一些特效
This commit is contained in:
377
Packages/NBPostProcessing/Shader/NBPostProcessUber.shader
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377
Packages/NBPostProcessing/Shader/NBPostProcessUber.shader
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Shader "XuanXuan/Postprocess/NBPostProcessUber"
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{
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Properties
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{
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// [MainTexture] _BaseMap("Base Map", 2D) = "white"
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_SpeedDistortMap("速度径向扭曲贴图", 2D) = "white"
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_SpeedDistortVec("速度径向 x强度y位置z范围w速度",Vector) = (0,0,0,0)
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_SpeedDistortVec2("速度径向 x:uvX速度 y:uvY速度",Vector) = (0,0,0,0)
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_TextureOverlay("肌理附加图",2D) = "white"
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_TextureOverlayIntensity("肌理附加强度",Float) = 0
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_TextureOverlayAnim("机理图动画",Vector) = (0,0,0,0)
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_TextureOverlayMask("肌理图蒙板",2D) = "white"
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_InvertIntensity("反向强度",Float) = 0
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_DeSaturateIntensity("饱和度强度",Float) = 0
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_Contrast("对比度",Float) = 1
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_FlashColor("闪颜色", Vector) = (1, 1, 1, 1)
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[HideInInspector] _NBPostProcessFlags("_NBPostProcessFlags", Integer) = 0
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_ChromaticAberrationVector("色散矢量",Vector) = (1,0,0,0)
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_CustomScreenCenter("自定义屏幕中心",Vector) = (0.5,0.5,0,0)
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_RadialBlurVec("径向模糊矢量 x强度",Vector) = (1,0,0,0)
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_VignetteVec("暗角矢量 x强度,y圆度,z光滑度",Vector) = (1,0,0,0)
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//不知道为什么,这里写成Color老是出错。
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_VignetteColor("暗角颜色",Vector) = (0.0,0.0,0.0,1.0)
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}
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// The SubShader block containing the Shader code.
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SubShader
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{
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// SubShader Tags define when and under which conditions a SubShader block or
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// a pass is executed.
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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// This line defines the name of the vertex shader.
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#pragma vertex vert
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// This line defines the name of the fragment shader.
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#pragma fragment frag
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#define CUSTOM_POSTPROCESS
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// #define _POLARCOORDINATES
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "HLSL/PostProcessingFlags.hlsl"
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#include "Packages/com.xuanxuan.render.utility/Shader/HLSL/XuanXuan_Utility.hlsl"
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// This example uses the Attributes structure as an input structure in
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// the vertex shader.
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struct Attributes
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{
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float4 positionOS : POSITION;
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};
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struct Varyings
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{
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// The positions in this struct must have the SV_POSITION semantic.
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float4 positionHCS : SV_POSITION;
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half2 uv :TEXCOORD0;
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};
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TEXTURE2D(_ScreenColorCopy1);
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SAMPLER(_linear_clamp);
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SAMPLER(sampler_ScreenColorCopy1);
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TEXTURE2D(_DisturbanceMaskTex);
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SAMPLER(sampler_DisturbanceMaskTex);
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Texture2D _SpeedDistortMap;
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SAMPLER(sampler_SpeedDistortMap);
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TEXTURE2D(_TextureOverlay);
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SAMPLER(sampler_TextureOverlay);
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TEXTURE2D(_TextureOverlayMask);
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SAMPLER(sampler_TextureOverlayMask);
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#if UNITY_VERSION < 202210
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SAMPLER(sampler_LinearClamp);
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#endif
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CBUFFER_START(UnityPerMaterial)
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float4 _SpeedDistortMap_ST;
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half4 _SpeedDistortVec;
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float4 _SpeedDistortVec2;
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half4 _TextureOverlay_ST;
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half _TextureOverlayIntensity;
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half4 _TextureOverlayMask_ST;
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half4 _TextureOverlayAnim;
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half _InvertIntensity;
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half _DeSaturateIntensity;
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half _Contrast;
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half3 _FlashColor;
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half4 _ChromaticAberrationVec;
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half4 _CustomScreenCenter;
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half4 _RadialBlurVec;
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half4 _VignetteVec;
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half4 _VignetteColor;
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CBUFFER_END
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half4 SAMPLE_TEXTURE2D_CHORATICABERRAT(half2 screenUV,half2 distortUV,half2 blurVec,half distToCenter)
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{
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if(CheckLocalFlags(FLAG_BIT_CHORATICABERRAT_BY_DISTORT))
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{
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blurVec = blurVec*0.25*_ChromaticAberrationVec.x;
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}
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else
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{
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half intensity = 1;
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half range = _ChromaticAberrationVec.z*0.5f;
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intensity = NB_Remap(distToCenter,_ChromaticAberrationVec.y-range,_ChromaticAberrationVec.y+range,0,1);
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blurVec = blurVec*0.25*_ChromaticAberrationVec.x*intensity;
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}
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half r = SAMPLE_TEXTURE2D_X(_ScreenColorCopy1, sampler_LinearClamp, screenUV + distortUV ).x;
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half g = SAMPLE_TEXTURE2D_X(_ScreenColorCopy1, sampler_LinearClamp, blurVec + screenUV + distortUV ).y;
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half b = SAMPLE_TEXTURE2D_X(_ScreenColorCopy1, sampler_LinearClamp, blurVec * 2.0 + screenUV + distortUV).z;
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half a = dot(blurVec,blurVec)*100000;
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return half4(r,g,b,a);
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}
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Varyings vert(Attributes IN)
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{
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// Declaring the output object (OUT) with the Varyings struct.
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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half4 clipVertex = OUT.positionHCS/OUT.positionHCS.w;
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OUT.uv = ComputeScreenPos(clipVertex);
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// Returning the output.
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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half2 screenUV = IN.uv;
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half2 distortUV = 0;
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half2 distortUVWithoutIntensity=0;
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half4 color = 0;
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half2 polarCoordinates = 0;
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//half disturbanceMask = (SAMPLE_TEXTURE2D(_DisturbanceMaskTex, _linear_clamp, screenUV)) * 2 - 1 + 0.00392; //8位0.5校准
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//disturbanceMask *= 0.4;
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//half2 disturbanceMask = (SAMPLE_TEXTURE2D(_DisturbanceMaskTex, _linear_clamp, screenUV).xy) * 0.8 - 0.398432; //上面两行合并
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half2 disturbanceMask = (SAMPLE_TEXTURE2D(_DisturbanceMaskTex, _linear_clamp, screenUV).xy) * 0.8 - 0.4; //上面两行合并
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color.a = SimpleSmoothstep(0,0.01,abs(disturbanceMask.x + disturbanceMask.y));
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screenUV += disturbanceMask;
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UNITY_BRANCH
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if (!CheckLocalFlags(FLAG_BIT_NB_POSTPROCESS_ON))
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{
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color.rgb = SAMPLE_TEXTURE2D(_ScreenColorCopy1, _linear_clamp, screenUV).rgb;
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}
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UNITY_BRANCH
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if((CheckLocalFlags(FLAG_BIT_DISTORT_SPEED)& (!CheckLocalFlags(FLAG_BIT_POST_DISTORT_SCREEN_UV)))|CheckLocalFlags(FLAG_BIT_OVERLAYTEXTURE_POLLARCOORD))
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{
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polarCoordinates= PolarCoordinates(screenUV,_CustomScreenCenter.xy);
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}
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UNITY_BRANCH
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if(CheckLocalFlags(FLAG_BIT_DISTORT_SPEED))
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{
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_SpeedDistortMap_ST.zw += _SpeedDistortVec2.xy * _Time.y;
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// return half4(polarCoordinates,0,1);
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half2 distortSpeedUV;
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if(CheckLocalFlags(FLAG_BIT_POST_DISTORT_SCREEN_UV))
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{
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distortSpeedUV = screenUV* _SpeedDistortMap_ST.xy+_SpeedDistortMap_ST.zw;
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half2 noise = SAMPLE_TEXTURE2D(_SpeedDistortMap,sampler_SpeedDistortMap,distortSpeedUV);
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noise = noise * 2-1+_SpeedDistortVec.w*0.1;
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half distortStrength = _SpeedDistortVec.x * 0.2;
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distortUVWithoutIntensity = noise;
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distortUV = noise * distortStrength;
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}
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else
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{
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distortSpeedUV = polarCoordinates * _SpeedDistortMap_ST.xy + _SpeedDistortMap_ST.zw;
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half noise = SAMPLE_TEXTURE2D(_SpeedDistortMap,sampler_SpeedDistortMap,distortSpeedUV);
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noise *= SimpleSmoothstep(_SpeedDistortVec.y,_SpeedDistortVec.y+_SpeedDistortVec.z,(distortSpeedUV.y - _SpeedDistortMap_ST.w)/_SpeedDistortMap_ST.y);
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half distortStrength = - _SpeedDistortVec.x * 0.2;
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distortUV = normalize(screenUV-_CustomScreenCenter.xy)*noise;
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distortUVWithoutIntensity = distortUV;
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distortUV *= distortStrength;
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}
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color.a += dot(distortUV,distortUV)*100000;
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}
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else
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{
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distortUVWithoutIntensity = disturbanceMask;
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}
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// return half4(((dot(distortUV,distortUV)*100000)).rrr,1);
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UNITY_BRANCH
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if(CheckLocalFlags(FLAG_BIT_CHORATICABERRAT) || CheckLocalFlags(FLAG_BIT_RADIALBLUR))
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{
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float2 blurVec = 0;
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half dist = 0;
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if(!CheckLocalFlags(FLAG_BIT_CHORATICABERRAT_BY_DISTORT)|!CheckLocalFlags(FLAG_BIT_RADIALBLUR_BY_DISTORT))
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{
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blurVec = _CustomScreenCenter.xy - screenUV;
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dist = dot(blurVec,blurVec)*4;
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}
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float2 choraticaBerratBlurVec;
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if(CheckLocalFlags(FLAG_BIT_CHORATICABERRAT))
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{
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if(CheckLocalFlags(FLAG_BIT_CHORATICABERRAT_BY_DISTORT))
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{
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choraticaBerratBlurVec = distortUVWithoutIntensity;
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}
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else
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{
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choraticaBerratBlurVec = blurVec;
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}
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}
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if(CheckLocalFlags(FLAG_BIT_RADIALBLUR))
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{
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float2 radialblurVec;
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if(CheckLocalFlags(FLAG_BIT_RADIALBLUR_BY_DISTORT))
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{
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radialblurVec = distortUVWithoutIntensity*_RadialBlurVec.x;
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}
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else
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{
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_RadialBlurVec.z *= 0.5;
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half rangeIntensity = NB_Remap(dist,_RadialBlurVec.y-_RadialBlurVec.z,_RadialBlurVec.y+_RadialBlurVec.z,0,1);
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rangeIntensity = saturate(rangeIntensity);
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radialblurVec = blurVec*_RadialBlurVec.x*rangeIntensity;
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}
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color.a += dot(blurVec,blurVec)*100;
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half3 acumulateColor = half3(0, 0, 0);
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int iteration = _RadialBlurVec.w;
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[unroll(12)]
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for(int i = 0;i<iteration;i++)
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{
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if(CheckLocalFlags(FLAG_BIT_CHORATICABERRAT))
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{
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//sample *3
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acumulateColor += SAMPLE_TEXTURE2D_CHORATICABERRAT(screenUV,distortUV,choraticaBerratBlurVec,dist);
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}
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else
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{
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acumulateColor += SAMPLE_TEXTURE2D(_ScreenColorCopy1,_linear_clamp,screenUV + distortUV);
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}
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screenUV += radialblurVec;
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}
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color.rgb = acumulateColor / iteration;
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}
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else
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{
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half4 choraticaBerratColor = SAMPLE_TEXTURE2D_CHORATICABERRAT(screenUV,distortUV,choraticaBerratBlurVec,dist);
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color.rgb = choraticaBerratColor.rgb;
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color.a += choraticaBerratColor.a;
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}
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}
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else
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{
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color.rgb = SAMPLE_TEXTURE2D(_ScreenColorCopy1,_linear_clamp,screenUV + distortUV);
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}
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// return half4(color.aaa,1);
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UNITY_BRANCH
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if(CheckLocalFlags(FLAG_BIT_OVERLAYTEXTURE))
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{
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half2 overlayTexUV;
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if(CheckLocalFlags(FLAG_BIT_OVERLAYTEXTURE_POLLARCOORD))
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{
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overlayTexUV = polarCoordinates;
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}
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else
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{
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overlayTexUV = screenUV;
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}
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float2 overlayMainTexUV = TRANSFORM_TEX(overlayTexUV,_TextureOverlay);
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overlayMainTexUV = UVOffsetAnimaiton(overlayMainTexUV,_TextureOverlayAnim.xy,_Time.y);
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half4 overlayTexSample = SAMPLE_TEXTURE2D(_TextureOverlay,sampler_TextureOverlay,overlayMainTexUV);
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half overlayTexMask = 1;
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if (CheckLocalFlags(FLAG_BIT_OVERLAYTEXTURE_MASKMAP))
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{
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float2 overlayTexMaskUV = TRANSFORM_TEX(overlayTexUV,_TextureOverlayMask);
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overlayTexMask = SAMPLE_TEXTURE2D(_TextureOverlayMask,sampler_TextureOverlayMask,overlayTexMaskUV);
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}
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color.rgb *= lerp(1,overlayTexSample.rgb,overlayTexSample.a*_TextureOverlayIntensity*overlayTexMask);
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// return half4( lerp(overlayTexSample.rgb,1,overlayTexSample.a*_TextureOverlayIntensity),1);
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color.a += _TextureOverlayIntensity;
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}
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UNITY_BRANCH
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if(CheckLocalFlags(FLAG_BIT_FLASH))
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{
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color.xyz = RgbToHsv(color.rgb);
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half3 colorHSV = color.xyz;
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color.y *= _DeSaturateIntensity;
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color.rgb = HsvToRgb(color.xyz);
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//因为颜色空间的特殊原因,这里的转换运算可能会造成性能热点,后续考虑优化。
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half3 invertColor = SRGBToLinear(1- LinearToSRGB(color.xyz));
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color.rgb = lerp(color.rgb,invertColor,_InvertIntensity);
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half3 endColor = lerp(color,_FlashColor,luminance(color.rgb));
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color.rgb = lerp(color.rgb,endColor,_InvertIntensity);
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color.rgb = lerp(half3(0.5,0.5,0.5),color.rgb,_Contrast);
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color.a = 1;
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}
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UNITY_BRANCH
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if(CheckLocalFlags(FLAG_BIT_VIGNETTE))
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{
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_VignetteVec.x *= _VignetteColor.a;
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half2 screenVec = (_CustomScreenCenter.xy - screenUV)*_VignetteVec.x;
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screenVec.x *= _VignetteVec.y;
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half2 dist = dot(screenVec,screenVec);
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dist = saturate(dist);
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half factor = pow(1-dist,_VignetteVec.z) ;
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color.rgb *= lerp(_VignetteColor,(1.0).xxx,factor);
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// color.rgb *= saturate(factor);
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color.a =1;
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}
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// return half4(_TextureOverlayIntensity.rrr,1);
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// float finalIntensity = (_SpeedDistortVec.x+ _TextureOverlayIntensity +_InvertIntensity +(1- _DeSaturateIntensity)+_Contrast)*2;
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// finalIntensity = saturate(finalIntensity);
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// return half4(saturate(color.a).rrr,1);
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return half4(color.rgb,saturate(color.a));
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}
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ENDHLSL
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}
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}
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}
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Reference in New Issue
Block a user