├── .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 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-------------------------------------------------------------------------------- /Assets/Shader/Blur/BlurSample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ec14bb0861b14b8ab20b2c2736792b0 3 | timeCreated: 1527527679 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Blur/README.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Shader/Blur/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8857a4da65caa4a45a71b104229c1649 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shader/Blur/UI-Blur.cginc: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Shader/Blur/UI-Blur.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3520ead7c79644a99b8071121b212c37 3 | timeCreated: 1527484571 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Blur/UI-Blur.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: UI-Blur 10 | m_Shader: {fileID: 4800000, guid: 38b0de8e301604eef9ad875701663b96, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - 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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。
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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 | -------------------------------------------------------------------------------- /Assets/Shader/Monochrome/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b930781d3587f45cbb6156f85c26cfcb 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shader/Monochrome/UI-Monochrome.cginc: -------------------------------------------------------------------------------- 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; 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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 | -------------------------------------------------------------------------------- /Assets/Shader/Mosaic/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e9b692fa88244054a7c4df51ddbca8c 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shader/Mosaic/UI-Mosaic.cginc: -------------------------------------------------------------------------------- 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 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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 | -------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 378aecb370dd14d6c870267a6ec10b88 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/UI-PlusNoise.cginc: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/UI-PlusNoise.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 049be59277f9145e3b52063759b77c8f 3 | timeCreated: 1527484571 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/UI-PlusNoiseX.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: UI-PlusNoiseX 10 | m_Shader: {fileID: 4800000, guid: dc72112f56eca4c17acb6bdb611dd0b4, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 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-------------------------------------------------------------------------------- 1 | Shader "UI/PlusNoiseX" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 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 "plusnoiseX" 41 | CGPROGRAM 42 | #pragma vertex vert 43 | #pragma fragment plusnoiseX 44 | #pragma 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-------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/UI-PlusNoiseY.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a2cbae5dc11149e288613e31b05e0fb 3 | timeCreated: 1527489291 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/UI-PlusNoiseY.shader: -------------------------------------------------------------------------------- 1 | Shader "UI/PlusNoiseY" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 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 | -------------------------------------------------------------------------------- /Assets/Shader/PlusNoise/UI-PlusNoiseY.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3cd3205f8a4144d73ba6c7576b6cda42 3 | timeCreated: 1527484575 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/SandStorm.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c93e1be4dd8694682b5252527c7edab3 3 | folderAsset: yes 4 | timeCreated: 1527488640 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Shader/SandStorm/README.md.meta: 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Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/SandStorm/UI-SandStorm.cginc: -------------------------------------------------------------------------------- 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 | }; 12 | 13 | sampler2D _MainTex; 14 | half4 _MainTex_ST; 15 | 16 | v2f vert(appdata_t v) 17 | { 18 | v2f o; 19 | o.vertex = UnityObjectToClipPos(v.vertex); 20 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 21 | return o; 22 | } 23 | 24 | half random (half2 p, half seed) 25 | { 26 | return frac(sin(dot(p, fixed2(12.9898,78.233)) + seed) * 43758.5453); 27 | } 28 | 29 | half4 sandstorm(v2f i) : SV_Target 30 | { 31 | half rand = random(half2(i.uv.x, i.uv.y), _Time); 32 | return half4(rand, rand, rand, 1); 33 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6391ec0976b04a28958e4d019fecfff 3 | timeCreated: 1527495511 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/SandStorm/UI-SandStorm.shader: -------------------------------------------------------------------------------- 1 | Shader "UI/SandStorm" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _StencilComp ("Stencil Comparison", Float) = 8 7 | _Stencil ("Stencil ID", Float) = 0 8 | _StencilOp ("Stencil Operation", Float) = 0 9 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 10 | _StencilReadMask ("Stencil Read Mask", Float) = 255 11 | } 12 | 13 | Category 14 | { 15 | SubShader 16 | { 17 | Tags 18 | { 19 | "Queue"="Transparent" 20 | "IgnoreProjector"="True" 21 | "RenderType"="Opaque" 22 | } 23 | 24 | Stencil 25 | { 26 | Ref [_Stencil] 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 "sandstorm" 40 | CGPROGRAM 41 | #pragma vertex vert 42 | #pragma fragment sandstorm 43 | #pragma fragmentoption ARB_precision_hint_fastest 44 | #include "UnityCG.cginc" 45 | #include "UI-SandStorm.cginc" 46 | ENDCG 47 | } 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Shader/SandStorm/UI-SandStorm.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd715bca5ef7e4584be90ec1c795464f 3 | timeCreated: 1527484575 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 399cd0aca3e004359bb8571110bbf0a0 3 | folderAsset: yes 4 | timeCreated: 1527497898 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia/README.md: -------------------------------------------------------------------------------- 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。
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timeCreated: 1527498209 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia/SepiaSample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d26348349428749ef96001f0c9ebaa9d 3 | timeCreated: 1527528223 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia/UI-Sepia.cginc: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia/UI-Sepia.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ce865042168146379fa95678dce9f78 3 | timeCreated: 1527484571 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia/UI-Sepia.shader: -------------------------------------------------------------------------------- 1 | Shader "UI/Sepia" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _StencilComp ("Stencil Comparison", Float) = 8 7 | _Stencil ("Stencil ID", Float) = 0 8 | _StencilOp ("Stencil Operation", Float) = 0 9 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 10 | _StencilReadMask ("Stencil Read Mask", Float) = 255 11 | } 12 | 13 | Category 14 | { 15 | SubShader 16 | { 17 | Tags 18 | { 19 | "Queue"="Transparent" 20 | "IgnoreProjector"="True" 21 | "RenderType"="Opaque" 22 | } 23 | 24 | Stencil 25 | { 26 | Ref [_Stencil] 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 "sepia" 40 | CGPROGRAM 41 | #pragma vertex vert 42 | #pragma fragment sepia 43 | #pragma fragmentoption ARB_precision_hint_fastest 44 | #include "UnityCG.cginc" 45 | #include "UI-Sepia.cginc" 46 | ENDCG 47 | } 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Shader/Sepia/UI-Sepia.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e401b293c0fd04f5eab4288cf2847b11 3 | timeCreated: 1527484575 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: 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-------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Sample/Blur/Blur.mov.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/butter-cookies/unity-ugui-posteffect/99b87b5f9db745dc48b8c5cbc71bac0a7f34a9d7/Sample/Blur/Blur.mov.gif -------------------------------------------------------------------------------- /Sample/Blur/BlurScreenShot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/butter-cookies/unity-ugui-posteffect/99b87b5f9db745dc48b8c5cbc71bac0a7f34a9d7/Sample/Blur/BlurScreenShot.png -------------------------------------------------------------------------------- /Sample/Mask/Mask01.mov.gif: -------------------------------------------------------------------------------- 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