├── .gitignore ├── README.md ├── Shaders ├── Assets │ ├── Dissolve.meta │ ├── Dissolve │ │ ├── Dissolve scene.unity │ │ ├── Dissolve scene.unity.meta │ │ ├── RimMaterial.mat │ │ └── RimMaterial.mat.meta │ ├── Fire.meta │ ├── Fire │ │ ├── Fire1 scene.unity │ │ ├── Fire1 scene.unity.meta │ │ ├── Fire2 scene.unity │ │ ├── Fire2 scene.unity.meta │ │ ├── FireAdditiveMaterial.mat │ │ ├── FireAdditiveMaterial.mat.meta │ │ ├── FireGlowMaterial.mat │ │ ├── FireGlowMaterial.mat.meta │ │ ├── FireMainMaterial.mat │ │ ├── FireMainMaterial.mat.meta │ │ ├── FireMaterialAdditive.mat │ │ ├── FireMaterialAdditive.mat.meta │ │ ├── FireMaterialGlow.mat │ │ ├── FireMaterialGlow.mat.meta │ │ ├── FireMaterialMain.mat │ │ ├── FireMaterialMain.mat.meta │ │ ├── FireSparkMaterial.mat │ │ └── FireSparkMaterial.mat.meta │ ├── Hologram.meta │ ├── Hologram │ │ ├── Hologram scene.unity │ │ ├── Hologram scene.unity.meta │ │ ├── HologramMaterial.mat │ │ ├── HologramMaterial.mat.meta │ │ ├── HologramShader.shader │ │ ├── HologramShader.shader.meta │ │ ├── TestCubeMaterial.mat │ │ └── TestCubeMaterial.mat.meta │ ├── Night Vision.meta │ ├── Night Vision │ │ ├── NightVisionImageEffect.cs │ │ ├── NightVisionImageEffect.cs.meta │ │ ├── NightVisionMaterial.mat │ │ ├── NightVisionMaterial.mat.meta │ │ ├── NightVisionShader.shader │ │ ├── NightVisionShader.shader.meta │ │ ├── scene 4 night vision.unity │ │ └── scene 4 night vision.unity.meta │ ├── Ripple.meta │ ├── Ripple │ │ ├── Ripple scene.unity │ │ ├── Ripple scene.unity.meta │ │ ├── RippleRepeater.cs │ │ ├── RippleRepeater.cs.meta │ │ ├── RippleSpawner.cs │ │ ├── RippleSpawner.cs.meta │ │ ├── RippleState.cs │ │ ├── RippleState.cs.meta │ │ ├── WorldSpaceRippleMaterial.mat │ │ ├── WorldSpaceRippleMaterial.mat.meta │ │ ├── WorldSpaceRippleShader.shader │ │ └── WorldSpaceRippleShader.shader.meta │ ├── Snow.meta │ ├── Snow │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── SnowTesselatedMaterial.mat │ │ │ ├── SnowTesselatedMaterial.mat.meta │ │ │ ├── TestSphereMaterial.mat │ │ │ └── TestSphereMaterial.mat.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── RenderCameraDepthToTexture.cs │ │ │ ├── RenderCameraDepthToTexture.cs.meta │ │ │ ├── SnowPhysicsSimulator.cs │ │ │ ├── SnowPhysicsSimulator.cs.meta │ │ │ ├── SphereMovement.cs │ │ │ └── SphereMovement.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── SnowPhysics.compute │ │ │ ├── SnowPhysics.compute.meta │ │ │ ├── SnowShader.shader │ │ │ └── SnowShader.shader.meta │ │ ├── Snow scene.unity │ │ ├── Snow scene.unity.meta │ │ ├── SnowOcclusionRenderTexture.renderTexture │ │ ├── SnowOcclusionRenderTexture.renderTexture.meta │ │ ├── snowTexture.png │ │ └── snowTexture.png.meta │ ├── Standard Assets.meta │ ├── Standard Assets │ │ ├── Characters.meta │ │ ├── Characters │ │ │ ├── ThirdPersonCharacter.meta │ │ │ └── ThirdPersonCharacter │ │ │ │ ├── Models.meta │ │ │ │ └── Models │ │ │ │ ├── Ethan.fbx │ │ │ │ ├── Ethan.fbx.meta │ │ │ │ ├── Materials.meta │ │ │ │ └── Materials │ │ │ │ ├── EthanWhite.mat │ │ │ │ └── EthanWhite.mat.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── ImageEffects.meta │ │ │ └── ImageEffects │ │ │ │ ├── NoiseAndGrainEditor.cs │ │ │ │ └── NoiseAndGrainEditor.cs.meta │ │ ├── Effects.meta │ │ └── Effects │ │ │ ├── ImageEffects.meta │ │ │ └── ImageEffects │ │ │ ├── Scripts.meta │ │ │ ├── Scripts │ │ │ ├── NoiseAndGrain.cs │ │ │ ├── NoiseAndGrain.cs.meta │ │ │ ├── NoiseAndScratches.cs │ │ │ ├── NoiseAndScratches.cs.meta │ │ │ ├── PostEffectsBase.cs │ │ │ ├── PostEffectsBase.cs.meta │ │ │ ├── PostEffectsHelper.cs │ │ │ └── PostEffectsHelper.cs.meta │ │ │ ├── Shaders.meta │ │ │ ├── Shaders │ │ │ ├── NoiseAndGrain.shader │ │ │ ├── NoiseAndGrain.shader.meta │ │ │ ├── NoiseAndGrainDX11.shader │ │ │ ├── NoiseAndGrainDX11.shader.meta │ │ │ ├── NoiseEffectShaderRGB.shader │ │ │ ├── NoiseEffectShaderRGB.shader.meta │ │ │ ├── NoiseEffectShaderYUV.shader │ │ │ └── NoiseEffectShaderYUV.shader.meta │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ ├── NoiseAndGrain.png │ │ │ ├── NoiseAndGrain.png.meta │ │ │ ├── NoiseEffectGrain.png │ │ │ ├── NoiseEffectGrain.png.meta │ │ │ ├── NoiseEffectScratch.png │ │ │ └── NoiseEffectScratch.png.meta │ ├── Textures.meta │ ├── Textures │ │ ├── Computer Chip Wallpaper Hd Rrrr7781computer chip.png │ │ ├── Computer Chip Wallpaper Hd Rrrr7781computer chip.png.meta │ │ ├── clouds dissolve.png │ │ ├── clouds dissolve.png.meta │ │ ├── clouds.png │ │ ├── clouds.png.meta │ │ ├── computer curcuit.png │ │ ├── computer curcuit.png.meta │ │ ├── digital-2667670_1920.jpg │ │ ├── digital-2667670_1920.jpg.meta │ │ ├── fire spark.tga │ │ ├── fire spark.tga.meta │ │ ├── fire sprites 01.tga │ │ ├── fire sprites 01.tga.meta │ │ ├── fire sprites 02.tga │ │ ├── fire sprites 02.tga.meta │ │ ├── fire sprites additive.tga │ │ ├── fire sprites additive.tga.meta │ │ ├── fire sprites main.tga │ │ ├── fire sprites main.tga.meta │ │ ├── grid.png │ │ ├── grid.png.meta │ │ ├── noise texture.jpg │ │ └── noise texture.jpg.meta │ ├── UI shaders.meta │ └── UI shaders │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── CoolUIMaterial.mat │ │ ├── CoolUIMaterial.mat.meta │ │ ├── PostEffectMaterial.mat │ │ ├── PostEffectMaterial.mat.meta │ │ ├── PostEffectShader.shader │ │ ├── PostEffectShader.shader.meta │ │ ├── Red Material.mat │ │ ├── Red Material.mat.meta │ │ ├── SpookyMaterial.mat │ │ └── SpookyMaterial.mat.meta │ │ ├── PostEffectScript.cs │ │ ├── PostEffectScript.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── CoolUIShader.shader │ │ ├── CoolUIShader.shader.meta │ │ ├── RimCutoutShader.shader │ │ ├── RimCutoutShader.shader.meta │ │ ├── SpookyShader.shader │ │ └── SpookyShader.shader.meta │ │ ├── UI shaders.unity │ │ └── UI shaders.unity.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 ├── dissolve.jpg ├── fire particles.jpg ├── hologram shader.jpg ├── shader night vision.jpg ├── shaders1.jpg ├── shaders2.jpg └── snow shader.jpg /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | # PFNN Python and documentation stuff ignore 3 | TheNetwork/TheNetwork/Tests/ 4 | TheNetwork/TheNetwork/NetworkData/ 5 | Documentation/Phase-Functioned Neural Networks for Computer Character Control.docx 6 | 7 | 8 | 9 | # Unity stuff ignore 10 | [Ll]ibrary/ 11 | [Tt]emp/ 12 | [Oo]bj/ 13 | [Bb]uild/ 14 | [Bb]uilds/ 15 | Assets/AssetStoreTools* 16 | 17 | # Visual Studio cache directory 18 | .vs/ 19 | 20 | # Autogenerated VS/MD/Consulo solution and project files 21 | ExportedObj/ 22 | .consulo/ 23 | *.csproj 24 | *.unityproj 25 | *.sln 26 | *.suo 27 | *.tmp 28 | *.user 29 | *.userprefs 30 | *.pidb 31 | *.booproj 32 | *.svd 33 | *.pdb 34 | *.opendb 35 | *.VC.db 36 | 37 | # Unity3D generated meta files 38 | *.pidb.meta 39 | *.pdb.meta 40 | 41 | # Unity3D Generated File On Crash Reports 42 | sysinfo.txt 43 | 44 | # Builds 45 | *.apk 46 | *.unitypackage -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Shaders 2 | 3 | Project about reseach on shaders and particle systems and how to use them in Unity. This project consists of several scenes in which I have been learning about using shaders, particle systems and how to program custom graphics. Scenes in this projects are made by following various tutorials from internet and by changing them to get better understanding how they actually work. 4 | 5 | This project consist of 6 parts: 6 | ## 1. UI and camera shaders 7 | #### UI shaders.unity 8 | 9 | This scene has 3 different simple shaders to manipulate UI and camera view. Shaders are changing borders of UI image and making "spooky" effect on UI text. Third shader is shifting camera view with sine function. 10 | Also, this was my first contact with creating shaders. 11 | 12 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/shaders1.jpg) 13 | 14 | ## 2. Ripple effect 15 | #### Ripple scene.unity 16 | 17 | By clicking with left mouse in the scene shader will start to create ripples over attached material. With changing different parameters we can adjust size and look of the creating ripples. 18 | 19 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/shaders2.jpg) 20 | 21 | ## 3. Hologram effect 22 | #### Hologram scene.unity 23 | 24 | Hologram looking effect which can be nice for some SF game. Combining vertices with different operations we can easly get interesting results. 25 | 26 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/hologram%20shader.jpg) 27 | 28 | ## 4. Night vision 29 | #### scene 4 night vision.unity 30 | 31 | Image effect for camera to get the look of night vision googles. Whole idea is to calculate image depth and then dim out objects that are too far. To get more realistic results, green color is added together with mask. Also Unity's Standard Asset was added to get low light noise effect. 32 | 33 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/shader%20night%20vision.jpg) 34 | 35 | ## 5. Snow simulation 36 | #### Snow scene.unity 37 | 38 | This scene shows tessellation shader used as snow material. Main goal of this scene is to make changes on material when some object touches it and to make depths in it. These depth are calculated in real time and can be seen depending on how deep some object has went through snow. Also snow falling simulator is added to fill depths over time. 39 | 40 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/snow%20shader.jpg) 41 | 42 | ## 6. Dissolve effect (particle system & shader) 43 | #### Dissolve scene.unity 44 | 45 | Combining particle systems with shader we get objects dissolving effect when they are at enought distance from source. 46 | 47 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/dissolve.jpg) 48 | 49 | ## 7. Fire effect (particle system) 50 | #### Fire1 scene.unity & Fire2 scene.unity 51 | 52 | Simulations of fire effect made with several particle system objects. 53 | 54 | ![alt text](https://github.com/igradeca/Unity-Shaders/blob/master/fire%20particles.jpg) 55 | -------------------------------------------------------------------------------- /Shaders/Assets/Dissolve.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ed8675bb48bcdc4a826512d4d1c5bb2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Dissolve/Dissolve scene.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Dissolve/Dissolve 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-------------------------------------------------------------------------------- /Shaders/Assets/Hologram/Hologram scene.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Hologram/Hologram scene.unity -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/Hologram scene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b5a5e9ee194539a4884efe7a96d82e23 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/HologramMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Hologram/HologramMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/HologramMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1861ed77d6d2934fa1d1a306d64e317 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/HologramShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | 3 | Shader "Unlit/HologramShader" 4 | { 5 | Properties 6 | { 7 | _MainTex ("Texture", 2D) = "white" {} 8 | _Color ("Color", Color) = (1, 1, 1, 1) 9 | _Bias ("Bias", float) = 1 10 | _ScanningFrequency ("Scanning Frequency", float) = 400 11 | _ScanningSpeed ("Scanning Speed", float) = 10 12 | } 13 | SubShader 14 | { 15 | Tags { "Queue"="Transparent" "RenderType"="Transparent"} 16 | LOD 100 17 | ZWrite Off 18 | Blend SrcAlpha One 19 | Cull Off 20 | 21 | Pass 22 | { 23 | CGPROGRAM 24 | #pragma vertex vert 25 | #pragma fragment frag 26 | 27 | // make fog work 28 | #pragma multi_compile_fog 29 | 30 | #include "UnityCG.cginc" 31 | 32 | struct appdata 33 | { 34 | float4 vertex : POSITION; 35 | float2 uv : TEXCOORD0; 36 | }; 37 | 38 | struct v2f 39 | { 40 | float2 uv : TEXCOORD0; 41 | UNITY_FOG_COORDS(2) 42 | float4 vertex : SV_POSITION; 43 | float4 objVertex : TEXCOORD1; 44 | }; 45 | 46 | sampler2D _MainTex; 47 | float4 _MainTex_ST; 48 | fixed4 _Color; 49 | float _Bias; 50 | float _ScanningFrequency; 51 | float _ScanningSpeed; 52 | 53 | v2f vert (appdata v) 54 | { 55 | v2f o; 56 | //o.objVertex = v.vertex; 57 | o.objVertex = mul(unity_ObjectToWorld, v.vertex); 58 | o.vertex = UnityObjectToClipPos(v.vertex); 59 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 60 | UNITY_TRANSFER_FOG(o,o.vertex); 61 | return o; 62 | } 63 | 64 | fixed4 frag (v2f i) : SV_Target 65 | { 66 | // sample the texture 67 | //fixed4 col = tex2D(_MainTex, i.uv); 68 | // apply fog 69 | UNITY_APPLY_FOG(i.fogCoord, col); 70 | 71 | 72 | fixed4 col = _Color * cos(i.vertex.x * _ScanningFrequency) + _Bias; 73 | col *= _Color * max(0, cos(i.objVertex.y * _ScanningFrequency + (_Time[1] * _ScanningSpeed)) + _Bias); 74 | 75 | col *= _Color * cos(i.objVertex.y * 29 + (_Time[1] * 0.7)); 76 | 77 | return col; 78 | } 79 | ENDCG 80 | } 81 | } 82 | } 83 | -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/HologramShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 166b0c3c567263c418a4c6224d0b87b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/TestCubeMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Hologram/TestCubeMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/Hologram/TestCubeMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2b024787914d834b9112a1a2ad21764 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4166041ea97555a42948166b020e7707 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/NightVisionImageEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ImageEffectAllowedInSceneView] 6 | [ExecuteInEditMode] 7 | public class NightVisionImageEffect : MonoBehaviour { 8 | 9 | public Material effectMaterial; 10 | 11 | // Use this for initialization 12 | void OnEnable () { 13 | 14 | this.GetComponent().depthTextureMode = DepthTextureMode.Depth; 15 | } 16 | 17 | [ImageEffectOpaque] 18 | void OnRenderImage(RenderTexture source, RenderTexture destination) { 19 | 20 | Graphics.Blit(source, destination, effectMaterial); 21 | } 22 | 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/NightVisionImageEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70d9c9923935799458b5ab78a8294d44 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/NightVisionMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Night Vision/NightVisionMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/NightVisionMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 23d37c545b73d8e4faa799f00acfd90c 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/NightVisionShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Night Vision Shader" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1,1,1,1) 6 | _MainTex ("Texture", 2D) = "white" {} 7 | _Range ("Range", float) = 0.1 8 | _ColorMultiplier ("Color Multiplier" , float) = 1.0 9 | _ColorMask ("Color Mask", 2D) = "white" {} 10 | } 11 | SubShader 12 | { 13 | // No culling or depth 14 | Cull Off ZWrite Off ZTest Always 15 | 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float4 vertex : SV_POSITION; 34 | float2 uv_depth : TEXCOORD1; 35 | }; 36 | 37 | v2f vert (appdata v) 38 | { 39 | v2f o; 40 | o.vertex = UnityObjectToClipPos(v.vertex); 41 | o.uv = v.uv; 42 | o.uv_depth = v.uv; 43 | return o; 44 | } 45 | 46 | sampler2D _MainTex; 47 | sampler2D _ColorMask; 48 | sampler2D_float _CameraDepthTexture; 49 | float _ColorMultiplier; 50 | float _Range; 51 | fixed4 _Color; 52 | 53 | fixed lum(fixed3 colorValue){ 54 | 55 | return (0.299 * colorValue.r) + (0.587 * colorValue.g) + (0.114 * colorValue.b); 56 | } 57 | 58 | fixed4 frag (v2f i) : SV_Target 59 | { 60 | float depth = DecodeFloatRG(tex2D(_CameraDepthTexture, i.uv)); 61 | float linearDepth = Linear01Depth(depth); 62 | linearDepth = max(0, (_Range - linearDepth) / _Range); 63 | 64 | fixed4 mask = tex2D(_ColorMask, i.uv); 65 | fixed4 col = tex2D(_MainTex, i.uv); 66 | fixed colorStrength = (lum(col) * _ColorMultiplier) + linearDepth; 67 | 68 | return colorStrength * _Color * mask; 69 | } 70 | ENDCG 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/NightVisionShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8bc61e8f4f8fa8c4f8978896fed90972 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/scene 4 night vision.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Night Vision/scene 4 night vision.unity -------------------------------------------------------------------------------- /Shaders/Assets/Night Vision/scene 4 night vision.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c220ebc1307476409c2699987df0fdf 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bbb978c5b72d7484c89f64deacc55924 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/Ripple scene.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Ripple/Ripple scene.unity -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/Ripple scene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd0412b29777c684da22ff083b7b0577 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/RippleRepeater.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RippleRepeater : MonoBehaviour { 6 | 7 | public float maxValue; 8 | public float speed; 9 | public Material material; 10 | 11 | private float distance; 12 | 13 | // Use this for initialization 14 | void Start () { 15 | 16 | distance = 0.0f; 17 | } 18 | 19 | // Update is called once per frame 20 | void Update () { 21 | 22 | distance = (Time.time * speed) % maxValue; 23 | material.SetFloat("_RippelDistance", distance); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/RippleRepeater.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4606079899178f4ebaf1525240f902a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/RippleSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RippleSpawner : MonoBehaviour { 6 | 7 | public RippleState state; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | 17 | if (Input.GetMouseButtonDown(0)) { 18 | var ray = Camera.main.ScreenPointToRay(Input.mousePosition); 19 | RaycastHit hit; 20 | 21 | if (Physics.Raycast(ray, out hit)) { 22 | state.RippleOrigin = hit.point; 23 | } 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/RippleSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22ea5e8936bf3624ab32fb69123e365b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/RippleState.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RippleState : MonoBehaviour { 6 | 7 | public float speed; 8 | public Material material; 9 | 10 | private Vector4 rippleOrigin = Vector4.zero; 11 | public Vector3 RippleOrigin { set { rippleOrigin = new Vector4(value.x, 0.0f, value.z, 0.0f); } } 12 | 13 | // Use this for initialization 14 | void Start() { 15 | 16 | 17 | } 18 | 19 | // Update is called once per frame 20 | void Update() { 21 | 22 | rippleOrigin.w = Mathf.Clamp(rippleOrigin.w + (Time.deltaTime * speed), 0.0f, 1.0f); 23 | material.SetVector("_RippleOrigin", rippleOrigin); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/RippleState.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17dc5bde44fcdbc49a8bd01cb0e98c87 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/WorldSpaceRippleMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Ripple/WorldSpaceRippleMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/WorldSpaceRippleMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ba563e257411d344bcbb20211847b5b 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/WorldSpaceRippleShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/WorldSpaceRippleShader" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _SecondColor ("Color", Color) = (1,1,1,1) 5 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 6 | _SecondTex ("Albedo (RGB)", 2D) = "black" {} 7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 8 | _Metallic ("Metallic", Range(0,1)) = 0.0 9 | _RippleOrigin ("Ripple origin", Vector) = (0.0, 0.0, 0.0, 0.0) 10 | _RippleDistance ("Ripple distance", Float) = 0.0 11 | _RippleWidth ("Ripple width", Float) = 0.1 12 | } 13 | SubShader { 14 | Tags { "RenderType"="Opaque" } 15 | LOD 200 16 | 17 | CGPROGRAM 18 | // Physically based Standard lighting model, and enable shadows on all light types 19 | #pragma surface surf Standard fullforwardshadows 20 | 21 | // Use shader model 3.0 target, to get nicer looking lighting 22 | #pragma target 3.0 23 | 24 | sampler2D _MainTex; 25 | sampler2D _SecondTex; 26 | 27 | struct Input { 28 | float2 uv_MainTex; 29 | float2 uv_SecondTex; 30 | float3 worldPos; 31 | }; 32 | 33 | half _Glossiness; 34 | half _Metallic; 35 | fixed4 _Color; 36 | fixed4 _SecondColor; 37 | fixed4 _RippleOrigin; 38 | float _RippleDistance; 39 | float _RippleWidth; 40 | 41 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 42 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 43 | // #pragma instancing_options assumeuniformscaling 44 | UNITY_INSTANCING_BUFFER_START(Props) 45 | // put more per-instance properties here 46 | UNITY_INSTANCING_BUFFER_END(Props) 47 | 48 | void surf (Input IN, inout SurfaceOutputStandard o) { 49 | // Albedo comes from a texture tinted by color 50 | float distance = length(IN.worldPos.xyz - _RippleOrigin.xyz) - (_RippleDistance * _RippleOrigin.w); 51 | float halfWidth = _RippleWidth * 0.5; 52 | float lowerDistance = distance - halfWidth; 53 | float upperDistance = distance + halfWidth; 54 | 55 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 56 | fixed4 cs = tex2D (_SecondTex, IN.uv_SecondTex) * _SecondColor; 57 | //fixed4 c = fixed4(pow(1 - abs(distance / halfWidth), 4), 0, 0, 1); 58 | 59 | float ringStrength = pow(1 - abs(distance / halfWidth), 8) * (lowerDistance < 0 && upperDistance > 0); 60 | 61 | o.Albedo = (cs + (ringStrength * c.rgb * (1 - _RippleOrigin.w)) * (1 - _RippleOrigin.w >= 0)); 62 | o.Emission = ringStrength * c.rgb * (1 - _RippleOrigin.w) * (1 - _RippleOrigin.w >= 0); 63 | 64 | // Metallic and smoothness come from slider variables 65 | o.Metallic = _Metallic; 66 | o.Smoothness = _Glossiness; 67 | o.Alpha = c.a; 68 | } 69 | 70 | 71 | ENDCG 72 | } 73 | FallBack "Diffuse" 74 | } 75 | -------------------------------------------------------------------------------- /Shaders/Assets/Ripple/WorldSpaceRippleShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25329c2420a097b4abbe05bc8166e80d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d070be7e05854b54fba0a6bac8b75b69 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7898c057a4e86404d971535080af0dc4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Materials/SnowTesselatedMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Snow/Materials/SnowTesselatedMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Materials/SnowTesselatedMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fae99b601b523bc41a725be895c04b31 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Materials/TestSphereMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Snow/Materials/TestSphereMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Materials/TestSphereMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5a5a5b8cc0a9b545a33335d5e82f5ab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7da38dd5f0cd0b9479e560acb333e861 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts/RenderCameraDepthToTexture.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RenderCameraDepthToTexture : MonoBehaviour { 6 | 7 | public Camera cameraDepth; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | 12 | cameraDepth.depthTextureMode = DepthTextureMode.Depth; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts/RenderCameraDepthToTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a65efae88401ca144ac848fbd5ad334c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts/SnowPhysicsSimulator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SnowPhysicsSimulator : MonoBehaviour { 6 | 7 | public ComputeShader shader; 8 | public Texture cameraInput; 9 | 10 | private int textureIndex; 11 | public RenderTexture[] texture; 12 | 13 | public float recoveryTime; 14 | 15 | public Texture SnowTexture { 16 | get { return texture[textureIndex]; } 17 | } 18 | 19 | public Texture SnowBuffer { 20 | get { return texture[(textureIndex + 1) % 2]; } 21 | } 22 | 23 | private int physicsSimulationId; 24 | 25 | public Material snowMaterial; 26 | 27 | // Use this for initialization 28 | void Start () { 29 | 30 | physicsSimulationId = shader.FindKernel("SnowPhysicsUpdate"); 31 | int overwrite = shader.FindKernel("SnowFlashInput"); 32 | 33 | for (int i = 0; i < texture.Length; i++) { 34 | texture[i] = new RenderTexture(cameraInput.width, cameraInput.height, 24); 35 | texture[i].format = RenderTextureFormat.RFloat; 36 | texture[i].wrapMode = TextureWrapMode.Repeat; 37 | texture[i].filterMode = FilterMode.Point; 38 | texture[i].enableRandomWrite = true; 39 | texture[i].Create(); 40 | } 41 | 42 | shader.SetTexture(overwrite, "Input", cameraInput); 43 | shader.SetTexture(overwrite, "PreviousState", SnowTexture); 44 | shader.SetTexture(overwrite, "Result", SnowBuffer); 45 | shader.Dispatch(overwrite, SnowTexture.width / 8, SnowTexture.height / 8, 1); 46 | 47 | shader.SetFloat("Width", SnowTexture.width); 48 | shader.SetFloat("Height", SnowTexture.height); 49 | shader.SetTexture(physicsSimulationId, "Input", cameraInput); 50 | } 51 | 52 | // Update is called once per frame 53 | void FixedUpdate () { 54 | 55 | shader.SetFloat("ElapsedTime", Time.fixedDeltaTime); 56 | shader.SetFloat("RecoveryTime", recoveryTime); 57 | shader.SetTexture(physicsSimulationId, "PreviousState", SnowBuffer); 58 | shader.SetTexture(physicsSimulationId, "Result", SnowTexture); 59 | shader.Dispatch(physicsSimulationId, SnowTexture.width / 8, SnowTexture.height / 8, 1); 60 | 61 | snowMaterial.SetTexture("_DispTex", SnowTexture); 62 | textureIndex = (textureIndex + 1) % 2; 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts/SnowPhysicsSimulator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 029511d0111be464593421912161e971 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - shader: {fileID: 7200000, guid: 2df621297ed290d45bb9317b81ece3ec, type: 3} 8 | - cameraInput: {instanceID: 0} 9 | - snowMaterial: {fileID: 2100000, guid: bbda3b88aaed93e4cb7eba4b2248a365, type: 2} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | assetBundleVariant: 15 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts/SphereMovement.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SphereMovement : MonoBehaviour { 6 | 7 | public float circleSize; 8 | public float circleSpeed; 9 | public float circleHeightSpeed; 10 | public float height; 11 | public float circleHeightMod; 12 | 13 | // Update is called once per frame 14 | void Update () { 15 | 16 | this.transform.position = new Vector3( 17 | Mathf.Cos(Time.time * circleSpeed) * circleSize, 18 | height + Mathf.Sin(Time.time * circleHeightSpeed) * circleHeightMod, 19 | Mathf.Sin(Time.time * circleSpeed) * circleSize); 20 | 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Scripts/SphereMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a781e48fb1514c478e420070c73e619 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: daf96ec6143204f4481b6f2bbd4179e0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Shaders/SnowPhysics.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel SnowPhysicsUpdate 3 | #pragma kernel SnowFlashInput 4 | 5 | // Create a RenderTexture with enableRandomWrite flag and set it 6 | // with cs.SetTexture 7 | float Width; 8 | float Height; 9 | sampler2D Input; 10 | sampler2D PreviousState; 11 | float ElapsedTime; 12 | RWTexture2D Result; 13 | float RecoveryTime; 14 | 15 | [numthreads(8, 8, 1)] 16 | void SnowPhysicsUpdate (uint3 id : SV_DispatchThreadID) { 17 | 18 | float4 previousState = tex2Dlod(PreviousState, float4(id.x / Width, id.y / Height, 0, 0)); 19 | float depth = tex2Dlod(Input, float4(id.x / Width, id.y / Height, 0, 0)).r; 20 | 21 | previousState = float4(max(previousState.r - (ElapsedTime * RecoveryTime), depth), previousState.gba); 22 | Result[id.xy] = previousState; 23 | } 24 | 25 | [numthreads(8, 8, 1)] 26 | void SnowFlashInput(uint3 id : SV_DispatchThreadID) { 27 | 28 | Result[id.xy] = float4(0, 0, 0, 1); 29 | } 30 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Shaders/SnowPhysics.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2df621297ed290d45bb9317b81ece3ec 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Shaders/SnowShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/SnowTessShader" { 2 | Properties { 3 | _SnowColor ("Snow Color", Color) = (1,1,1,1) 4 | _GroundColor ("Ground Color", Color) = (1,1,1,1) 5 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) 6 | _Glossines ("Glossines", Range (0.03, 1)) = 0.078125 7 | _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 8 | _Displacement ("Height", Range (0.0, 1.0)) = 0.5 9 | _MainTex ("Snow Texture", 2D) = "white" {} 10 | _GroundTex ("Ground Texture", 2D) = "white" {} 11 | _DispTex ("Displacement Texture", 2D) = "black" {} // Displacement texture 12 | _BumpMap ("Normal Map", 2D) = "bump" {} 13 | 14 | _EdgeLength ("Edge length", Range(3,50)) = 10 15 | } 16 | SubShader { 17 | Tags { "RenderType"="Opaque" } 18 | LOD 800 // 800 Level Of Detail 19 | 20 | CGPROGRAM 21 | #pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge 22 | #include "Tessellation.cginc" 23 | 24 | struct appdata { 25 | float4 vertex : POSITION; 26 | float4 tangent : TANGENT; 27 | float3 normal : NORMAL; 28 | float2 texcoord : TEXCOORD0; 29 | float2 texcoord1 : TEXCOORD1; 30 | float2 texcoord2 : TEXCOORD2; 31 | }; 32 | 33 | float _EdgeLength; 34 | float _Displacement; 35 | 36 | float4 tessEdge (appdata v0, appdata v1, appdata v2) 37 | { 38 | return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Displacement * 1.5f); 39 | } 40 | 41 | sampler2D _DispTex; 42 | 43 | void disp (inout appdata v) 44 | { 45 | float d = tex2Dlod(_DispTex, float4(v.texcoord.x, v.texcoord.y, 0, 0)).r; 46 | //v.vertex.xyz += v.normal * d; 47 | v.vertex.xyz += v.normal * (1 - d) * _Displacement; 48 | } 49 | 50 | sampler2D _MainTex; 51 | sampler2D _GroundTex; 52 | sampler2D _BumpMap; 53 | fixed4 _SnowColor; 54 | fixed4 _GroundColor; 55 | half _Shininess; 56 | half _Glossines; 57 | 58 | struct Input { 59 | float2 uv_MainTex; 60 | float2 uv_GroundTex; 61 | float2 uv_DispTex; 62 | float2 uv_BumpMap; 63 | }; 64 | 65 | void surf (Input IN, inout SurfaceOutput o) { 66 | 67 | 68 | half amount = tex2Dlod(_DispTex, float4(IN.uv_DispTex.xy, 0, 0)).r; 69 | fixed4 c = lerp(tex2D(_MainTex, IN.uv_MainTex) * _SnowColor, tex2D(_MainTex, IN.uv_MainTex) * _GroundColor, amount); 70 | //fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 71 | 72 | o.Albedo = c.rgb;//c.rgb; // c.rgb; fixed4(1, 0, 0, 1); 73 | 74 | o.Gloss = _Glossines; // c.a; 75 | o.Specular = _Shininess; 76 | o.Alpha = c.a * _SnowColor.a; 77 | o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); 78 | } 79 | ENDCG 80 | } 81 | 82 | FallBack "Bumped Specular" 83 | } 84 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Shaders/SnowShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d6cb13d98dfc5d4aa32607efcb63ffc 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Snow/Snow scene.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Snow/Snow scene.unity 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0.95320225} 1022 | scale: {x: 1, y: 1, z: 1} 1023 | - name: EthanLeftForeArm 1024 | parentName: EthanLeftArm 1025 | position: {x: 0.08794441, y: -0.014121806, z: -0.22941957} 1026 | rotation: {x: -0.18687433, y: 0.0007973312, z: 0.14583053, w: 0.97149926} 1027 | scale: {x: 1, y: 1, z: 1} 1028 | - name: EthanLeftHand 1029 | parentName: EthanLeftForeArm 1030 | position: {x: 0.070799686, y: 0.035503525, z: -0.14085448} 1031 | rotation: {x: -0.70413613, y: -0.061654028, z: -0.061605077, w: 0.7046956} 1032 | scale: {x: 1, y: 1, z: 1} 1033 | - name: EthanLeftHandIndex1 1034 | parentName: EthanLeftHand 1035 | position: {x: 0.018482484, y: 0.08044448, z: 0.051040206} 1036 | rotation: {x: 0.0015112518, y: -0.043594275, z: -0.043560736, w: 0.9980981} 1037 | scale: {x: 1, y: 1, z: 1} 1038 | - name: EthanLeftHandIndex2 1039 | parentName: EthanLeftHandIndex1 1040 | position: {x: 0.00022275507, y: 0.025879132, z: 0.010385311} 1041 | rotation: {x: -0.052662343, y: 0.035397545, z: -0.2640296, w: 0.9624251} 1042 | scale: {x: 1, y: 1, z: 1} 1043 | - name: EthanLeftHandIndex3 1044 | parentName: EthanLeftHandIndex2 1045 | position: {x: -0.012793984, y: 0.016905012, z: 0.011081521} 1046 | rotation: {x: -0.02921515, y: 0.08614237, z: -0.2737419, w: 0.9574922} 1047 | scale: {x: 1, y: 1, z: 1} 1048 | - name: EthanLeftHandIndex4 1049 | parentName: EthanLeftHandIndex3 1050 | position: {x: -0.020055601, y: 0.0045873905, z: 0.007730915} 1051 | rotation: {x: 0, y: -0, z: -0, w: 1} 1052 | scale: {x: 1, y: 1, z: 1} 1053 | - name: EthanLeftHandMiddle1 1054 | parentName: EthanLeftHand 1055 | position: {x: 0.013394796, y: 0.084405266, z: 0.03165157} 1056 | rotation: {x: -0.044011682, y: 2.8034074e-17, z: -5.7106006e-18, w: 0.999031} 1057 | scale: {x: 1, y: 1, z: 1} 1058 | - name: EthanLeftHandMiddle2 1059 | parentName: EthanLeftHandMiddle1 1060 | position: {x: 0.0037795054, y: 0.030145722, z: 0.0116361305} 1061 | rotation: {x: -0.091909915, y: 0.05467633, z: -0.42002133, w: 0.90119106} 1062 | scale: {x: 1, y: 1, z: 1} 1063 | - name: EthanLeftHandMiddle3 1064 | parentName: EthanLeftHandMiddle2 1065 | position: {x: -0.017910194, y: 0.014384004, z: 0.013012275} 1066 | rotation: {x: -0.040044915, y: 0.008001845, z: -0.18298166, w: 0.9822679} 1067 | scale: {x: 1, y: 1, z: 1} 1068 | - name: EthanLeftHandMiddle4 1069 | parentName: EthanLeftHandMiddle3 1070 | position: {x: -0.020049915, y: 0.0035380095, z: 0.012281134} 1071 | rotation: {x: 0, y: -0, z: -0, w: 1} 1072 | scale: {x: 1, y: 1, z: 1} 1073 | - name: EthanLeftHandPinky1 1074 | parentName: EthanLeftHand 1075 | position: {x: -0.0067506824, y: 0.09838339, z: -0.0051224125} 1076 | rotation: {x: -0.15040894, y: 0.08822873, z: -0.33158392, w: 0.92717046} 1077 | scale: {x: 1, y: 1, z: 1} 1078 | - name: EthanLeftHandPinky2 1079 | parentName: EthanLeftHandPinky1 1080 | position: {x: -0.010750259, y: 0.009622569, z: 0.009467701} 1081 | rotation: {x: -0.044671368, y: 0.009720898, z: -0.17979467, w: 0.9826413} 1082 | scale: {x: 1, y: 1, z: 1} 1083 | - name: EthanLeftHandPinky3 1084 | parentName: EthanLeftHandPinky2 1085 | position: {x: -0.0155973025, y: 0.0034428125, z: 0.0112945065} 1086 | rotation: {x: -0.045708735, y: -0.0008739185, z: -0.17979562, w: 0.98264116} 1087 | scale: {x: 1, y: 1, z: 1} 1088 | - name: EthanLeftHandPinky4 1089 | parentName: EthanLeftHandPinky3 1090 | position: {x: -0.009463298, y: -0.002946482, z: 0.006961719} 1091 | rotation: {x: 8.326673e-17, y: 1.3877788e-17, z: -6.938894e-18, w: 1} 1092 | scale: {x: 1, y: 1, z: 1} 1093 | - name: EthanLeftHandRing1 1094 | parentName: EthanLeftHand 1095 | position: {x: 0.011634815, y: 0.097086444, z: 0.00849549} 1096 | rotation: {x: -0.04750495, y: -0.02680468, z: -0.21266928, w: 0.9756006} 1097 | scale: {x: 1, y: 1, z: 1} 1098 | - name: EthanLeftHandRing2 1099 | parentName: EthanLeftHandRing1 1100 | position: {x: -0.009746879, y: 0.022168977, z: 0.013826583} 1101 | rotation: {x: -0.06670461, y: 0.026029166, z: -0.25883004, w: 0.9632653} 1102 | scale: {x: 1, y: 1, z: 1} 1103 | - name: EthanLeftHandRing3 1104 | parentName: EthanLeftHandRing2 1105 | position: {x: -0.015402557, y: 0.007800675, z: 0.011749413} 1106 | rotation: {x: -0.01883299, y: 0.002628695, z: -0.09988077, w: 0.9948177} 1107 | scale: {x: 1, y: 1, z: 1} 1108 | - name: EthanLeftHandRing4 1109 | parentName: EthanLeftHandRing3 1110 | position: {x: -0.01707594, y: 0.0025099975, z: 0.012105394} 1111 | rotation: {x: 0, y: -0, z: -0, w: 1} 1112 | scale: {x: 1, y: 1, z: 1} 1113 | - name: EthanLeftHandThumb1 1114 | parentName: EthanLeftHand 1115 | position: {x: -0.004633863, y: 0.028035661, z: 0.048953336} 1116 | rotation: {x: 0.66034335, y: -0.2809301, z: -0.23108189, w: 0.6569825} 1117 | scale: {x: 1, y: 1, z: 1} 1118 | - name: EthanLeftHandThumb2 1119 | parentName: EthanLeftHandThumb1 1120 | position: {x: -0.0031383773, y: 0.025515735, z: -0.014984593} 1121 | rotation: {x: 0.042991735, y: -0.025952656, z: -0.17635393, w: 0.98304504} 1122 | scale: {x: 1, y: 1, z: 1} 1123 | - name: EthanLeftHandThumb3 1124 | parentName: EthanLeftHandThumb2 1125 | position: {x: -0.010219031, y: 0.014567392, z: -0.012677365} 1126 | rotation: {x: 0.04783477, y: -0.015307045, z: -0.17635551, w: 0.9830444} 1127 | scale: {x: 1, y: 1, z: 1} 1128 | - name: EthanLeftHandThumb4 1129 | parentName: EthanLeftHandThumb3 1130 | position: {x: -0.016609639, y: 0.007850524, z: -0.014726918} 1131 | rotation: {x: 2.220446e-16, y: 0, z: -0, w: 1} 1132 | scale: {x: 1, y: 1, z: 1} 1133 | - name: EthanRightShoulder 1134 | parentName: EthanNeck 1135 | position: {x: 0.000022271464, y: -0.00006150465, z: 0.026027026} 1136 | rotation: {x: 0.48609108, y: 0.07221761, z: 0.86407256, w: -0.10898973} 1137 | scale: {x: 1, y: 1, z: 1} 1138 | - name: EthanRightArm 1139 | parentName: EthanRightShoulder 1140 | position: {x: 0.081806876, y: 0.009300272, z: 0.096346125} 1141 | rotation: {x: -0.06292409, y: 0.2954787, z: -0.011792956, w: 0.9532019} 1142 | scale: {x: 1, y: 1, z: 1} 1143 | - name: EthanRightForeArm 1144 | parentName: EthanRightArm 1145 | position: {x: 0.087945335, y: -0.014121898, z: 0.22941919} 1146 | rotation: {x: 0.1868743, y: -0.00079789746, z: 0.1458294, w: 0.9714995} 1147 | scale: {x: 1, y: 1, z: 1} 1148 | - name: EthanRightHand 1149 | parentName: EthanRightForeArm 1150 | position: {x: 0.07080024, y: 0.03550319, z: 0.14085418} 1151 | rotation: {x: 0.70413506, y: 0.061653953, z: -0.061604813, w: 0.7046967} 1152 | scale: {x: 1, y: 1, z: 1} 1153 | - name: EthanRightHandIndex1 1154 | parentName: EthanRightHand 1155 | position: {x: 0.018482815, y: 0.08044467, z: -0.05103978} 1156 | rotation: {x: -0.0015103403, y: 0.04359434, z: -0.04356065, w: 0.9980981} 1157 | scale: {x: 1, y: 1, z: 1} 1158 | - name: EthanRightHandIndex2 1159 | parentName: EthanRightHandIndex1 1160 | position: {x: 0.0002228482, y: 0.025879227, z: -0.0103851855} 1161 | rotation: {x: 0.05266336, y: -0.035397556, z: -0.2640311, w: 0.9624247} 1162 | scale: {x: 1, y: 1, z: 1} 1163 | - name: EthanRightHandIndex3 1164 | parentName: EthanRightHandIndex2 1165 | position: {x: -0.012793941, y: 0.01690497, z: -0.01108144} 1166 | rotation: {x: 0.029214451, y: -0.08614219, z: -0.27374247, w: 0.9574922} 1167 | scale: {x: 1, y: 1, z: 1} 1168 | - name: EthanRightHandIndex4 1169 | parentName: EthanRightHandIndex3 1170 | position: {x: -0.020055542, y: 0.0045875087, z: -0.007730851} 1171 | rotation: {x: 0.48288566, y: 0, z: -0, w: 0.8756834} 1172 | scale: {x: 1, y: 1, z: 1} 1173 | - name: EthanRightHandMiddle1 1174 | parentName: EthanRightHand 1175 | position: {x: 0.013395289, y: 0.08440544, z: -0.031651095} 1176 | rotation: {x: 0.044012643, y: 6.003835e-17, z: 1.01539365e-16, w: 0.999031} 1177 | scale: {x: 1, y: 1, z: 1} 1178 | - name: EthanRightHandMiddle2 1179 | parentName: EthanRightHandMiddle1 1180 | position: {x: 0.0037796986, y: 0.030145705, z: -0.011636003} 1181 | rotation: {x: 0.094235055, y: -0.05927117, z: -0.41746008, w: 0.9018502} 1182 | scale: {x: 1, y: 1, z: 1} 1183 | - name: EthanRightHandMiddle3 1184 | parentName: EthanRightHandMiddle2 1185 | position: {x: -0.017910058, y: 0.01438411, z: -0.013012125} 1186 | rotation: {x: 0.040047344, y: -0.008001346, z: -0.18298474, w: 0.9822672} 1187 | scale: {x: 1, y: 1, z: 1} 1188 | - name: EthanRightHandMiddle4 1189 | parentName: EthanRightHandMiddle3 1190 | position: {x: -0.020049982, y: 0.003538114, z: -0.012281116} 1191 | rotation: {x: 0.37079856, y: 0, z: -0, w: 0.9287133} 1192 | scale: {x: 1, y: 1, z: 1} 1193 | - name: EthanRightHandPinky1 1194 | parentName: EthanRightHand 1195 | position: {x: -0.006750106, y: 0.09838347, z: 0.005122984} 1196 | rotation: {x: 0.14634132, y: -0.0853054, z: -0.3388892, w: 0.92545193} 1197 | scale: {x: 1, y: 1, z: 1} 1198 | - name: EthanRightHandPinky2 1199 | parentName: EthanRightHandPinky1 1200 | position: {x: -0.010876534, y: 0.00954607, z: -0.009400739} 1201 | rotation: {x: 0.035175707, y: -0.014915071, z: -0.15348981, w: 0.98741126} 1202 | scale: {x: 1, y: 1, z: 1} 1203 | - name: EthanRightHandPinky3 1204 | parentName: EthanRightHandPinky2 1205 | position: {x: -0.015650306, y: 0.004325165, z: -0.010911368} 1206 | rotation: {x: 0.04428908, y: -0.00024435105, z: -0.18078858, w: 0.9825242} 1207 | scale: {x: 1, y: 1, z: 1} 1208 | - name: EthanRightHandPinky4 1209 | parentName: EthanRightHandPinky3 1210 | position: {x: -0.009746457, y: -0.002438951, z: -0.006764462} 1211 | rotation: {x: 0.1938353, y: 4.4878757e-17, z: 1.2351859e-17, w: 0.9810341} 1212 | scale: {x: 1, y: 1, z: 1} 1213 | - name: EthanRightHandRing1 1214 | parentName: EthanRightHand 1215 | position: {x: 0.011635365, y: 0.09708646, z: -0.008494926} 1216 | rotation: {x: 0.06069251, y: 0.019897, z: -0.24453726, w: 0.96753407} 1217 | scale: {x: 1, y: 1, z: 1} 1218 | - name: EthanRightHandRing2 1219 | parentName: EthanRightHandRing1 1220 | position: {x: -0.011261935, y: 0.021090085, z: -0.014353217} 1221 | rotation: {x: 0.06872708, y: -0.023836246, z: -0.2580223, w: 0.9633966} 1222 | scale: {x: 1, y: 1, z: 1} 1223 | - name: EthanRightHandRing3 1224 | parentName: EthanRightHandRing2 1225 | position: {x: -0.015814971, y: 0.0064337812, z: -0.012026324} 1226 | rotation: {x: 0.019224158, y: -0.0019391933, z: -0.09966884, w: 0.99483305} 1227 | scale: {x: 1, y: 1, z: 1} 1228 | - name: EthanRightHandRing4 1229 | parentName: EthanRightHandRing3 1230 | position: {x: -0.017074374, y: 0.0010487483, z: -0.012320689} 1231 | rotation: {x: 0.4587139, y: 0, z: -0, w: 0.888584} 1232 | scale: {x: 1, y: 1, z: 1} 1233 | - name: EthanRightHandThumb1 1234 | parentName: EthanRightHand 1235 | position: {x: -0.0046337163, y: 0.028035993, z: -0.04895318} 1236 | rotation: {x: -0.660343, y: 0.28093126, z: -0.23108025, w: 0.656983} 1237 | scale: {x: 1, y: 1, z: 1} 1238 | - name: EthanRightHandThumb2 1239 | parentName: EthanRightHandThumb1 1240 | position: {x: -0.0031383634, y: 0.025515651, z: 0.014984788} 1241 | rotation: {x: -0.04299499, y: 0.025953224, z: -0.17635447, w: 0.9830448} 1242 | scale: {x: 1, y: 1, z: 1} 1243 | - name: EthanRightHandThumb3 1244 | parentName: EthanRightHandThumb2 1245 | position: {x: -0.010218882, y: 0.014567167, z: 0.012677433} 1246 | rotation: {x: -0.04783391, y: 0.015310023, z: -0.17635584, w: 0.9830443} 1247 | scale: {x: 1, y: 1, z: 1} 1248 | - name: EthanRightHandThumb4 1249 | parentName: EthanRightHandThumb3 1250 | position: {x: -0.016609553, y: 0.007850429, z: 0.0147271305} 1251 | rotation: {x: -0.8654032, y: 0, z: 0, w: 0.5010762} 1252 | scale: {x: 1, y: 1, z: 1} 1253 | armTwist: 0.5 1254 | foreArmTwist: 0.5 1255 | upperLegTwist: 0.5 1256 | legTwist: 0.5 1257 | armStretch: 0.05 1258 | legStretch: 0.05 1259 | feetSpacing: 0 1260 | rootMotionBoneName: 1261 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 1262 | hasTranslationDoF: 0 1263 | hasExtraRoot: 0 1264 | skeletonHasParents: 0 1265 | lastHumanDescriptionAvatarSource: {instanceID: 0} 1266 | animationType: 3 1267 | humanoidOversampling: 1 1268 | additionalBone: 0 1269 | userData: 1270 | assetBundleName: 1271 | assetBundleVariant: 1272 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ef2b33ae21a7254e849045eebd9fc1d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Materials/EthanWhite.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Materials/EthanWhite.mat -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Materials/EthanWhite.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aedccf3a254feda4c8086b235f277cb4 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da488205cf11a3243a808a0244f65b01 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Editor/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 225198e07aaae3547a6d1f6e7177555f 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.ImageEffects 6 | { 7 | [CustomEditor (typeof( NoiseAndGrain))] 8 | class NoiseAndGrainEditor : Editor 9 | { 10 | SerializedObject serObj; 11 | 12 | SerializedProperty intensityMultiplier; 13 | SerializedProperty generalIntensity; 14 | SerializedProperty blackIntensity; 15 | SerializedProperty whiteIntensity; 16 | SerializedProperty midGrey; 17 | 18 | SerializedProperty dx11Grain; 19 | SerializedProperty softness; 20 | SerializedProperty monochrome; 21 | 22 | SerializedProperty intensities; 23 | SerializedProperty tiling; 24 | SerializedProperty monochromeTiling; 25 | 26 | SerializedProperty noiseTexture; 27 | SerializedProperty filterMode; 28 | 29 | void OnEnable () { 30 | serObj = new SerializedObject (target); 31 | 32 | intensityMultiplier = serObj.FindProperty("intensityMultiplier"); 33 | generalIntensity = serObj.FindProperty("generalIntensity"); 34 | blackIntensity = serObj.FindProperty("blackIntensity"); 35 | whiteIntensity = serObj.FindProperty("whiteIntensity"); 36 | midGrey = serObj.FindProperty("midGrey"); 37 | 38 | dx11Grain = serObj.FindProperty("dx11Grain"); 39 | softness = serObj.FindProperty("softness"); 40 | monochrome = serObj.FindProperty("monochrome"); 41 | 42 | intensities = serObj.FindProperty("intensities"); 43 | tiling = serObj.FindProperty("tiling"); 44 | monochromeTiling = serObj.FindProperty("monochromeTiling"); 45 | 46 | noiseTexture = serObj.FindProperty("noiseTexture"); 47 | filterMode = serObj.FindProperty("filterMode"); 48 | } 49 | 50 | 51 | public override void OnInspectorGUI () { 52 | serObj.Update(); 53 | 54 | EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel); 55 | 56 | EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain")); 57 | 58 | if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) { 59 | EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info); 60 | } 61 | 62 | EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome")); 63 | 64 | EditorGUILayout.Separator(); 65 | 66 | EditorGUILayout.Slider(intensityMultiplier, 0.0f, 10.0f, new GUIContent("Intensity Multiplier")); 67 | EditorGUILayout.Slider(generalIntensity, 0.0f, 1.0f, new GUIContent(" General")); 68 | EditorGUILayout.Slider(blackIntensity, 0.0f, 1.0f, new GUIContent(" Black Boost")); 69 | EditorGUILayout.Slider(whiteIntensity, 0.0f, 1.0f, new GUIContent(" White Boost")); 70 | midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f); 71 | if (monochrome.boolValue == false) { 72 | Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f); 73 | c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c); 74 | intensities.vector3Value = new Vector3(c.r, c.g, c.b); 75 | } 76 | 77 | if (!dx11Grain.boolValue) { 78 | EditorGUILayout.Separator(); 79 | 80 | EditorGUILayout.LabelField("Noise Shape"); 81 | EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture")); 82 | EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter")); 83 | } 84 | else { 85 | EditorGUILayout.Separator(); 86 | EditorGUILayout.LabelField("Noise Shape"); 87 | } 88 | 89 | softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f); 90 | 91 | if (!dx11Grain.boolValue) { 92 | EditorGUILayout.Separator(); 93 | EditorGUILayout.LabelField("Advanced"); 94 | 95 | if (monochrome.boolValue == false) 96 | { 97 | Vector3 temp = tiling.vector3Value; 98 | temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x); 99 | temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y); 100 | temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z); 101 | tiling.vector3Value = temp; 102 | } 103 | else { 104 | EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling")); 105 | } 106 | } 107 | 108 | serObj.ApplyModifiedProperties(); 109 | } 110 | } 111 | } 112 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abd63abcc46fbcb4588164b671b52d3b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 115d1f9d9bd29064ab981e57c8fc8cdf 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6e0c95a128e14227939c51b5d9ad74e 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd3e1490c3d9a7a498538315414d5129 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using Random = UnityEngine.Random; 4 | 5 | namespace UnityStandardAssets.ImageEffects 6 | { 7 | [ExecuteInEditMode] 8 | [RequireComponent (typeof(Camera))] 9 | [AddComponentMenu ("Image Effects/Noise/Noise And Grain (Filmic)")] 10 | public class NoiseAndGrain : PostEffectsBase 11 | { 12 | 13 | public float intensityMultiplier = 0.25f; 14 | 15 | public float generalIntensity = 0.5f; 16 | public float blackIntensity = 1.0f; 17 | public float whiteIntensity = 1.0f; 18 | public float midGrey = 0.2f; 19 | 20 | public bool dx11Grain = false; 21 | public float softness = 0.0f; 22 | public bool monochrome = false; 23 | 24 | public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f); 25 | public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f); 26 | public float monochromeTiling = 64.0f; 27 | 28 | public FilterMode filterMode = FilterMode.Bilinear; 29 | 30 | public Texture2D noiseTexture; 31 | 32 | public Shader noiseShader; 33 | private Material noiseMaterial = null; 34 | 35 | public Shader dx11NoiseShader; 36 | private Material dx11NoiseMaterial = null; 37 | 38 | private static float TILE_AMOUNT = 64.0f; 39 | 40 | 41 | public override bool CheckResources () 42 | { 43 | CheckSupport (false); 44 | 45 | noiseMaterial = CheckShaderAndCreateMaterial (noiseShader, noiseMaterial); 46 | 47 | if (dx11Grain && supportDX11) 48 | { 49 | #if UNITY_EDITOR 50 | dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11"); 51 | #endif 52 | dx11NoiseMaterial = CheckShaderAndCreateMaterial (dx11NoiseShader, dx11NoiseMaterial); 53 | } 54 | 55 | if (!isSupported) 56 | ReportAutoDisable (); 57 | return isSupported; 58 | } 59 | 60 | void OnRenderImage (RenderTexture source, RenderTexture destination) 61 | { 62 | if (CheckResources()==false || (null==noiseTexture)) 63 | { 64 | Graphics.Blit (source, destination); 65 | if (null==noiseTexture) { 66 | Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform); 67 | } 68 | return; 69 | } 70 | 71 | softness = Mathf.Clamp(softness, 0.0f, 0.99f); 72 | 73 | if (dx11Grain && supportDX11) 74 | { 75 | // We have a fancy, procedural noise pattern in this version, so no texture needed 76 | 77 | dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount); 78 | dx11NoiseMaterial.SetTexture ("_NoiseTex", noiseTexture); 79 | dx11NoiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); 80 | dx11NoiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); 81 | dx11NoiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); 82 | 83 | if (softness > Mathf.Epsilon) 84 | { 85 | RenderTexture rt = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); 86 | DrawNoiseQuadGrid (source, rt, dx11NoiseMaterial, noiseTexture, monochrome ? 3 : 2); 87 | dx11NoiseMaterial.SetTexture("_NoiseTex", rt); 88 | Graphics.Blit(source, destination, dx11NoiseMaterial, 4); 89 | RenderTexture.ReleaseTemporary(rt); 90 | } 91 | else 92 | DrawNoiseQuadGrid (source, destination, dx11NoiseMaterial, noiseTexture, (monochrome ? 1 : 0)); 93 | } 94 | else 95 | { 96 | // normal noise (DX9 style) 97 | 98 | if (noiseTexture) { 99 | noiseTexture.wrapMode = TextureWrapMode.Repeat; 100 | noiseTexture.filterMode = filterMode; 101 | } 102 | 103 | noiseMaterial.SetTexture ("_NoiseTex", noiseTexture); 104 | noiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); 105 | noiseMaterial.SetVector ("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling); 106 | noiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); 107 | noiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); 108 | 109 | if (softness > Mathf.Epsilon) 110 | { 111 | RenderTexture rt2 = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); 112 | DrawNoiseQuadGrid (source, rt2, noiseMaterial, noiseTexture, 2); 113 | noiseMaterial.SetTexture("_NoiseTex", rt2); 114 | Graphics.Blit(source, destination, noiseMaterial, 1); 115 | RenderTexture.ReleaseTemporary(rt2); 116 | } 117 | else 118 | DrawNoiseQuadGrid (source, destination, noiseMaterial, noiseTexture, 0); 119 | } 120 | } 121 | 122 | static void DrawNoiseQuadGrid (RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr) 123 | { 124 | RenderTexture.active = dest; 125 | 126 | float noiseSize = (noise.width * 1.0f); 127 | float subDs = (1.0f * source.width) / TILE_AMOUNT; 128 | 129 | fxMaterial.SetTexture ("_MainTex", source); 130 | 131 | GL.PushMatrix (); 132 | GL.LoadOrtho (); 133 | 134 | float aspectCorrection = (1.0f * source.width) / (1.0f * source.height); 135 | float stepSizeX = 1.0f / subDs; 136 | float stepSizeY = stepSizeX * aspectCorrection; 137 | float texTile = noiseSize / (noise.width * 1.0f); 138 | 139 | fxMaterial.SetPass (passNr); 140 | 141 | GL.Begin (GL.QUADS); 142 | 143 | for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX) 144 | { 145 | for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY) 146 | { 147 | float tcXStart = Random.Range (0.0f, 1.0f); 148 | float tcYStart = Random.Range (0.0f, 1.0f); 149 | 150 | //Vector3 v3 = Random.insideUnitSphere; 151 | //Color c = new Color(v3.x, v3.y, v3.z); 152 | 153 | tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize; 154 | tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize; 155 | 156 | float texTileMod = 1.0f / noiseSize; 157 | 158 | GL.MultiTexCoord2 (0, tcXStart, tcYStart); 159 | GL.MultiTexCoord2 (1, 0.0f, 0.0f); 160 | //GL.Color( c ); 161 | GL.Vertex3 (x1, y1, 0.1f); 162 | GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart); 163 | GL.MultiTexCoord2 (1, 1.0f, 0.0f); 164 | //GL.Color( c ); 165 | GL.Vertex3 (x1 + stepSizeX, y1, 0.1f); 166 | GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod); 167 | GL.MultiTexCoord2 (1, 1.0f, 1.0f); 168 | //GL.Color( c ); 169 | GL.Vertex3 (x1 + stepSizeX, y1 + stepSizeY, 0.1f); 170 | GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod); 171 | GL.MultiTexCoord2 (1, 0.0f, 1.0f); 172 | //GL.Color( c ); 173 | GL.Vertex3 (x1, y1 + stepSizeY, 0.1f); 174 | } 175 | } 176 | 177 | GL.End (); 178 | GL.PopMatrix (); 179 | } 180 | } 181 | } 182 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9191284b058eef549b7108b5f04e1117 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - noiseTexture: {fileID: 2800000, guid: 7a632f967e8ad42f5bd275898151ab6a, type: 3} 7 | - noiseShader: {fileID: 4800000, guid: b0249d8c935344451aa4de6db76f0688, type: 3} 8 | - dx11NoiseShader: {fileID: 4800000, guid: 8b30686bb4322ab42ad5eb50a0210b58, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using Random = UnityEngine.Random; 4 | 5 | namespace UnityStandardAssets.ImageEffects 6 | { 7 | [ExecuteInEditMode] 8 | [RequireComponent (typeof(Camera))] 9 | [AddComponentMenu("Image Effects/Noise/Noise and Scratches")] 10 | public class NoiseAndScratches : MonoBehaviour 11 | { 12 | /// Monochrome noise just adds grain. Non-monochrome noise 13 | /// more resembles VCR as it adds noise in YUV color space, 14 | /// thus introducing magenta/green colors. 15 | public bool monochrome = true; 16 | private bool rgbFallback = false; 17 | 18 | // Noise grain takes random intensity from Min to Max. 19 | [Range(0.0f,5.0f)] 20 | public float grainIntensityMin = 0.1f; 21 | [Range(0.0f, 5.0f)] 22 | public float grainIntensityMax = 0.2f; 23 | 24 | /// The size of the noise grains (1 = one pixel). 25 | [Range(0.1f, 50.0f)] 26 | public float grainSize = 2.0f; 27 | 28 | // Scratches take random intensity from Min to Max. 29 | [Range(0.0f, 5.0f)] 30 | public float scratchIntensityMin = 0.05f; 31 | [Range(0.0f, 5.0f)] 32 | public float scratchIntensityMax = 0.25f; 33 | 34 | /// Scratches jump to another locations at this times per second. 35 | [Range(1.0f, 30.0f)] 36 | public float scratchFPS = 10.0f; 37 | /// While scratches are in the same location, they jitter a bit. 38 | [Range(0.0f, 1.0f)] 39 | public float scratchJitter = 0.01f; 40 | 41 | public Texture grainTexture; 42 | public Texture scratchTexture; 43 | public Shader shaderRGB; 44 | public Shader shaderYUV; 45 | private Material m_MaterialRGB; 46 | private Material m_MaterialYUV; 47 | 48 | private float scratchTimeLeft = 0.0f; 49 | private float scratchX, scratchY; 50 | 51 | protected void Start () 52 | { 53 | // Disable if we don't support image effects 54 | if (!SystemInfo.supportsImageEffects) { 55 | enabled = false; 56 | return; 57 | } 58 | 59 | if ( shaderRGB == null || shaderYUV == null ) 60 | { 61 | Debug.Log( "Noise shaders are not set up! Disabling noise effect." ); 62 | enabled = false; 63 | } 64 | else 65 | { 66 | if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported 67 | enabled = false; 68 | else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported 69 | rgbFallback = true; 70 | } 71 | } 72 | 73 | protected Material material { 74 | get { 75 | if ( m_MaterialRGB == null ) { 76 | m_MaterialRGB = new Material( shaderRGB ); 77 | m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave; 78 | } 79 | if ( m_MaterialYUV == null && !rgbFallback ) { 80 | m_MaterialYUV = new Material( shaderYUV ); 81 | m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave; 82 | } 83 | return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB; 84 | } 85 | } 86 | 87 | protected void OnDisable() { 88 | if ( m_MaterialRGB ) 89 | DestroyImmediate( m_MaterialRGB ); 90 | if ( m_MaterialYUV ) 91 | DestroyImmediate( m_MaterialYUV ); 92 | } 93 | 94 | private void SanitizeParameters() 95 | { 96 | grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f ); 97 | grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f ); 98 | scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f ); 99 | scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f ); 100 | scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 ); 101 | scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f ); 102 | grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f ); 103 | } 104 | 105 | // Called by the camera to apply the image effect 106 | void OnRenderImage (RenderTexture source, RenderTexture destination) 107 | { 108 | SanitizeParameters(); 109 | 110 | if ( scratchTimeLeft <= 0.0f ) 111 | { 112 | scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero 113 | scratchX = Random.value; 114 | scratchY = Random.value; 115 | } 116 | scratchTimeLeft -= Time.deltaTime; 117 | 118 | Material mat = material; 119 | 120 | mat.SetTexture("_GrainTex", grainTexture); 121 | mat.SetTexture("_ScratchTex", scratchTexture); 122 | float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero 123 | mat.SetVector("_GrainOffsetScale", new Vector4( 124 | Random.value, 125 | Random.value, 126 | (float)Screen.width / (float)grainTexture.width * grainScale, 127 | (float)Screen.height / (float)grainTexture.height * grainScale 128 | )); 129 | mat.SetVector("_ScratchOffsetScale", new Vector4( 130 | scratchX + Random.value*scratchJitter, 131 | scratchY + Random.value*scratchJitter, 132 | (float)Screen.width / (float) scratchTexture.width, 133 | (float)Screen.height / (float) scratchTexture.height 134 | )); 135 | mat.SetVector("_Intensity", new Vector4( 136 | Random.Range(grainIntensityMin, grainIntensityMax), 137 | Random.Range(scratchIntensityMin, scratchIntensityMax), 138 | 0, 0 )); 139 | Graphics.Blit (source, destination, mat); 140 | } 141 | } 142 | } 143 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a88a26a276b4e47619ce2c5adad33fab 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - grainTexture: {fileID: 2800000, guid: ffa9c02760c2b4e8eb9814ec06c4b05b, type: 3} 7 | - scratchTexture: {fileID: 2800000, guid: 6205c27cc031f4e66b8ea90d1bfaa158, type: 3} 8 | - shaderRGB: {fileID: 4800000, guid: 5d7f4c401ae8946bcb0d6ff68a9e7466, type: 3} 9 | - shaderYUV: {fileID: 4800000, guid: 0e447868506ba49f0a73235b8a8b647a, type: 3} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.ImageEffects 6 | { 7 | [ExecuteInEditMode] 8 | [RequireComponent (typeof(Camera))] 9 | public class PostEffectsBase : MonoBehaviour 10 | { 11 | protected bool supportHDRTextures = true; 12 | protected bool supportDX11 = false; 13 | protected bool isSupported = true; 14 | 15 | private List createdMaterials = new List (); 16 | 17 | protected Material CheckShaderAndCreateMaterial ( Shader s, Material m2Create) 18 | { 19 | if (!s) 20 | { 21 | Debug.Log("Missing shader in " + ToString ()); 22 | enabled = false; 23 | return null; 24 | } 25 | 26 | if (s.isSupported && m2Create && m2Create.shader == s) 27 | return m2Create; 28 | 29 | if (!s.isSupported) 30 | { 31 | NotSupported (); 32 | Debug.Log("The shader " + s.ToString() + " on effect "+ToString()+" is not supported on this platform!"); 33 | return null; 34 | } 35 | 36 | m2Create = new Material (s); 37 | createdMaterials.Add (m2Create); 38 | m2Create.hideFlags = HideFlags.DontSave; 39 | 40 | return m2Create; 41 | } 42 | 43 | 44 | protected Material CreateMaterial (Shader s, Material m2Create) 45 | { 46 | if (!s) 47 | { 48 | Debug.Log ("Missing shader in " + ToString ()); 49 | return null; 50 | } 51 | 52 | if (m2Create && (m2Create.shader == s) && (s.isSupported)) 53 | return m2Create; 54 | 55 | if (!s.isSupported) 56 | { 57 | return null; 58 | } 59 | 60 | m2Create = new Material (s); 61 | createdMaterials.Add (m2Create); 62 | m2Create.hideFlags = HideFlags.DontSave; 63 | 64 | return m2Create; 65 | } 66 | 67 | void OnEnable () 68 | { 69 | isSupported = true; 70 | } 71 | 72 | void OnDestroy () 73 | { 74 | RemoveCreatedMaterials (); 75 | } 76 | 77 | private void RemoveCreatedMaterials () 78 | { 79 | while (createdMaterials.Count > 0) 80 | { 81 | Material mat = createdMaterials[0]; 82 | createdMaterials.RemoveAt (0); 83 | #if UNITY_EDITOR 84 | DestroyImmediate (mat); 85 | #else 86 | Destroy(mat); 87 | #endif 88 | } 89 | } 90 | 91 | protected bool CheckSupport () 92 | { 93 | return CheckSupport (false); 94 | } 95 | 96 | 97 | public virtual bool CheckResources () 98 | { 99 | Debug.LogWarning ("CheckResources () for " + ToString() + " should be overwritten."); 100 | return isSupported; 101 | } 102 | 103 | 104 | protected void Start () 105 | { 106 | CheckResources (); 107 | } 108 | 109 | protected bool CheckSupport (bool needDepth) 110 | { 111 | isSupported = true; 112 | supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); 113 | supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; 114 | 115 | if (!SystemInfo.supportsImageEffects) 116 | { 117 | NotSupported (); 118 | return false; 119 | } 120 | 121 | if (needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) 122 | { 123 | NotSupported (); 124 | return false; 125 | } 126 | 127 | if (needDepth) 128 | GetComponent().depthTextureMode |= DepthTextureMode.Depth; 129 | 130 | return true; 131 | } 132 | 133 | protected bool CheckSupport (bool needDepth, bool needHdr) 134 | { 135 | if (!CheckSupport(needDepth)) 136 | return false; 137 | 138 | if (needHdr && !supportHDRTextures) 139 | { 140 | NotSupported (); 141 | return false; 142 | } 143 | 144 | return true; 145 | } 146 | 147 | 148 | public bool Dx11Support () 149 | { 150 | return supportDX11; 151 | } 152 | 153 | 154 | protected void ReportAutoDisable () 155 | { 156 | Debug.LogWarning ("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); 157 | } 158 | 159 | // deprecated but needed for old effects to survive upgrading 160 | bool CheckShader (Shader s) 161 | { 162 | Debug.Log("The shader " + s.ToString () + " on effect "+ ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); 163 | if (!s.isSupported) 164 | { 165 | NotSupported (); 166 | return false; 167 | } 168 | else 169 | { 170 | return false; 171 | } 172 | } 173 | 174 | 175 | protected void NotSupported () 176 | { 177 | enabled = false; 178 | isSupported = false; 179 | return; 180 | } 181 | 182 | 183 | protected void DrawBorder (RenderTexture dest, Material material) 184 | { 185 | float x1; 186 | float x2; 187 | float y1; 188 | float y2; 189 | 190 | RenderTexture.active = dest; 191 | bool invertY = true; // source.texelSize.y < 0.0ff; 192 | // Set up the simple Matrix 193 | GL.PushMatrix(); 194 | GL.LoadOrtho(); 195 | 196 | for (int i = 0; i < material.passCount; i++) 197 | { 198 | material.SetPass(i); 199 | 200 | float y1_; float y2_; 201 | if (invertY) 202 | { 203 | y1_ = 1.0f; y2_ = 0.0f; 204 | } 205 | else 206 | { 207 | y1_ = 0.0f; y2_ = 1.0f; 208 | } 209 | 210 | // left 211 | x1 = 0.0f; 212 | x2 = 0.0f + 1.0f/(dest.width*1.0f); 213 | y1 = 0.0f; 214 | y2 = 1.0f; 215 | GL.Begin(GL.QUADS); 216 | 217 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 218 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 219 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 220 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 221 | 222 | // right 223 | x1 = 1.0f - 1.0f/(dest.width*1.0f); 224 | x2 = 1.0f; 225 | y1 = 0.0f; 226 | y2 = 1.0f; 227 | 228 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 229 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 230 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 231 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 232 | 233 | // top 234 | x1 = 0.0f; 235 | x2 = 1.0f; 236 | y1 = 0.0f; 237 | y2 = 0.0f + 1.0f/(dest.height*1.0f); 238 | 239 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 240 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 241 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 242 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 243 | 244 | // bottom 245 | x1 = 0.0f; 246 | x2 = 1.0f; 247 | y1 = 1.0f - 1.0f/(dest.height*1.0f); 248 | y2 = 1.0f; 249 | 250 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 251 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 252 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 253 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 254 | 255 | GL.End(); 256 | } 257 | 258 | GL.PopMatrix(); 259 | } 260 | } 261 | } 262 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6f4318ec6c2bf643a0f9edfeeaba0ec 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent (typeof(Camera))] 8 | class PostEffectsHelper : MonoBehaviour 9 | { 10 | void OnRenderImage (RenderTexture source, RenderTexture destination) 11 | { 12 | Debug.Log("OnRenderImage in Helper called ..."); 13 | } 14 | 15 | static void DrawLowLevelPlaneAlignedWithCamera ( 16 | float dist , 17 | RenderTexture source, RenderTexture dest , 18 | Material material , 19 | Camera cameraForProjectionMatrix ) 20 | { 21 | // Make the destination texture the target for all rendering 22 | RenderTexture.active = dest; 23 | // Assign the source texture to a property from a shader 24 | material.SetTexture("_MainTex", source); 25 | bool invertY = true; // source.texelSize.y < 0.0f; 26 | // Set up the simple Matrix 27 | GL.PushMatrix(); 28 | GL.LoadIdentity(); 29 | GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix); 30 | 31 | float fovYHalfRad = cameraForProjectionMatrix.fieldOfView * 0.5f * Mathf.Deg2Rad; 32 | float cotangent = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad); 33 | float asp = cameraForProjectionMatrix.aspect; 34 | 35 | float x1 = asp/-cotangent; 36 | float x2 = asp/cotangent; 37 | float y1 = 1.0f/-cotangent; 38 | float y2 = 1.0f/cotangent; 39 | 40 | float sc = 1.0f; // magic constant (for now) 41 | 42 | x1 *= dist * sc; 43 | x2 *= dist * sc; 44 | y1 *= dist * sc; 45 | y2 *= dist * sc; 46 | 47 | float z1 = -dist; 48 | 49 | for (int i = 0; i < material.passCount; i++) 50 | { 51 | material.SetPass(i); 52 | 53 | GL.Begin(GL.QUADS); 54 | float y1_; float y2_; 55 | if (invertY) 56 | { 57 | y1_ = 1.0f; y2_ = 0.0f; 58 | } 59 | else 60 | { 61 | y1_ = 0.0f; y2_ = 1.0f; 62 | } 63 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, z1); 64 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, z1); 65 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, z1); 66 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, z1); 67 | GL.End(); 68 | } 69 | 70 | GL.PopMatrix(); 71 | } 72 | 73 | static void DrawBorder ( 74 | RenderTexture dest , 75 | Material material ) 76 | { 77 | float x1; 78 | float x2; 79 | float y1; 80 | float y2; 81 | 82 | RenderTexture.active = dest; 83 | bool invertY = true; // source.texelSize.y < 0.0ff; 84 | // Set up the simple Matrix 85 | GL.PushMatrix(); 86 | GL.LoadOrtho(); 87 | 88 | for (int i = 0; i < material.passCount; i++) 89 | { 90 | material.SetPass(i); 91 | 92 | float y1_; float y2_; 93 | if (invertY) 94 | { 95 | y1_ = 1.0f; y2_ = 0.0f; 96 | } 97 | else 98 | { 99 | y1_ = 0.0f; y2_ = 1.0f; 100 | } 101 | 102 | // left 103 | x1 = 0.0f; 104 | x2 = 0.0f + 1.0f/(dest.width*1.0f); 105 | y1 = 0.0f; 106 | y2 = 1.0f; 107 | GL.Begin(GL.QUADS); 108 | 109 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 110 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 111 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 112 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 113 | 114 | // right 115 | x1 = 1.0f - 1.0f/(dest.width*1.0f); 116 | x2 = 1.0f; 117 | y1 = 0.0f; 118 | y2 = 1.0f; 119 | 120 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 121 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 122 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 123 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 124 | 125 | // top 126 | x1 = 0.0f; 127 | x2 = 1.0f; 128 | y1 = 0.0f; 129 | y2 = 0.0f + 1.0f/(dest.height*1.0f); 130 | 131 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 132 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 133 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 134 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 135 | 136 | // bottom 137 | x1 = 0.0f; 138 | x2 = 1.0f; 139 | y1 = 1.0f - 1.0f/(dest.height*1.0f); 140 | y2 = 1.0f; 141 | 142 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 143 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 144 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 145 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 146 | 147 | GL.End(); 148 | } 149 | 150 | GL.PopMatrix(); 151 | } 152 | 153 | static void DrawLowLevelQuad ( float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material ) 154 | { 155 | // Make the destination texture the target for all rendering 156 | RenderTexture.active = dest; 157 | // Assign the source texture to a property from a shader 158 | material.SetTexture("_MainTex", source); 159 | bool invertY = true; // source.texelSize.y < 0.0f; 160 | // Set up the simple Matrix 161 | GL.PushMatrix(); 162 | GL.LoadOrtho(); 163 | 164 | for (int i = 0; i < material.passCount; i++) 165 | { 166 | material.SetPass(i); 167 | 168 | GL.Begin(GL.QUADS); 169 | float y1_; float y2_; 170 | if (invertY) 171 | { 172 | y1_ = 1.0f; y2_ = 0.0f; 173 | } 174 | else 175 | { 176 | y1_ = 0.0f; y2_ = 1.0f; 177 | } 178 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 179 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 180 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 181 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 182 | GL.End(); 183 | } 184 | 185 | GL.PopMatrix(); 186 | } 187 | } 188 | } 189 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50b03df8f04b5c441aaac5b7fccb4734 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2145489f7c704db8acb14a52bddeee9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Hidden/NoiseAndGrain" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _NoiseTex ("Noise (RGB)", 2D) = "white" {} 7 | } 8 | 9 | CGINCLUDE 10 | 11 | #include "UnityCG.cginc" 12 | 13 | sampler2D _MainTex; 14 | sampler2D _NoiseTex; 15 | float4 _NoiseTex_TexelSize; 16 | 17 | uniform float4 _MainTex_TexelSize; 18 | 19 | uniform float3 _NoisePerChannel; 20 | uniform float3 _NoiseTilingPerChannel; 21 | uniform float3 _NoiseAmount; 22 | uniform float3 _ThreshholdRGB; 23 | uniform float3 _MidGrey; 24 | 25 | struct v2f 26 | { 27 | float4 pos : SV_POSITION; 28 | float2 uv_screen : TEXCOORD0; 29 | float4 uvRg : TEXCOORD1; 30 | float2 uvB : TEXCOORD2; 31 | }; 32 | 33 | struct appdata_img2 34 | { 35 | float4 vertex : POSITION; 36 | float2 texcoord : TEXCOORD0; 37 | float2 texcoord1 : TEXCOORD1; 38 | }; 39 | 40 | inline float3 Overlay(float3 m, float3 color) { 41 | color = saturate(color); 42 | float3 check = step(float3(0.5,0.5,0.5), color.rgb); 43 | float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); 44 | result += (1-check) * (2*color.rgb) * m.rgb; 45 | return result; 46 | } 47 | 48 | v2f vert (appdata_img2 v) 49 | { 50 | v2f o; 51 | 52 | o.pos = UnityObjectToClipPos (v.vertex); 53 | 54 | #if UNITY_UV_STARTS_AT_TOP 55 | o.uv_screen = v.vertex.xyxy; 56 | if (_MainTex_TexelSize.y < 0) 57 | o.uv_screen.y = 1-o.uv_screen.y; 58 | #else 59 | o.uv_screen = v.vertex.xy; 60 | #endif 61 | 62 | o.uv_screen = UnityStereoTransformScreenSpaceTex(o.uv_screen); 63 | 64 | // different tiling for 3 channels 65 | o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; 66 | o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; 67 | 68 | return o; 69 | } 70 | 71 | float4 frag ( v2f i ) : SV_Target 72 | { 73 | float4 color = (tex2D (_MainTex, i.uv_screen.xy)); 74 | 75 | // black & white intensities 76 | float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey 77 | blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); 78 | 79 | float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); 80 | 81 | // fetching & scaling noise (COMPILER BUG WORKAROUND) 82 | float3 m = float3(0,0,0); 83 | m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; 84 | m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; 85 | m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; 86 | 87 | m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) )); 88 | 89 | return float4(Overlay(m, color.rgb), color.a); 90 | } 91 | 92 | float4 fragTmp ( v2f i ) : SV_Target 93 | { 94 | float4 color = (tex2D (_MainTex, i.uv_screen.xy)); 95 | 96 | // black & white intensities 97 | float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey 98 | blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); 99 | 100 | float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); 101 | 102 | // fetching & scaling noise (COMPILER BUG WORKAROUND) 103 | float3 m = float3(0,0,0); 104 | m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; 105 | m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; 106 | m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; 107 | 108 | m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity))); 109 | 110 | return float4(m.rgb, color.a); 111 | } 112 | 113 | float4 fragOverlayBlend ( v2f i ) : SV_Target 114 | { 115 | float4 color = tex2D(_MainTex, i.uv_screen.xy); 116 | float4 m = tex2D(_NoiseTex, i.uv_screen.xy); 117 | 118 | return float4(Overlay(m, color.rgb), color.a); 119 | } 120 | 121 | ENDCG 122 | 123 | SubShader { 124 | ZTest Always Cull Off ZWrite Off Blend Off 125 | 126 | Pass { 127 | 128 | CGPROGRAM 129 | 130 | #pragma vertex vert 131 | #pragma fragment frag 132 | 133 | ENDCG 134 | 135 | } 136 | 137 | Pass { 138 | 139 | CGPROGRAM 140 | 141 | #pragma vertex vert 142 | #pragma fragment fragOverlayBlend 143 | 144 | ENDCG 145 | 146 | } 147 | 148 | Pass { 149 | 150 | CGPROGRAM 151 | 152 | #pragma vertex vert 153 | #pragma fragment fragTmp 154 | 155 | ENDCG 156 | 157 | } 158 | } 159 | FallBack Off 160 | } 161 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0249d8c935344451aa4de6db76f0688 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Hidden/NoiseAndGrainDX11" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _NoiseTex ("Noise (RGB)", 2D) = "white" {} 7 | } 8 | 9 | CGINCLUDE 10 | 11 | #include "UnityCG.cginc" 12 | 13 | sampler2D _MainTex; 14 | sampler2D _NoiseTex; 15 | float4 _NoiseTex_TexelSize; 16 | 17 | uniform float4 _MainTex_TexelSize; 18 | 19 | uniform float3 _NoisePerChannel; 20 | uniform float3 _NoiseTilingPerChannel; 21 | uniform float3 _NoiseAmount; 22 | uniform float3 _ThreshholdRGB; 23 | uniform float3 _MidGrey; 24 | uniform float _DX11NoiseTime; 25 | 26 | // DX11 noise helper functions, credit: rgba/iq 27 | 28 | int ihash(int n) 29 | { 30 | n = (n<<13)^n; 31 | return (n*(n*n*15731+789221)+1376312589) & 2147483647; 32 | } 33 | 34 | float frand(int n) 35 | { 36 | return ihash(n) / 2147483647.0; 37 | } 38 | 39 | float cellNoise1f(int3 p) 40 | { 41 | return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0; 42 | } 43 | 44 | float3 cellNoise3f(int3 p) 45 | { 46 | int i = p.z*65536 + p.y*256 + p.x; 47 | return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0; 48 | } 49 | 50 | struct v2f 51 | { 52 | float4 pos : SV_POSITION; 53 | float2 uv_screen : TEXCOORD0; 54 | float4 uvRg : TEXCOORD1; 55 | float2 uvB : TEXCOORD2; 56 | float2 uvOffsets : TEXCOORD4; 57 | }; 58 | 59 | struct appdata_img2 60 | { 61 | float4 vertex : POSITION; 62 | float2 texcoord : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | inline float3 Overlay(float3 m, float3 color) { 67 | float3 check = step(0.5, color.rgb); 68 | float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); 69 | result += (1-check) * (2*color.rgb) * m.rgb; 70 | return result; 71 | } 72 | 73 | v2f vert (appdata_img2 v) 74 | { 75 | v2f o; 76 | 77 | o.pos = UnityObjectToClipPos (v.vertex); 78 | 79 | #if UNITY_UV_STARTS_AT_TOP 80 | o.uv_screen = v.vertex.xyxy; 81 | if (_MainTex_TexelSize.y < 0) 82 | o.uv_screen.y = 1-o.uv_screen.y; 83 | #else 84 | o.uv_screen = v.vertex.xy; 85 | #endif 86 | 87 | // different tiling for 3 channels 88 | o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; 89 | o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; 90 | 91 | o.uvOffsets = v.texcoord.xy; 92 | 93 | return o; 94 | } 95 | 96 | float4 fragDX11 ( v2f i ) : SV_Target 97 | { 98 | float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy))); 99 | 100 | // black & white intensities 101 | float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey 102 | blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); 103 | 104 | float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); 105 | 106 | float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); 107 | m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); 108 | 109 | return float4(Overlay(m, color.rgb), color.a); 110 | } 111 | 112 | float4 fragDX11Monochrome ( v2f i ) : SV_Target 113 | { 114 | float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy))); 115 | 116 | // black & white intensities 117 | float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey 118 | blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); 119 | 120 | float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); 121 | 122 | float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); 123 | m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); 124 | 125 | return float4(Overlay(m, color.rgb), color.a); 126 | } 127 | 128 | float4 fragDX11Tmp ( v2f i ) : SV_Target 129 | { 130 | float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy))); 131 | 132 | // black & white intensities 133 | float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey 134 | blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); 135 | 136 | float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); 137 | 138 | float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); 139 | m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); 140 | 141 | return float4(m.rgb, color.a); 142 | } 143 | 144 | float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target 145 | { 146 | float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy))); 147 | 148 | // black & white intensities 149 | float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey 150 | blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); 151 | 152 | float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); 153 | 154 | float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); 155 | m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); 156 | 157 | return float4(m.rgb, color.a); 158 | } 159 | 160 | float4 fragOverlayBlend ( v2f i ) : SV_Target 161 | { 162 | float4 color = saturate(tex2D (_MainTex, UnityStereoTransformScreenSpaceTex(i.uv_screen.xy))); 163 | float4 m = saturate(tex2D (_NoiseTex, i.uv_screen.xy)); 164 | 165 | return float4(Overlay(m, color.rgb), color.a); 166 | } 167 | 168 | ENDCG 169 | 170 | SubShader { 171 | ZTest Always Cull Off ZWrite Off Blend Off 172 | 173 | Pass { 174 | 175 | CGPROGRAM 176 | 177 | #pragma exclude_renderers gles xbox360 ps3 d3d9 178 | #pragma target 5.0 179 | #pragma vertex vert 180 | #pragma fragment fragDX11 181 | 182 | ENDCG 183 | 184 | } 185 | 186 | Pass { 187 | 188 | CGPROGRAM 189 | 190 | #pragma exclude_renderers gles xbox360 ps3 d3d9 191 | #pragma target 5.0 192 | #pragma vertex vert 193 | #pragma fragment fragDX11Monochrome 194 | 195 | ENDCG 196 | 197 | } 198 | 199 | Pass { 200 | 201 | CGPROGRAM 202 | 203 | #pragma exclude_renderers gles xbox360 ps3 d3d9 204 | #pragma target 5.0 205 | #pragma vertex vert 206 | #pragma fragment fragDX11Tmp 207 | 208 | ENDCG 209 | 210 | } 211 | 212 | Pass { 213 | 214 | CGPROGRAM 215 | 216 | #pragma exclude_renderers gles xbox360 ps3 d3d9 217 | #pragma target 5.0 218 | #pragma vertex vert 219 | #pragma fragment fragDX11MonochromeTmp 220 | 221 | ENDCG 222 | 223 | } 224 | 225 | Pass { 226 | 227 | CGPROGRAM 228 | 229 | #pragma exclude_renderers gles xbox360 ps3 d3d9 230 | #pragma target 5.0 231 | #pragma vertex vert 232 | #pragma fragment fragOverlayBlend 233 | 234 | ENDCG 235 | 236 | } 237 | } 238 | FallBack Off 239 | } 240 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b30686bb4322ab42ad5eb50a0210b58 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Hidden/Noise Shader RGB" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _GrainTex ("Base (RGB)", 2D) = "gray" {} 7 | _ScratchTex ("Base (RGB)", 2D) = "gray" {} 8 | } 9 | 10 | SubShader { 11 | Pass { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | struct v2f { 20 | float4 pos : SV_POSITION; 21 | float2 uv : TEXCOORD0; 22 | float2 uvg : TEXCOORD1; // grain 23 | float2 uvs : TEXCOORD2; // scratch 24 | }; 25 | 26 | uniform sampler2D _MainTex; 27 | uniform sampler2D _GrainTex; 28 | uniform sampler2D _ScratchTex; 29 | 30 | uniform float4 _GrainOffsetScale; 31 | uniform float4 _ScratchOffsetScale; 32 | uniform fixed4 _Intensity; // x=grain, y=scratch 33 | 34 | half4 _MainTex_ST; 35 | 36 | v2f vert (appdata_img v) 37 | { 38 | v2f o; 39 | o.pos = UnityObjectToClipPos (v.vertex); 40 | o.uv = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST); 41 | o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; 42 | o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; 43 | return o; 44 | } 45 | 46 | fixed4 frag (v2f i) : SV_Target 47 | { 48 | fixed4 col = tex2D(_MainTex, i.uv); 49 | 50 | // sample noise texture and do a signed add 51 | fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; 52 | col.rgb += grain * _Intensity.x; 53 | 54 | // sample scratch texture and do a signed add 55 | fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; 56 | col.rgb += scratch * _Intensity.y; 57 | 58 | return col; 59 | } 60 | ENDCG 61 | } 62 | } 63 | 64 | Fallback off 65 | 66 | } 67 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Hidden/Noise Shader YUV" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _GrainTex ("Base (RGB)", 2D) = "gray" {} 7 | _ScratchTex ("Base (RGB)", 2D) = "gray" {} 8 | } 9 | 10 | SubShader { 11 | Pass { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | struct v2f { 20 | float4 pos : SV_POSITION; 21 | float2 uv : TEXCOORD0; 22 | float2 uvg : TEXCOORD1; // grain 23 | float2 uvs : TEXCOORD2; // scratch 24 | }; 25 | 26 | uniform sampler2D _MainTex; 27 | uniform sampler2D _GrainTex; 28 | uniform sampler2D _ScratchTex; 29 | 30 | uniform float4 _GrainOffsetScale; 31 | uniform float4 _ScratchOffsetScale; 32 | uniform fixed4 _Intensity; // x=grain, y=scratch 33 | 34 | half4 _MainTex_ST; 35 | 36 | v2f vert (appdata_img v) 37 | { 38 | v2f o; 39 | o.pos = UnityObjectToClipPos (v.vertex); 40 | o.uv = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST); 41 | o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; 42 | o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; 43 | return o; 44 | } 45 | 46 | fixed4 frag (v2f i) : SV_Target 47 | { 48 | fixed4 col = tex2D(_MainTex, i.uv); 49 | 50 | // convert to YUV 51 | fixed3 yuv; 52 | yuv.x = dot( col.rgb, half3(0.299,0.587,0.114) ); 53 | yuv.y = (col.b-yuv.x)*0.492; 54 | yuv.z = (col.r-yuv.x)*0.877; 55 | 56 | // sample noise texture and do a signed add 57 | fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; 58 | yuv.rgb += grain * _Intensity.x; 59 | 60 | // convert back to rgb 61 | col.r = yuv.z * 1.140 + yuv.x; 62 | col.g = yuv.z * (-0.581) + yuv.y * (-0.395) + yuv.x; 63 | col.b = yuv.y * 2.032 + yuv.x; 64 | 65 | // sample scratch texture and add 66 | fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; 67 | col.rgb += scratch * _Intensity.y; 68 | 69 | return col; 70 | } 71 | ENDCG 72 | } 73 | } 74 | 75 | Fallback off 76 | 77 | } 78 | -------------------------------------------------------------------------------- /Shaders/Assets/Standard 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee30e8a2f9da2c54bb625634d6cf4c0d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 24fd258b04614bd49960c3d80b40fbb6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/CoolUIMaterial.mat: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/PostEffectMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98b70aa6a8b10d341853d4faccf3a9d8 3 | timeCreated: 1536255863 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/PostEffectShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/PostEffectShader" 4 | { 5 | Properties 6 | { 7 | _MainTex ("Main Texture", 2D) = "white" {} 8 | } 9 | SubShader 10 | { 11 | // No culling or depth 12 | Cull Off ZWrite Off ZTest Always 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | }; 33 | 34 | v2f vert (appdata v) 35 | { 36 | v2f o; 37 | o.vertex = UnityObjectToClipPos(v.vertex); 38 | o.uv = v.uv; 39 | return o; 40 | } 41 | 42 | sampler2D _MainTex; 43 | 44 | fixed4 frag (v2f i) : SV_Target 45 | { 46 | fixed4 col = tex2D(_MainTex, (i.uv + float2(0, sin(i.vertex.x / 50 + (_Time[1] * 0.5f)) * 0.01f)) ); 47 | 48 | //col = 1 - col; 49 | //col.r = 1; 50 | 51 | return col; 52 | } 53 | ENDCG 54 | } 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/PostEffectShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afcc0b711c4f4944195c5e12f253ebf5 3 | timeCreated: 1536249527 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/Red Material.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/UI shaders/Materials/Red Material.mat -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/Red Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fd64ea25d064ffd4081dcfdf83a614cb 3 | timeCreated: 1536247677 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/SpookyMaterial.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/igradeca/Unity-Shaders/1779f10707bb74fddc7a9fdb61f523ec297fa0ce/Shaders/Assets/UI shaders/Materials/SpookyMaterial.mat -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Materials/SpookyMaterial.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07aa67de9b2f0b64298c67192a0eaaa0 3 | timeCreated: 1536659889 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/PostEffectScript.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class PostEffectScript : MonoBehaviour { 7 | 8 | public Material mat; 9 | 10 | void OnRenderImage(RenderTexture source, RenderTexture destination) { 11 | // We are taking fully rendered scene (source) and intercepting it here 12 | // so we can do a bit more work and then returning it (destination). 13 | 14 | Graphics.Blit(source, destination, mat); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/PostEffectScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6caf91d0fc8f7349b7a304e5e2c8813 3 | timeCreated: 1536256361 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 210e1051ff54f3b4584253c65055d2c3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders/CoolUIShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/CoolUIShader" 4 | { 5 | Properties 6 | { 7 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 8 | _Color ("Tint", Color) = (1,1,1,1) 9 | 10 | _StencilComp ("Stencil Comparison", Float) = 8 11 | _Stencil ("Stencil ID", Float) = 0 12 | _StencilOp ("Stencil Operation", Float) = 0 13 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 14 | _StencilReadMask ("Stencil Read Mask", Float) = 255 15 | 16 | _ColorMask ("Color Mask", Float) = 15 17 | 18 | _NoiseTex ("Noise Texture", 2D) = "white" {} 19 | 20 | _DistortionDamper ("Distortion Damper", Float) = 10 21 | _DistortionSpreader ("Distortion Spreader", Float) = 100 22 | _TimeDamper ("Time Damper", Float) = 10 23 | 24 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 25 | } 26 | 27 | SubShader 28 | { 29 | Tags 30 | { 31 | "Queue"="Transparent" 32 | "IgnoreProjector"="True" 33 | "RenderType"="Transparent" 34 | "PreviewType"="Plane" 35 | "CanUseSpriteAtlas"="True" 36 | } 37 | 38 | Stencil 39 | { 40 | Ref [_Stencil] 41 | Comp [_StencilComp] 42 | Pass [_StencilOp] 43 | ReadMask [_StencilReadMask] 44 | WriteMask [_StencilWriteMask] 45 | } 46 | 47 | Cull Off 48 | Lighting Off 49 | ZWrite Off 50 | ZTest [unity_GUIZTestMode] 51 | Blend SrcAlpha OneMinusSrcAlpha 52 | ColorMask [_ColorMask] 53 | 54 | Pass 55 | { 56 | CGPROGRAM 57 | #pragma vertex vert 58 | #pragma fragment frag 59 | 60 | #include "UnityCG.cginc" 61 | #include "UnityUI.cginc" 62 | 63 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 64 | 65 | struct appdata_t 66 | { 67 | float4 vertex : POSITION; 68 | float4 color : COLOR; 69 | float2 texcoord : TEXCOORD0; 70 | }; 71 | 72 | struct v2f 73 | { 74 | float4 vertex : SV_POSITION; 75 | fixed4 color : COLOR; 76 | half2 texcoord : TEXCOORD0; 77 | float4 worldPosition : TEXCOORD1; 78 | }; 79 | 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | 84 | v2f vert(appdata_t IN) 85 | { 86 | v2f OUT; 87 | OUT.worldPosition = IN.vertex; 88 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 89 | 90 | OUT.texcoord = IN.texcoord; 91 | 92 | #ifdef UNITY_HALF_TEXEL_OFFSET 93 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 94 | #endif 95 | 96 | OUT.color = IN.color * _Color; 97 | return OUT; 98 | } 99 | 100 | sampler2D _MainTex; 101 | sampler2D _NoiseTex; 102 | 103 | float _DistortionDamper; 104 | float _DistortionSpreader; 105 | float _TimeDamper; 106 | 107 | fixed4 frag(v2f IN) : SV_Target 108 | { 109 | float2 offset = float2( 110 | tex2D( _NoiseTex, float2(IN.worldPosition.y / _DistortionSpreader, _Time[1] / _TimeDamper) ).r, 111 | tex2D( _NoiseTex, float2(_Time[1] / _TimeDamper, IN.worldPosition.x / _DistortionSpreader) ).r 112 | ); 113 | 114 | offset -= 0.5f; 115 | 116 | half4 color = (tex2D(_MainTex, IN.texcoord + (offset / _DistortionDamper)) + _TextureSampleAdd) * IN.color; 117 | 118 | 119 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 120 | 121 | #ifdef UNITY_UI_ALPHACLIP 122 | clip (color.a - 0.001); 123 | #endif 124 | 125 | return color; 126 | } 127 | ENDCG 128 | } 129 | } 130 | } 131 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders/CoolUIShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bef2faa48e5a0864a94874311d165417 3 | timeCreated: 1536264495 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders/RimCutoutShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Rim Cutout" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | _RimGlowRadius("Rim Glow Radius", Range(0,1)) = 0.1 8 | } 9 | SubShader { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 200 12 | 13 | CGPROGRAM 14 | // Physically based Standard lighting model, and enable shadows on all light types 15 | #pragma surface surf Standard fullforwardshadows 16 | 17 | // Use shader model 3.0 target, to get nicer looking lighting 18 | #pragma target 3.0 19 | 20 | sampler2D _MainTex; 21 | 22 | struct Input { 23 | float2 uv_MainTex; 24 | float4 colorValue : COLOR; 25 | }; 26 | 27 | half _Glossiness; 28 | half _Metallic; 29 | fixed4 _Color; 30 | float _RimGlowRadius; 31 | 32 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 33 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 34 | // #pragma instancing_options assumeuniformscaling 35 | UNITY_INSTANCING_BUFFER_START(Props) 36 | // put more per-instance properties here 37 | UNITY_INSTANCING_BUFFER_END(Props) 38 | 39 | void surf (Input IN, inout SurfaceOutputStandard o) { 40 | // Albedo comes from a texture tinted by color 41 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 42 | fixed clipValue = IN.colorValue.a - c.a; 43 | clip(clipValue); 44 | o.Albedo = (clipValue * c.rgb) + (max(0, (_RimGlowRadius - clipValue) / _RimGlowRadius) * IN.colorValue.rgb); 45 | o.Emission = (max(0, (_RimGlowRadius - clipValue) / _RimGlowRadius) * IN.colorValue.rgb); 46 | // Metallic and smoothness come from slider variables 47 | o.Metallic = _Metallic; 48 | o.Smoothness = _Glossiness; 49 | o.Alpha = 1; 50 | } 51 | ENDCG 52 | } 53 | FallBack "Diffuse" 54 | } 55 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders/RimCutoutShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5247706139d7f314595707b64fe6157e 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders/SpookyShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/SpookyShader" 4 | { 5 | Properties 6 | { 7 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 8 | _Color ("Tint", Color) = (1,1,1,1) 9 | 10 | _StencilComp ("Stencil Comparison", Float) = 8 11 | _Stencil ("Stencil ID", Float) = 0 12 | _StencilOp ("Stencil Operation", Float) = 0 13 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 14 | _StencilReadMask ("Stencil Read Mask", Float) = 255 15 | 16 | _ColorMask ("Color Mask", Float) = 15 17 | 18 | _NoiseTex ("Noise Texture", 2D) = "white" {} 19 | 20 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 21 | } 22 | 23 | SubShader 24 | { 25 | Tags 26 | { 27 | "Queue"="Transparent" 28 | "IgnoreProjector"="True" 29 | "RenderType"="Transparent" 30 | "PreviewType"="Plane" 31 | "CanUseSpriteAtlas"="True" 32 | } 33 | 34 | Stencil 35 | { 36 | Ref [_Stencil] 37 | Comp [_StencilComp] 38 | Pass [_StencilOp] 39 | ReadMask [_StencilReadMask] 40 | WriteMask [_StencilWriteMask] 41 | } 42 | 43 | Cull Off 44 | Lighting Off 45 | ZWrite Off 46 | ZTest [unity_GUIZTestMode] 47 | Blend SrcAlpha OneMinusSrcAlpha 48 | ColorMask [_ColorMask] 49 | 50 | Pass 51 | { 52 | CGPROGRAM 53 | #pragma vertex vert 54 | #pragma fragment frag 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 60 | 61 | struct appdata_t 62 | { 63 | float4 vertex : POSITION; 64 | float4 color : COLOR; 65 | float2 texcoord : TEXCOORD0; 66 | }; 67 | 68 | struct v2f 69 | { 70 | float4 vertex : SV_POSITION; 71 | fixed4 color : COLOR; 72 | half2 texcoord : TEXCOORD0; 73 | float4 worldPosition : TEXCOORD1; 74 | }; 75 | 76 | fixed4 _Color; 77 | fixed4 _TextureSampleAdd; 78 | float4 _ClipRect; 79 | 80 | sampler2D _NoiseTex; 81 | 82 | v2f vert(appdata_t IN) 83 | { 84 | v2f OUT; 85 | 86 | float4 offset = float4( 87 | tex2Dlod(_NoiseTex, float4(0, IN.vertex.y / 100 + _Time[1] / 2, 0, 0)).r, 88 | tex2Dlod(_NoiseTex, float4(IN.vertex.x / 100 + _Time[1] / 2, 0, 0, 0)).r, 89 | 0, 90 | 0 ); 91 | 92 | OUT.worldPosition = IN.vertex + offset * 20; 93 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 94 | 95 | OUT.texcoord = IN.texcoord; 96 | 97 | #ifdef UNITY_HALF_TEXEL_OFFSET 98 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 99 | #endif 100 | 101 | OUT.color = IN.color * _Color; 102 | return OUT; 103 | } 104 | 105 | sampler2D _MainTex; 106 | 107 | fixed4 frag(v2f IN) : SV_Target 108 | { 109 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 110 | 111 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 112 | 113 | #ifdef UNITY_UI_ALPHACLIP 114 | clip (color.a - 0.001); 115 | #endif 116 | 117 | return color; 118 | } 119 | ENDCG 120 | } 121 | } 122 | } 123 | -------------------------------------------------------------------------------- /Shaders/Assets/UI shaders/Shaders/SpookyShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3095550cecbe5614db86d2784aa1f056 3 | timeCreated: 1536659726 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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"com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "2.0.16", 5 | "com.unity.package-manager-ui": "1.9.11", 6 | "com.unity.purchasing": "2.0.3", 7 | "com.unity.textmeshpro": "1.2.4", 8 | "com.unity.modules.ai": "1.0.0", 9 | "com.unity.modules.animation": "1.0.0", 10 | "com.unity.modules.assetbundle": "1.0.0", 11 | "com.unity.modules.audio": "1.0.0", 12 | "com.unity.modules.cloth": "1.0.0", 13 | "com.unity.modules.director": "1.0.0", 14 | "com.unity.modules.imageconversion": "1.0.0", 15 | "com.unity.modules.imgui": "1.0.0", 16 | "com.unity.modules.jsonserialize": "1.0.0", 17 | "com.unity.modules.particlesystem": "1.0.0", 18 | "com.unity.modules.physics": "1.0.0", 19 | "com.unity.modules.physics2d": "1.0.0", 20 | "com.unity.modules.screencapture": "1.0.0", 21 | "com.unity.modules.terrain": "1.0.0", 22 | "com.unity.modules.terrainphysics": "1.0.0", 23 | "com.unity.modules.tilemap": "1.0.0", 24 | "com.unity.modules.ui": "1.0.0", 25 | "com.unity.modules.uielements": "1.0.0", 26 | 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