forked from sin365/AxibugEmuOnline
添加一个滤镜
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@ -0,0 +1,28 @@
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|
using AxibugEmuOnline.Client;
|
||||||
|
using UnityEngine;
|
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|
using UnityEngine.Rendering.PostProcessing;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
[PostProcess(typeof(LCDPostEffectRenderer), PostProcessEvent.BeforeStack, "Filter/LCDPostEffect")]
|
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|
public sealed class LCDPostEffect : FilterEffect
|
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|
{
|
||||||
|
public override string Name => nameof(LCDPostEffect);
|
||||||
|
}
|
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|
|
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|
public sealed class LCDPostEffectRenderer : PostProcessEffectRenderer<LCDPostEffect>
|
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|
{
|
||||||
|
private Shader shader;
|
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|
private Material material;
|
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|
|
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|
public override void Init()
|
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|
{
|
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|
shader = Shader.Find("Filter/LCDPostEffect");
|
||||||
|
material = new Material(shader);
|
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|
}
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|
|
||||||
|
public override void Render(PostProcessRenderContext context)
|
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|
{
|
||||||
|
material.SetVector("_iResolution", new Vector4(Screen.width, Screen.height, 0, 0));
|
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|
context.command.Blit(context.source, context.destination, material);
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}
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,68 @@
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|
Shader "Filter/LCDPostEffect"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
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|
_MainTex ("Base (RGB)", 2D) = "white" {}
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|
}
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|
SubShader
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|
{
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|
Pass
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|
{
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|
CGPROGRAM
|
||||||
|
|
||||||
|
#pragma vertex vert_img
|
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|
#pragma fragment frag
|
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|
#include "UnityCG.cginc"
|
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|
|
||||||
|
sampler2D _MainTex;
|
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|
float4 _MainTex_TexelSize;
|
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|
float2 _iResolution;
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|
|
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|
float4 mainImage( float2 fragCoord )
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|
{
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|
float4 fragColor;
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|
// Get pos relative to 0-1 screen space
|
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|
float2 uv = fragCoord.xy / _iResolution.xy;;
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|
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|
// Map texture to 0-1 space
|
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|
float4 texColor = tex2D(_MainTex,uv);
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|
|
||||||
|
// Default lcd colour (affects brightness)
|
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|
float pb = 0.4;
|
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|
float4 lcdColor = float4(pb,pb,pb,1.0);
|
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|
|
||||||
|
// Change every 1st, 2nd, and 3rd vertical strip to RGB respectively
|
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|
int px = fragCoord.x%3.0;
|
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|
if (px == 1) lcdColor.r = 1.0;
|
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|
else if (px == 2) lcdColor.g = 1.0;
|
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|
else lcdColor.b = 1.0;
|
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|
|
||||||
|
// Darken every 3rd horizontal strip for scanline
|
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|
float sclV = 0.25;
|
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|
if (fragCoord.y%3.0 == 0) lcdColor.rgb = float3(sclV,sclV,sclV);
|
||||||
|
|
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|
fragColor = texColor*lcdColor;
|
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|
|
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|
return fragColor;
|
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|
}
|
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|
|
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|
struct v2f
|
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|
{
|
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|
float4 pos : POSITION;
|
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|
float2 uv : TEXCOORD0;
|
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|
};
|
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|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
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|
{
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|
float2 pos = _iResolution.xy*i.uv;
|
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|
fixed4 col = mainImage(pos);
|
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|
return col;
|
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|
}
|
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|
ENDCG
|
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|
}
|
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|
}
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|
}
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Loading…
Reference in New Issue
Block a user