vertical strip to RGB respectively
int px = fragCoord.x%3.0;
if (px == 1) lcdColor.r = 1.0;
else if (px == 2) lcdColor.g = 1.0;
else lcdColor.b = 1.0;
// Darken every 3rd horizontal strip for scanline
float sclV = 0.25;
if (fragCoord.y%3.0 == 0) lcdColor.rgb = float3(sclV,sclV,sclV);
fragColor = texColor*lcdColor;
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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