├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── Sample.meta
├── Sample
│ ├── Garage.png
│ ├── Garage.png.meta
│ ├── Listening_Unity-Chan.png
│ └── Listening_Unity-Chan.png.meta
├── Shader.meta
└── Shader
│ ├── Blur.meta
│ ├── Blur
│ ├── BlurSample.unity
│ ├── BlurSample.unity.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── UI-Blur.cginc
│ ├── UI-Blur.cginc.meta
│ ├── UI-Blur.mat
│ ├── UI-Blur.mat.meta
│ ├── UI-Blur.shader
│ └── UI-Blur.shader.meta
│ ├── Mask.meta
│ ├── Mask
│ ├── Mask.mat
│ ├── Mask.mat.meta
│ ├── Mask.shader
│ ├── Mask.shader.meta
│ ├── MaskSample.unity
│ ├── MaskSample.unity.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── dia_mask.png
│ ├── dia_mask.png.meta
│ ├── star_mask.png
│ └── star_mask.png.meta
│ ├── Monochrome.meta
│ ├── Monochrome
│ ├── MonochromeSample.unity
│ ├── MonochromeSample.unity.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── UI-Monochrome.cginc
│ ├── UI-Monochrome.cginc.meta
│ ├── UI-Monochrome.mat
│ ├── UI-Monochrome.mat.meta
│ ├── UI-Monochrome.shader
│ └── UI-Monochrome.shader.meta
│ ├── Mosaic.meta
│ ├── Mosaic
│ ├── MosaicSample.unity
│ ├── MosaicSample.unity.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── UI-Mosaic.cginc
│ ├── UI-Mosaic.cginc.meta
│ ├── UI-Mosaic.mat
│ ├── UI-Mosaic.mat.meta
│ ├── UI-Mosaic.shader
│ └── UI-Mosaic.shader.meta
│ ├── PlusNoise.meta
│ ├── PlusNoise
│ ├── PlusNoiseX.unity
│ ├── PlusNoiseX.unity.meta
│ ├── PlusNoiseY.unity
│ ├── PlusNoiseY.unity.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── UI-PlusNoise.cginc
│ ├── UI-PlusNoise.cginc.meta
│ ├── UI-PlusNoiseX.mat
│ ├── UI-PlusNoiseX.mat.meta
│ ├── UI-PlusNoiseX.shader
│ ├── UI-PlusNoiseX.shader.meta
│ ├── UI-PlusNoiseY.mat
│ ├── UI-PlusNoiseY.mat.meta
│ ├── UI-PlusNoiseY.shader
│ └── UI-PlusNoiseY.shader.meta
│ ├── SandStorm.meta
│ ├── SandStorm
│ ├── README.md
│ ├── README.md.meta
│ ├── SandStormSample.unity
│ ├── SandStormSample.unity.meta
│ ├── UI-SandStorm.cginc
│ ├── UI-SandStorm.cginc.meta
│ ├── UI-SandStorm.mat
│ ├── UI-SandStorm.mat.meta
│ ├── UI-SandStorm.shader
│ └── UI-SandStorm.shader.meta
│ ├── Sepia.meta
│ └── Sepia
│ ├── README.md
│ ├── README.md.meta
│ ├── Sepia.mat
│ ├── Sepia.mat.meta
│ ├── SepiaSample.unity
│ ├── SepiaSample.unity.meta
│ ├── UI-Sepia.cginc
│ ├── UI-Sepia.cginc.meta
│ ├── UI-Sepia.shader
│ └── UI-Sepia.shader.meta
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── Sample
├── Blur
├── Blur.mov.gif
└── BlurScreenShot.png
├── Mask
├── Mask01.mov.gif
├── Mask01ScreenShot.png
├── Mask02.mov.gif
└── Mask02ScreenShot.png
├── Monochrome
├── Monochrome.mov.gif
└── MonochromeScreenShot.png
├── Mosaic
├── Mosaic.mov.gif
└── MosaicScreenShot.png
├── PlusNoise
├── PlusNoiseX.mov.gif
├── PlusNoiseXScreenShot.png
├── PlusNoiseY.mov.gif
└── PlusNoiseYScreenShot.png
├── Sample.png
├── SandStorm
├── SandStorm.mov.gif
└── SandStormScreenShot.png
└── Sepia
├── Sepia.mov.gif
└── SepiaScreenShot.png
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
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/Assets/Shader/Blur/README.md:
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1 | # blur-effect
2 |
3 | > 概要
4 |
5 | 画面にぼかし効果を与えることができます。
6 | カラーのAlphaをぼかし度に割り当てているため、徐々にぼけていくといったアニメーションを作ることもできます。
7 |
8 |
9 |
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/Assets/Shader/Blur/UI-Blur.cginc:
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1 | struct appdata_t
2 | {
3 | half4 vertex : POSITION;
4 | half2 uv : TEXCOORD0;
5 | half4 color : COLOR;
6 | };
7 |
8 | struct v2f
9 | {
10 | half4 vertex : POSITION;
11 | half4 uvgrab : TEXCOORD0;
12 | half4 color : COLOR;
13 | };
14 |
15 | half _Size;
16 | sampler2D _GrabTexture;
17 | half4 _GrabTexture_TexelSize;
18 |
19 | v2f vert(appdata_t v)
20 | {
21 | v2f o;
22 | o.vertex = UnityObjectToClipPos(v.vertex);
23 | o.uvgrab = ComputeGrabScreenPos(o.vertex);
24 | o.color = v.color;
25 | return o;
26 | }
27 |
28 | half4 blur(v2f i, half w, half kx, half ky)
29 | {
30 | return tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(half4(i.uvgrab.x + _GrabTexture_TexelSize.x * kx * _Size * i.color.a, i.uvgrab.y + _GrabTexture_TexelSize.y * ky * _Size * i.color.a, i.uvgrab.z, i.uvgrab.w))) * w;
31 | }
32 |
33 | half4 blurX(v2f i) : SV_Target
34 | {
35 | half4 col = 0;
36 | col += blur(i, 0.05, -4.0, 0.0);
37 | col += blur(i, 0.09, -3.0, 0.0);
38 | col += blur(i, 0.12, -2.0, 0.0);
39 | col += blur(i, 0.15, -1.0, 0.0);
40 | col += blur(i, 0.18, 0.0, 0.0);
41 | col += blur(i, 0.15, +1.0, 0.0);
42 | col += blur(i, 0.12, +2.0, 0.0);
43 | col += blur(i, 0.09, +3.0, 0.0);
44 | col += blur(i, 0.05, +4.0, 0.0);
45 | return col;
46 | }
47 |
48 | half4 blurY(v2f i) : SV_Target
49 | {
50 | half4 col = 0;
51 | col += blur(i, 0.05, 0.0, -4.0);
52 | col += blur(i, 0.09, 0.0, -3.0);
53 | col += blur(i, 0.12, 0.0, -2.0);
54 | col += blur(i, 0.15, 0.0, -1.0);
55 | col += blur(i, 0.18, 0.0, 0.0);
56 | col += blur(i, 0.15, 0.0, +1.0);
57 | col += blur(i, 0.12, 0.0, +2.0);
58 | col += blur(i, 0.09, 0.0, +3.0);
59 | col += blur(i, 0.05, 0.0, +4.0);
60 | col.rgb *= i.color.rgb;
61 | return col;
62 | }
63 |
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1 | Shader "UI/Blur"
2 | {
3 | Properties
4 | {
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6 | _Size ("Size", Float) = 1
7 | _StencilComp ("Stencil Comparison", Float) = 8
8 | _Stencil ("Stencil ID", Float) = 0
9 | _StencilOp ("Stencil Operation", Float) = 0
10 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
11 | _StencilReadMask ("Stencil Read Mask", Float) = 255
12 | }
13 |
14 | Category
15 | {
16 | SubShader
17 | {
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23 | }
24 |
25 | Stencil
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29 | Pass [_StencilOp]
30 | ReadMask [_StencilReadMask]
31 | WriteMask [_StencilWriteMask]
32 | }
33 |
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35 |
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38 | Pass
39 | {
40 | Name "blurX"
41 | CGPROGRAM
42 | #pragma vertex vert
43 | #pragma fragment blurX
44 | #pragma fragmentoption ARB_precision_hint_fastest
45 | #include "UnityCG.cginc"
46 | #include "UI-Blur.cginc"
47 | ENDCG
48 | }
49 |
50 | GrabPass {}
51 |
52 | Pass
53 | {
54 | Name "blurY"
55 | CGPROGRAM
56 | #pragma vertex vert
57 | #pragma fragment blurY
58 | #pragma fragmentoption ARB_precision_hint_fastest
59 | #include "UnityCG.cginc"
60 | #include "UI-Blur.cginc"
61 | ENDCG
62 | }
63 | }
64 | }
65 | }
66 |
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1 | Shader "UI/Mask"
2 | {
3 | Properties
4 | {
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6 | }
7 |
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9 | {
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15 | "PreviewType"="Plane"
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17 | }
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21 | ZWrite Off
22 | ZTest [unity_GUIZTestMode]
23 | Blend SrcAlpha OneMinusSrcAlpha
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25 | Pass
26 | {
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28 | #pragma vertex vert
29 | #pragma fragment frag
30 |
31 | #include "UnityCG.cginc"
32 | #include "UnityUI.cginc"
33 |
34 | sampler2D _MaskTex;
35 |
36 | struct appdata_t
37 | {
38 | half4 vertex : POSITION;
39 | half4 color : COLOR;
40 | half2 texcoord : TEXCOORD0;
41 | };
42 |
43 | struct v2f
44 | {
45 | half4 vertex : SV_POSITION;
46 | half4 color : COLOR;
47 | half2 texcoord : TEXCOORD0;
48 | half4 worldPosition : TEXCOORD1;
49 | };
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52 | {
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54 | OUT.worldPosition = IN.vertex;
55 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
56 | OUT.texcoord = IN.texcoord;
57 | OUT.color = IN.color;
58 | return OUT;
59 | }
60 |
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62 | {
63 | half4 col = fixed4(0, 0, 0, 1);
64 | half mask = tex2D(_MaskTex, IN.texcoord).a;
65 | half alpha = mask - (-1 + IN.color * 2);
66 | col.a *= alpha;
67 | return col;
68 | }
69 | ENDCG
70 | }
71 | }
72 | }
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1 | # mask-effect
2 |
3 | > 概要
4 |
5 | マスク画像を画面に加算します。
6 | カラーのRを加算度に割り当てているので、徐々に画面が隠れていくといったアニメーションを作ることもできます。
7 | また、テクスチャを差し替えることで様々なフェードイン/アウトの演出を作ることができます。
8 |
9 | 
10 |
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1 | # monochrome-effect
2 |
3 | > 概要
4 |
5 | 画面をモノクロにします。
6 | 頂点カラーのRGBをグレー値の計算に使っているので、明度の調整ができます。
7 |
8 |
9 |
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1 | struct appdata_t
2 | {
3 | half4 vertex : POSITION;
4 | half2 uv : TEXCOORD0;
5 | half4 color : COLOR;
6 | };
7 |
8 | struct v2f
9 | {
10 | half4 vertex : POSITION;
11 | half4 uvgrab : TEXCOORD0;
12 | half4 color : COLOR;
13 | };
14 |
15 | sampler2D _GrabTexture;
16 | half4 _GrabTexture_TexelSize;
17 |
18 | v2f vert(appdata_t v)
19 | {
20 | v2f o;
21 | o.vertex = UnityObjectToClipPos(v.vertex);
22 | o.uvgrab = ComputeGrabScreenPos(o.vertex);
23 | o.color = v.color;
24 | return o;
25 | }
26 |
27 | half4 monochrome(v2f i) : SV_Target
28 | {
29 | half3 c = tex2D(_GrabTexture, i.uvgrab.xy).rgb;
30 | half g = c.r * i.color.r + c.g * i.color.g + c.b * i.color.b;
31 | return half4(g, g, g, 1);
32 | }
33 |
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1 | Shader "UI/Monochrome"
2 | {
3 | Properties
4 | {
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6 | _StencilComp ("Stencil Comparison", Float) = 8
7 | _Stencil ("Stencil ID", Float) = 0
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10 | _StencilReadMask ("Stencil Read Mask", Float) = 255
11 | }
12 |
13 | Category
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18 | {
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22 | }
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27 | Comp [_StencilComp]
28 | Pass [_StencilOp]
29 | ReadMask [_StencilReadMask]
30 | WriteMask [_StencilWriteMask]
31 | }
32 |
33 | Cull Off
34 |
35 | GrabPass {}
36 |
37 | Pass
38 | {
39 | Name "monochrome"
40 | CGPROGRAM
41 | #pragma vertex vert
42 | #pragma fragment monochrome
43 | #pragma fragmentoption ARB_precision_hint_fastest
44 | #include "UnityCG.cginc"
45 | #include "UI-Monochrome.cginc"
46 | ENDCG
47 | }
48 | }
49 | }
50 | }
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/Assets/Shader/Mosaic/README.md:
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1 | # mosaic-effect
2 |
3 | > 概要
4 |
5 | 画面にモザイクをかけます。
6 | 頂点カラーのAlphaとマテリアルのSizeパラメータを調整することで、モザイクの粒度を調整することができます。
7 |
8 |
9 |
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/Assets/Shader/Mosaic/UI-Mosaic.cginc:
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1 | struct appdata_t
2 | {
3 | half4 vertex : POSITION;
4 | half2 uv : TEXCOORD0;
5 | half4 color : COLOR;
6 | };
7 |
8 | struct v2f
9 | {
10 | half4 vertex : POSITION;
11 | half4 uvgrab : TEXCOORD0;
12 | half4 color : COLOR;
13 | };
14 |
15 | half _Size;
16 | sampler2D _GrabTexture;
17 | half4 _GrabTexture_TexelSize;
18 |
19 | v2f vert(appdata_t v)
20 | {
21 | v2f o;
22 | o.vertex = UnityObjectToClipPos(v.vertex);
23 | o.uvgrab = ComputeGrabScreenPos(o.vertex);
24 | o.color = v.color;
25 | return o;
26 | }
27 |
28 | half4 mosaic(v2f i) : SV_Target
29 | {
30 | half block = _Size * (1 - i.color.a);
31 | half size = 1.0 / block;
32 | half2 lb = floor(i.uvgrab * block) / block;
33 | half2 lt = lb + half2(0.0, size);
34 | half2 rb = lb + half2(size, 0.0);
35 | half2 rt = lb + half2(size, size);
36 | return (tex2D(_GrabTexture, lb) + tex2D(_GrabTexture, lt) + tex2D(_GrabTexture, rb) + tex2D(_GrabTexture, rt)) / 4.0;
37 | }
38 |
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1 | Shader "UI/Mosaic"
2 | {
3 | Properties
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32 | }
33 |
34 | Cull Off
35 |
36 | GrabPass {}
37 |
38 | Pass
39 | {
40 | Name "mosaic"
41 | CGPROGRAM
42 | #pragma vertex vert
43 | #pragma fragment mosaic
44 | #pragma fragmentoption ARB_precision_hint_fastest
45 | #include "UnityCG.cginc"
46 | #include "UI-Mosaic.cginc"
47 | ENDCG
48 | }
49 | }
50 | }
51 | }
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/Assets/Shader/PlusNoise/README.md:
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1 | # plusnoise-effect
2 |
3 | > 概要
4 |
5 | 画面を歪ませます。
6 | 頂点カラーのAlphaを調整することで、歪みの度合いを調整できます。
7 |
8 | 
9 |
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/Assets/Shader/PlusNoise/UI-PlusNoise.cginc:
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1 | struct appdata_t
2 | {
3 | half4 vertex : POSITION;
4 | half2 uv : TEXCOORD0;
5 | half4 color : COLOR;
6 | };
7 |
8 | struct v2f
9 | {
10 | half4 vertex : POSITION;
11 | half4 uvgrab : TEXCOORD0;
12 | half4 color : COLOR;
13 | };
14 |
15 | half _Size;
16 | sampler2D _GrabTexture;
17 | half4 _GrabTexture_TexelSize;
18 |
19 | v2f vert(appdata_t v)
20 | {
21 | v2f o;
22 | o.vertex = UnityObjectToClipPos(v.vertex);
23 | o.uvgrab = ComputeGrabScreenPos(o.vertex);
24 | o.color = v.color;
25 | return o;
26 | }
27 |
28 | half4 plusnoiseX(v2f i) : SV_Target
29 | {
30 | half2 uv = i.uvgrab;
31 | half x = 2 * uv.y;
32 | uv.x += _Size * i.color.a * sin(10 * x) * (-(x - 1) * (x - 1) + 1);
33 | return tex2D(_GrabTexture, uv);
34 | }
35 |
36 | half4 plusnoiseY(v2f i) : SV_Target
37 | {
38 | half2 uv = i.uvgrab;
39 | half y = 2 * uv.x;
40 | uv.y += _Size * i.color.a * sin(10 * y) * (-(y - 1) * (y - 1) + 1);
41 | return tex2D(_GrabTexture, uv);
42 | }
43 |
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6 | _Size ("Size", Float) = 1
7 | _StencilComp ("Stencil Comparison", Float) = 8
8 | _Stencil ("Stencil ID", Float) = 0
9 | _StencilOp ("Stencil Operation", Float) = 0
10 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
11 | _StencilReadMask ("Stencil Read Mask", Float) = 255
12 | }
13 |
14 | Category
15 | {
16 | SubShader
17 | {
18 | Tags
19 | {
20 | "Queue"="Transparent"
21 | "IgnoreProjector"="True"
22 | "RenderType"="Opaque"
23 | }
24 |
25 | Stencil
26 | {
27 | Ref [_Stencil]
28 | Comp [_StencilComp]
29 | Pass [_StencilOp]
30 | ReadMask [_StencilReadMask]
31 | WriteMask [_StencilWriteMask]
32 | }
33 |
34 | Cull Off
35 |
36 | GrabPass {}
37 |
38 | Pass
39 | {
40 | Name "plusnoiseY"
41 | CGPROGRAM
42 | #pragma vertex vert
43 | #pragma fragment plusnoiseY
44 | #pragma fragmentoption ARB_precision_hint_fastest
45 | #include "UnityCG.cginc"
46 | #include "UI-PlusNoise.cginc"
47 | ENDCG
48 | }
49 | }
50 | }
51 | }
52 |
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/Assets/Shader/SandStorm.meta:
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/Assets/Shader/SandStorm/README.md:
--------------------------------------------------------------------------------
1 | # sandstorm-effect
2 |
3 | > 概要
4 |
5 | 画面に砂嵐を表示します。
6 |
7 |
8 |
--------------------------------------------------------------------------------
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1 | struct appdata_t
2 | {
3 | half4 vertex : POSITION;
4 | half2 uv : TEXCOORD0;
5 | };
6 |
7 | struct v2f
8 | {
9 | half4 vertex : POSITION;
10 | half2 uv : TEXCOORD0;
11 | };
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14 | half4 _MainTex_ST;
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24 | half random (half2 p, half seed)
25 | {
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27 | }
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29 | half4 sandstorm(v2f i) : SV_Target
30 | {
31 | half rand = random(half2(i.uv.x, i.uv.y), _Time);
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33 | }
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1 | Shader "UI/SandStorm"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _StencilComp ("Stencil Comparison", Float) = 8
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36 |
37 | Pass
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39 | Name "sandstorm"
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42 | #pragma fragment sandstorm
43 | #pragma fragmentoption ARB_precision_hint_fastest
44 | #include "UnityCG.cginc"
45 | #include "UI-SandStorm.cginc"
46 | ENDCG
47 | }
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1 | # sepia-effect
2 |
3 | > 概要
4 |
5 | 画面にセピア調に表示します。
6 | カラーのRGBAを調整することで、結果を調整できます。
7 |
8 |
9 |
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1 | struct appdata_t
2 | {
3 | half4 vertex : POSITION;
4 | half2 uv : TEXCOORD0;
5 | half4 color : COLOR;
6 | };
7 |
8 | struct v2f
9 | {
10 | half4 vertex : POSITION;
11 | half4 uvgrab : TEXCOORD0;
12 | half4 color : COLOR;
13 | };
14 |
15 | sampler2D _GrabTexture;
16 | half4 _GrabTexture_TexelSize;
17 |
18 | v2f vert(appdata_t v)
19 | {
20 | v2f o;
21 | o.vertex = UnityObjectToClipPos(v.vertex);
22 | o.uvgrab = ComputeGrabScreenPos(o.vertex);
23 | o.color = v.color;
24 | return o;
25 | }
26 |
27 | half4 sepia(v2f i) : SV_Target
28 | {
29 | half3 c = tex2D(_GrabTexture, i.uvgrab.xy).rgb;
30 | half g = c.r * i.color.r + c.g * i.color.g + c.b * i.color.b;
31 | return half4(half3(g, g, g) * (half3(1.07, 0.74, 0.43) * i.color.a), 1);
32 | }
33 |
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42 | #pragma fragment sepia
43 | #pragma fragmentoption ARB_precision_hint_fastest
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/README.md:
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1 | # unity-ugui-posteffect
2 | it's unity's ui posteffect shader repository.
3 |
4 | ## Introduction
5 |
6 | uGUIで画面エフェクトを入れるためのシェーダーです。
7 | ブラーやモザイクや歪みといった画面効果を簡単に差し込むことができます。
8 |
9 |
10 |
11 | > Filter
12 |
13 | フィルターのマテリアルを入れ替えることで画面効果を切り替えることができます。
14 | Filterより前に描画された画面に画面効果を与えます。
15 |
16 | > Image2
17 |
18 | 今回の場合、「Filter」より先に描画されるので、画面効果の影響を受けます。
19 |
20 | > Image1
21 |
22 | 今回の場合、「Filter」より後に描画されるので、画面効果の影響を受けません。
23 |
24 | ## Example
25 |
26 | 画面効果の一覧です。
27 |
28 | > ブラー
29 |
30 |
31 |
32 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/Blur
33 |
34 | > マスク
35 |
36 |
37 |
38 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/Mask
39 |
40 | > モノクロ
41 |
42 |
43 |
44 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/Monochrome
45 |
46 | > モザイク
47 |
48 |
49 |
50 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/Mosaic
51 |
52 | > パルスノイズ
53 |
54 | 
55 |
56 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/PlusNoise
57 |
58 | > 砂嵐
59 |
60 |
61 |
62 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/SandStorm
63 |
64 | > セピア
65 |
66 |
67 |
68 | https://github.com/gon-siege/unity-ugui-posteffect/tree/master/Assets/Shader/Sepia
69 |
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