├── .gitignore ├── Assets ├── Main.unity ├── Main.unity.meta ├── PostEffects.meta ├── PostEffects │ ├── BadTV.meta │ ├── BadTV │ │ ├── BadTVEffect.cs │ │ ├── BadTVEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── BarrelBlur.meta │ ├── BarrelBlur │ │ ├── BarrelBlurEffect.cs │ │ ├── BarrelBlurEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Bleach.meta │ ├── Bleach │ │ ├── BleachEffect.cs │ │ ├── BleachEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Bloom.meta │ ├── Bloom │ │ ├── BloomEffect.cs │ │ ├── BloomEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── BrightContrast.meta │ ├── BrightContrast │ │ ├── BrightContrastEffect.cs │ │ ├── BrightContrastEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── DotMatrix.meta │ ├── DotMatrix │ │ ├── DotMatrixEffect.cs │ │ ├── DotMatrixEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Emboss.meta │ ├── Emboss │ │ ├── EmbossEffect.cs │ │ ├── EmbossEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── HarfTone.meta │ ├── HarfTone │ │ ├── HarfToneEffect.cs │ │ ├── HarfToneEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── HueSaturation.meta │ ├── HueSaturation │ │ ├── HueSaturationEffect.cs │ │ ├── HueSaturationEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── InstaColor.meta │ ├── InstaColor │ │ ├── InstaColorEffect.cs │ │ ├── InstaColorEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Kaleidoscope.meta │ ├── Kaleidoscope │ │ ├── KaleidoscopeEffect.cs │ │ ├── KaleidoscopeEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Lines.meta │ ├── Lines │ │ ├── LinesEffect.cs │ │ ├── LinesEffect.cs.meta │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Mirror.meta │ ├── Mirror │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── MirrorEffect.cs │ │ ├── MirrorEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Pixcelate.meta │ ├── Pixcelate │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── PixcelateEffect.cs │ │ ├── PixcelateEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── PolarPixelate.meta │ ├── PolarPixelate │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── PolarPixelateEffect.cs │ │ ├── PolarPixelateEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Posterize.meta │ ├── Posterize │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── PosterizeEffect.cs │ │ ├── PosterizeEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── RGBShift.meta │ ├── RGBShift │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── RGBShiftEffect.cs │ │ ├── RGBShiftEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Ripple.meta │ ├── Ripple │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── RippleEffect.cs │ │ ├── RippleEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Scanlines.meta │ ├── Scanlines │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── ScanlinesEffect.cs │ │ ├── ScanlinesEffect.cs.meta │ │ ├── Shader.shader │ │ └── Shader.shader.meta │ ├── Slices.meta │ ├── Slices │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ ├── Shader.shader.meta │ │ ├── SlicesEffect.cs │ │ └── SlicesEffect.cs.meta │ ├── TiltShift.meta │ ├── TiltShift │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ ├── Shader.shader.meta │ │ ├── TiltShiftEffect.cs │ │ └── TiltShiftEffect.cs.meta │ ├── TraceEdges.meta │ ├── TraceEdges │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ ├── Shader.shader.meta │ │ ├── TraceEdgesEffect.cs │ │ └── TraceEdgesEffect.cs.meta │ ├── Vignette.meta │ └── Vignette │ │ ├── Material.mat │ │ ├── Material.mat.meta │ │ ├── Shader.shader │ │ ├── Shader.shader.meta │ │ ├── VignetteEffect.cs │ │ └── VignetteEffect.cs.meta ├── WebCam.meta └── WebCam │ ├── WebCamController.cs │ ├── WebCamController.cs.meta │ ├── WebCamMaterial.mat │ └── WebCamMaterial.mat.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md ├── example ├── bleach.png ├── bloom.png ├── circle_mosaic.png ├── emboss.png ├── hsu_saturation.png ├── lines.png ├── mirror.png ├── mosaic.png ├── original.png ├── posterize.png ├── rgb_shift.png ├── ripple.png ├── slice.png ├── tile_shift.png ├── tv_noise.png ├── vhs_video.png └── vignette.png └── zanzou.frg /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | /*.vs 8 | *.vscode 9 | /*.csproj 10 | /*.unityproj 11 | /*.sln 12 | /*.suo 13 | /*.user 14 | /*.userprefs 15 | /*.pidb 16 | /*.booproj 17 | 18 | #Unity3D Generated File On Crash Reports 19 | sysinfo.txt 20 | 21 | # ========================= 22 | # Operating System Files 23 | # ========================= 24 | 25 | # OSX 26 | # 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/Assets/PostEffects/BadTV/BadTVEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class BadTVEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(0.1f, 10f)] 9 | public float thickDistort = 3f; 10 | 11 | [Range(0.1f, 10f)] 12 | public float fineDistort = 1f; 13 | 14 | public Material material; 15 | 16 | 17 | void OnRenderImage(RenderTexture src, RenderTexture dest) 18 | { 19 | if(on) 20 | { 21 | Graphics.Blit(src, dest, material); 22 | } 23 | else 24 | { 25 | Graphics.Blit(src, dest); 26 | } 27 | } 28 | 29 | 30 | void Update() 31 | { 32 | if(on) 33 | { 34 | material.SetFloat("_ThickDistort", thickDistort); 35 | material.SetFloat("_FineDistort", fineDistort); 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /Assets/PostEffects/BadTV/BadTVEffect.cs.meta: 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-------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex("MainTex", 2D) = ""{} 4 | _ThickDistort ("ThickDistort", Float) = 3.0 5 | _FineDistort ("FineDistort", Float) = 1.0 6 | } 7 | 8 | 9 | SubShader { 10 | 11 | Pass { 12 | CGPROGRAM 13 | 14 | // 定義済みヘルパー関数インクルード 15 | #include "UnityCG.cginc" 16 | 17 | // 定義されている頂点シェーダー関数 18 | #pragma vertex vert_img 19 | // フラグメントシェーダー関数 20 | #pragma fragment frag 21 | 22 | 23 | sampler2D _MainTex; 24 | Float _ThickDistort; 25 | Float _FineDistort; 26 | 27 | 28 | fixed3 mod289(fixed3 x) { 29 | return x - floor(x * (1.0 / 289.0)) * 289.0; 30 | } 31 | 32 | fixed2 mod289(fixed2 x) { 33 | return x - floor(x * (1.0 / 289.0)) * 289.0; 34 | } 35 | 36 | fixed3 permute(fixed3 x) { 37 | return mod289(((x * 34.0) + 1.0) * x); 38 | } 39 | 40 | float fract(float x) 41 | { 42 | return x - floor(x); 43 | } 44 | 45 | float snoise(fixed2 v) { 46 | fixed4 C = fixed4( 47 | 0.211324865405187, // (3.0-sqrt(3.0))/6.0", 48 | 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)", 49 | -0.577350269189626, // -1.0 + 2.0 * C.x", 50 | 0.024390243902439 // 1.0 / 41.0", 51 | ); 52 | fixed2 i = floor(v + dot(v, C.yy)); 53 | fixed2 x0 = v - i + dot(i, C.xx); 54 | fixed2 i1; 55 | i1 = (x0.x > x0.y) ? fixed2(1.0, 0.0) : fixed2(0.0, 1.0); 56 | fixed4 x12 = x0.xyxy + C.xxzz; 57 | x12.xy -= i1; 58 | i = mod289(i); // Avoid truncation effects in permutation", 59 | fixed3 p = permute(permute(i.y + fixed3(0.0, i1.y, 1.0)) + i.x + fixed3(0.0, i1.x, 1.0)); 60 | fixed3 m = max(0.5 - fixed3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); 61 | m = m * m; 62 | m = m * m; 63 | fixed3 x = 2.0 * fract(p * C.www) - 1.0; 64 | fixed3 h = abs(x) - 0.5; 65 | fixed3 ox = floor(x + 0.5); 66 | fixed3 a0 = x - ox; 67 | m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); 68 | fixed3 g; 69 | g.x = a0.x * x0.x + h.x * x0.y; 70 | g.yz = a0.yz * x12.xz + h.yz * x12.yw; 71 | return 130.0 * dot(m, g); 72 | } 73 | 74 | 75 | fixed4 frag (v2f_img i): COLOR 76 | { 77 | float ty = _Time.x * 10; 78 | float yt = i.uv.y - ty; 79 | float offset = snoise(fixed2(yt * 3.0, 0.0)) * 0.2; 80 | float rollSpeed = 0.05; 81 | 82 | offset = offset * _ThickDistort * offset * _ThickDistort * offset; 83 | 84 | offset += snoise(fixed2(yt * 50.0, 0.0)) * _FineDistort * 0.001; 85 | 86 | fixed4 c = tex2D(_MainTex, fixed2(fract(i.uv.x + offset), fract(i.uv.y - _Time.y * rollSpeed))); 87 | return c; 88 | } 89 | ENDCG 90 | } 91 | 92 | 93 | 94 | } 95 | FallBack "Diffuse" 96 | } 97 | -------------------------------------------------------------------------------- /Assets/PostEffects/BadTV/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9833588235cdc4c2882929a5874a10c5 3 | timeCreated: 1505273375 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98ea9c4bcf04c4578aec1afaa6693bf5 3 | folderAsset: yes 4 | timeCreated: 1505355900 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur/BarrelBlurEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BarrelBlurEffect : MonoBehaviour { 6 | public bool on = false; 7 | 8 | [Range(0f, 0.3f)] 9 | public float amount = 0.05f; 10 | 11 | public Material material; 12 | 13 | 14 | void OnRenderImage(RenderTexture src, RenderTexture dest) 15 | { 16 | if(on) 17 | { 18 | Graphics.Blit(src, dest, material); 19 | } 20 | else 21 | { 22 | Graphics.Blit(src, dest); 23 | } 24 | } 25 | 26 | 27 | void Update () { 28 | if(on) 29 | { 30 | material.SetFloat("_Amount", amount); 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur/BarrelBlurEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b8e372c0e3bba4c14936ee2bfdbbacb0 3 | timeCreated: 1505355912 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 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m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _Amount: 0.05 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 1, g: 1, b: 1, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90b7de36c0648429586b960e9122f304 3 | timeCreated: 1505355924 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("MainTex", 2D) = "" {} 4 | _Amount ("Amount", Float) = 0.05 5 | } 6 | 7 | 8 | SubShader { 9 | Pass{ 10 | CGPROGRAM 11 | #include "UnityCG.cginc" 12 | #pragma vertex vert_img 13 | #pragma fragment frag 14 | 15 | 16 | sampler2D _MainTex; 17 | float _Amount; 18 | // uniform sampler2D tDiffuse; 19 | // uniform float amount; 20 | // uniform float time; 21 | // varying vec2 vUv; 22 | int NUM_ITER = 16; 23 | float RECI_NUM_ITER_F = 1.0 / 16.0; 24 | float GAMMA = 2.2; 25 | float MAX_DIST_PX = 200.0; 26 | 27 | // fixed4 frag(v2f_img i): COLOR 28 | // { 29 | // fixed4 c = tex2D(_MainTex, i.uv); 30 | // return c; 31 | // } 32 | 33 | 34 | fixed2 barrelDistortion(fixed2 p, fixed2 amt){ 35 | p = 2.0 * p - 1.0; 36 | //float BarrelPower = 1.125; 37 | float MAXBARREL_POWER = 3.0; 38 | float theta = atan2(p.y, p.x); 39 | float radius = length(p); 40 | radius = pow(radius, 1.0 + MAXBARREL_POWER * amt.x); 41 | p.x = radius * cos(theta); 42 | p.y = radius * sin(theta); 43 | return 0.5 * (p + 1.0); 44 | } 45 | 46 | float sat(float t){ 47 | return clamp(t, 0.0, 1.0); 48 | } 49 | 50 | float linterp(float t){ 51 | return sat(1.0 - abs(2.0 * t - 1.0)); 52 | } 53 | 54 | float remap(float t, float a, float b){ 55 | return sat((t - a) / (b - a)); 56 | } 57 | 58 | fixed3 spectrum_offset(float t){ 59 | fixed3 ret; 60 | float lo = step(t, 0.5); 61 | float hi = 1.0 - lo; 62 | float w = linterp(remap(t, 1.0/6.0, 5.0/6.0)); 63 | ret = fixed3(lo, 1.0, hi) * fixed3(1.0-w, w, 1.0-w); 64 | float v = 1.0 / 2.2; 65 | return pow(ret, fixed3(v, v, v)); 66 | } 67 | 68 | float nrand(fixed2 n){ 69 | return frac(sin(dot(n.xy, fixed2(12.9898, 78.233))) * 43758.5453); 70 | } 71 | 72 | fixed3 lin2srgb(fixed3 c){ 73 | return pow(c, fixed3(GAMMA, GAMMA, GAMMA)); 74 | } 75 | 76 | fixed3 srgb2lin(fixed3 c){ 77 | float v = 1.0 / GAMMA; 78 | return pow(c, fixed3(v, v, v)); 79 | } 80 | 81 | fixed4 frag(v2f_img i): COLOR 82 | { 83 | fixed2 max_distort = fixed2(_Amount, _Amount); 84 | fixed2 oversiz = barrelDistortion(fixed2(1, 1), max_distort); 85 | i.uv = 2.0 * i.uv - 1.0; 86 | i.uv = i.uv / (oversiz * oversiz); 87 | i.uv = 0.5 * i.uv + 0.5; 88 | 89 | fixed3 sumcol = fixed3(0, 0, 0); 90 | fixed3 sumw = fixed3(0, 0, 0); 91 | float rnd = nrand(i.uv + frac(_Time.y)); 92 | 93 | for(int k=0; k < NUM_ITER; ++k) 94 | { 95 | float t = (float(k) + rnd) * RECI_NUM_ITER_F; 96 | fixed3 w = spectrum_offset(t); 97 | sumw += w; 98 | sumcol += w * srgb2lin(tex2D(_MainTex, barrelDistortion(i.uv, max_distort * t)).rgb); 99 | } 100 | 101 | sumcol.rgb /= sumw; 102 | 103 | fixed3 outcol = lin2srgb(sumcol.rgb); 104 | outcol += rnd/255.0; 105 | 106 | fixed4 c = fixed4( outcol.r, outcol.g, outcol.b, 1.0); 107 | return c; 108 | } 109 | ENDCG 110 | } 111 | } 112 | FallBack "Diffuse" 113 | } 114 | 115 | -------------------------------------------------------------------------------- /Assets/PostEffects/BarrelBlur/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f85774a9eb014860b262e11d85a0a7a 3 | timeCreated: 1505355951 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce2d2c07778ce4e8f863492e96d9add6 3 | folderAsset: yes 4 | timeCreated: 1505293415 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach/BleachEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BleachEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0f, 2f)] 10 | public float strength = 1f; 11 | 12 | public Material material; 13 | 14 | 15 | void OnRenderImage(RenderTexture src, RenderTexture dest) 16 | { 17 | if(on) 18 | { 19 | Graphics.Blit(src, dest, material); 20 | } 21 | else 22 | { 23 | Graphics.Blit(src, dest); 24 | } 25 | } 26 | 27 | 28 | void Update () { 29 | if(on) 30 | { 31 | material.SetFloat("_Strength", strength); 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach/BleachEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 24866fd877eed4481a2d4cfd73bb2242 3 | timeCreated: 1505293452 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 11b8d408337464b89b615f876facbd79, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _BumpScale: 1 59 | - _Cutoff: 0.5 60 | - _DetailNormalMapScale: 1 61 | - _DstBlend: 0 62 | - _GlossMapScale: 1 63 | - _Glossiness: 0.5 64 | - _GlossyReflections: 1 65 | - _Metallic: 0 66 | - _Mode: 0 67 | - _OcclusionStrength: 1 68 | - _Parallax: 0.02 69 | - _SmoothnessTextureChannel: 0 70 | - _SpecularHighlights: 1 71 | - _SrcBlend: 1 72 | - _Strength: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 1, g: 1, b: 1, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dabac87302b71472d89c8543b765eba8 3 | timeCreated: 1505293480 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | // 参考: http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass 3 | 4 | Properties { 5 | _MainTex ("Texture", 2D) = "" {} 6 | _Strength ("Strength", float) = 1.0 7 | } 8 | 9 | 10 | SubShader { 11 | Pass{ 12 | CGPROGRAM 13 | #include "UnityCG.cginc" 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | float _Strength; 20 | 21 | 22 | half4 frag(v2f_img img): COLOR { 23 | half4 base = tex2D(_MainTex, img.uv); 24 | half3 lumCoeff = half3(0.25, 0.65, 0.1); 25 | float lum = dot(lumCoeff, base.rgb); 26 | half3 blend = half3(lum, lum, lum); 27 | float L = min(1.0, max(0.0, 10.0 * (lum - 0.45))); 28 | half3 result1 = 2.0 * base.rgb * blend; 29 | half3 result2 = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base.rgb); 30 | half3 newColor = lerp(result1, result2, L); 31 | float A2 = _Strength * base.a; 32 | half3 mixRGB = A2 * newColor.rgb; 33 | mixRGB += ((1.0 - A2) * base.rgb); 34 | return half4(mixRGB.r, mixRGB.g, mixRGB.b, base.a); 35 | } 36 | ENDCG 37 | } 38 | } 39 | FallBack "Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bleach/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 11b8d408337464b89b615f876facbd79 3 | timeCreated: 1505293487 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1eee044d18744daea90a9a60d274ebf 3 | folderAsset: yes 4 | timeCreated: 1505300680 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom/BloomEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BloomEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0f, 2f)] 10 | public float strength = 0.6f; 11 | 12 | [Range(0f, 10f)] 13 | public float size = 4f; 14 | 15 | [Range(0.00f, 0.80f)] 16 | public float cutOff = 0.3f; 17 | 18 | public Material material; 19 | 20 | 21 | void OnRenderImage(RenderTexture src, RenderTexture dest) 22 | { 23 | if(on) 24 | { 25 | Graphics.Blit(src, dest, material); 26 | } 27 | else 28 | { 29 | Graphics.Blit(src, dest); 30 | } 31 | } 32 | 33 | 34 | void Update () { 35 | if(on) 36 | { 37 | material.SetFloat("_Strength", strength); 38 | material.SetFloat("_Size", size); 39 | material.SetFloat("_CutOff", cutOff); 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom/BloomEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ab33814d3e304398a9dc8c472d212cb 3 | timeCreated: 1505300689 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: b254644c0d77148709ccb2b6d6ff127b, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _BumpScale: 1 59 | - _CutOff: 0.25 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _Size: 5.5 71 | - _SmoothnessTextureChannel: 0 72 | - _SpecularHighlights: 1 73 | - _SrcBlend: 1 74 | - _Strength: 0.56 75 | - _UVSec: 0 76 | - _ZWrite: 1 77 | m_Colors: 78 | - _Color: {r: 1, g: 1, b: 1, a: 1} 79 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 80 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8505dcfb904c34d3990c8703d7bbb780 3 | timeCreated: 1505300715 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | _Strength ("Strength", float) = 0.5 5 | _Size ("Size", float) = 4.0 6 | _CutOff ("CutOff", float) = 0.5 7 | } 8 | 9 | 10 | SubShader { 11 | Pass{ 12 | CGPROGRAM 13 | #include "UnityCG.cginc" 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | float _Strength; 20 | float _Size; 21 | float _CutOff; 22 | 23 | 24 | half4 frag(v2f_img i): COLOR{ 25 | float h = _Size / _ScreenParams.x; 26 | float v = _Size / _ScreenParams.y; 27 | 28 | half4 sum = half4(0, 0, 0, 0); 29 | sum += (tex2D(_MainTex, half2(i.uv.x - 4.0 * h, i.uv.y))- _CutOff) * 0.051; 30 | sum += (tex2D(_MainTex, half2(i.uv.x - 3.0 * h, i.uv.y))- _CutOff) * 0.0918; 31 | sum += (tex2D(_MainTex, half2(i.uv.x - 2.0 * h, i.uv.y))- _CutOff) * 0.12245; 32 | sum += (tex2D(_MainTex, half2(i.uv.x - 1.0 * h, i.uv.y))- _CutOff) * 0.1531; 33 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y))- _CutOff) * 0.1633; 34 | sum += (tex2D(_MainTex, half2(i.uv.x + 1.0 * h, i.uv.y))- _CutOff) * 0.1531; 35 | sum += (tex2D(_MainTex, half2(i.uv.x + 2.0 * h, i.uv.y))- _CutOff) * 0.12245; 36 | sum += (tex2D(_MainTex, half2(i.uv.x + 3.0 * h, i.uv.y))- _CutOff) * 0.0918; 37 | sum += (tex2D(_MainTex, half2(i.uv.x + 4.0 * h, i.uv.y))- _CutOff) * 0.051; 38 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y - 4.0 * v))- _CutOff) * 0.051; 39 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y - 3.0 * v))- _CutOff) * 0.0918; 40 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y - 2.0 * v))- _CutOff) * 0.12245; 41 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y - 1.0 * v))- _CutOff) * 0.1531; 42 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y))- _CutOff) * 0.1633; 43 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y + 1.0 * v))- _CutOff) * 0.1531; 44 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y + 2.0 * v))- _CutOff) * 0.12245; 45 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y + 3.0 * v))- _CutOff) * 0.0918; 46 | sum += (tex2D(_MainTex, half2(i.uv.x, i.uv.y + 4.0 * v))- _CutOff) * 0.051; 47 | 48 | half4 base = tex2D(_MainTex, i.uv); 49 | return base + max(sum, 0.0) * _Strength; 50 | } 51 | ENDCG 52 | } 53 | } 54 | FallBack "Diffuse" 55 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Bloom/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b254644c0d77148709ccb2b6d6ff127b 3 | timeCreated: 1505300724 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9bb50ab163b8f4c7bbf78cebf8017b02 3 | folderAsset: yes 4 | timeCreated: 1505303620 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast/BrightContrastEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BrightContrastEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(-150, 150)] 10 | public int brightness = 0; 11 | 12 | [Range(-50, 100)] 13 | public int contrast = 0; 14 | 15 | 16 | public Material material; 17 | 18 | 19 | void OnRenderImage(RenderTexture src, RenderTexture dest) 20 | { 21 | if(on) 22 | { 23 | Graphics.Blit(src, dest, material); 24 | } 25 | else 26 | { 27 | Graphics.Blit(src, dest); 28 | } 29 | } 30 | 31 | 32 | void Update () { 33 | if(on) 34 | { 35 | material.SetInt("_Brightness", brightness); 36 | material.SetInt("_Contrast", contrast); 37 | } 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast/BrightContrastEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5c52964900d4a4bc3a000f7a76f8fbbc 3 | timeCreated: 1505303635 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: f8d3dce610a564eec991c9bb9166bdae, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _Amount: 0.448 59 | - _Brightness: 150 60 | - _BumpScale: 1 61 | - _Contrast: 28 62 | - _Cutoff: 0.5 63 | - _DetailNormalMapScale: 1 64 | - _DstBlend: 0 65 | - _GlossMapScale: 1 66 | - _Glossiness: 0.5 67 | - _GlossyReflections: 1 68 | - _Metallic: 0 69 | - _Mode: 0 70 | - _OcclusionStrength: 1 71 | - _Parallax: 0.02 72 | - _SmoothnessTextureChannel: 0 73 | - _SpecularHighlights: 1 74 | - _SrcBlend: 1 75 | - _UVSec: 0 76 | - _ZWrite: 1 77 | m_Colors: 78 | - _Color: {r: 1, g: 1, b: 1, a: 1} 79 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 80 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb5fcf727f7894ca6a91a309ac362e31 3 | timeCreated: 1505303736 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | _Brightness ("Brightness", int) = 0 5 | _Contrast ("Contrast", int) = 0 6 | } 7 | 8 | 9 | SubShader { 10 | Pass{ 11 | CGPROGRAM 12 | #include "UnityCG.cginc" 13 | #pragma vertex vert_img 14 | #pragma fragment frag 15 | 16 | 17 | sampler2D _MainTex; 18 | int _Brightness; 19 | int _Contrast; 20 | 21 | 22 | half4 frag(v2f_img img): COLOR { 23 | half4 col = tex2D(_MainTex, img.uv); 24 | half4 dstColor = half4((col.rgb - 0.5) * (_Contrast + 0.25) * 2.5 + 0.5, 1.0); 25 | return clamp(dstColor, 0.0, 1.0); 26 | 27 | 28 | // if (contrast > 0.0) { 29 | // col.rgb = (col.rgb - 0.5) / (1.0 - contrast) + 0.5; 30 | // } else { 31 | // col.rgb = (col.rgb - 0.5) * (1.0 + contrast) + 0.5; 32 | // } 33 | // return col; 34 | 35 | 36 | // uniform sampler2D tDiffuse; 37 | // uniform float brightness; 38 | // uniform float contrast; 39 | // varying vec2 vUv; 40 | // void main() { 41 | // gl_FragColor = texture2D( tDiffuse, vUv ); 42 | // gl_FragColor.rgb += brightness; 43 | // if (contrast > 0.0) { 44 | // gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5; 45 | // } else { 46 | // gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5; 47 | // } 48 | // } 49 | } 50 | ENDCG 51 | } 52 | } 53 | FallBack "Diffuse" 54 | } 55 | 56 | 57 | 58 | 59 | 60 | -------------------------------------------------------------------------------- /Assets/PostEffects/BrightContrast/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8d3dce610a564eec991c9bb9166bdae 3 | timeCreated: 1505303757 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 389bf804ef52c4c49b326c22e10990a7 3 | folderAsset: yes 4 | timeCreated: 1505265971 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix/DotMatrixEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class DotMatrixEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(1, 200)] 9 | public int amount = 40; 10 | 11 | [Range(0.01f, 1f)] 12 | public float size = 0.3f; 13 | 14 | [Range(0.01f, 1f)] 15 | public float blur = 0.3f; 16 | 17 | public Material material; 18 | 19 | 20 | void OnRenderImage(RenderTexture src, RenderTexture dest) 21 | { 22 | if(on) 23 | { 24 | Graphics.Blit(src, dest, material); 25 | } 26 | else 27 | { 28 | Graphics.Blit(src, dest); 29 | } 30 | } 31 | 32 | 33 | void Update() 34 | { 35 | if(on) 36 | { 37 | material.SetInt("_Amount", amount); 38 | material.SetFloat("_Size", size); 39 | material.SetFloat("_Blur", blur); 40 | } 41 | } 42 | } -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix/DotMatrixEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c2daef3b68f34c82a761e49be59f76d 3 | timeCreated: 1505189906 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: d2430a19b51e64b05ac49bdbd3aa3ae5, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Amount: 73 27 | - _Blur: 0.01 28 | - _Glossiness: 0.5 29 | - _Metallic: 0 30 | - _Size: 0.67 31 | m_Colors: 32 | - _Color: {r: 1, g: 1, b: 1, a: 1} 33 | -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f98dbdbfeca5f4057ae9b03b9cd8724e 3 | timeCreated: 1505266248 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex("MainTex", 2D) = ""{} 4 | _Amount ("Amount", Int) = 40 5 | _Size ("Size", Float) = 0.3 6 | _Blur ("Blur", Float) = 0.3 7 | } 8 | 9 | 10 | 11 | SubShader { 12 | Pass { 13 | CGPROGRAM 14 | 15 | // 定義済みヘルパー関数インクルード 16 | #include "UnityCG.cginc" 17 | 18 | // 定義されている頂点シェーダー関数 19 | #pragma vertex vert_img 20 | // フラグメントシェーダー関数 21 | #pragma fragment frag 22 | 23 | // 使用するパラメータ 24 | sampler2D _MainTex; 25 | int _Amount; 26 | float _Size; 27 | float _Blur; 28 | 29 | 30 | float mod(float a, float b) 31 | { 32 | return a - floor(a / b) * b; 33 | } 34 | 35 | fixed4 mix(fixed4 x, fixed4 y, fixed4 a){ 36 | return x *(1.0 - a) + y * a; 37 | } 38 | 39 | fixed4 frag (v2f_img i): COLOR 40 | { 41 | float dotSize = 1.0 / _Amount; 42 | fixed2 samplePos = i.uv - mod(i.uv, dotSize) + 0.5 * dotSize; 43 | float distanceFromSamplePoint = distance(samplePos, i.uv); 44 | fixed4 col = tex2D(_MainTex, samplePos); 45 | float step = smoothstep(dotSize * _Size, dotSize *(_Size + _Blur), distanceFromSamplePoint); 46 | // fixed4 c = mix(col, fixed4(0,0,0,0), step); 47 | 48 | // fixed4 c = step; 49 | fixed4 c = col; 50 | // fixed4 c = tex2D(_MainTex, i.uv); 51 | return c; 52 | 53 | // gl_FragColor = mix(col, vec4(0.0), smoothstep(dotSize * size, dotSize *(size + blur), distanceFromSamplePoint)); 54 | 55 | 56 | // float dotSize = 1.0/dots; 57 | // vec2 samplePos = vUv - mod(vUv, dotSize) + 0.5 * dotSize; 58 | // float distanceFromSamplePoint = distance(samplePos, vUv); 59 | // vec4 col = texture2D(tDiffuse, samplePos); 60 | // gl_FragColor = mix(col, vec4(0.0), smoothstep(dotSize * size, dotSize *(size + blur), distanceFromSamplePoint)); 61 | } 62 | 63 | ENDCG 64 | } 65 | } 66 | FallBack "Diffuse" 67 | } 68 | -------------------------------------------------------------------------------- /Assets/PostEffects/DotMatrix/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d2430a19b51e64b05ac49bdbd3aa3ae5 3 | timeCreated: 1505266240 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 764ffbc8388714d0dbf0610882a302c3 3 | folderAsset: yes 4 | timeCreated: 1505808693 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss/EmbossEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class EmbossEffect : MonoBehaviour { 6 | public bool on = false; 7 | 8 | // [Range(0.1f, 1f)] 9 | // public float scale = 0.8f; 10 | 11 | public Material material; 12 | 13 | 14 | void OnRenderImage(RenderTexture src, RenderTexture dest) 15 | { 16 | if(on) 17 | { 18 | Graphics.Blit(src, dest, material); 19 | } 20 | else 21 | { 22 | Graphics.Blit(src, dest); 23 | } 24 | } 25 | 26 | 27 | void Update() 28 | { 29 | if(on) 30 | { 31 | // material.SetFloat("_Scale", scale); 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss/EmbossEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b97ce73043d1b4b019dd3d2f4ce9769d 3 | timeCreated: 1505808699 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 3631de1479cd44afda362463e5146579, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _BumpScale: 1 59 | - _Cutoff: 0.5 60 | - _DetailNormalMapScale: 1 61 | - _DstBlend: 0 62 | - _GlossMapScale: 1 63 | - _Glossiness: 0.5 64 | - _GlossyReflections: 1 65 | - _Metallic: 0 66 | - _Mode: 0 67 | - _OcclusionStrength: 1 68 | - _Parallax: 0.02 69 | - _SmoothnessTextureChannel: 0 70 | - _SpecularHighlights: 1 71 | - _SrcBlend: 1 72 | - _UVSec: 0 73 | - _ZWrite: 1 74 | m_Colors: 75 | - _Color: {r: 1, g: 1, b: 1, a: 1} 76 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 77 | -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c4d83278191d4d35af08106a3843ae6 3 | timeCreated: 1505808768 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss/Shader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/Shader" { 4 | Properties { 5 | _MainTex ("Texture", 2D) = "" {} 6 | } 7 | 8 | 9 | 10 | SubShader { 11 | Pass { 12 | Tags { "LightMode" = "Always" } 13 | ZTest Always Cull Off ZWrite Off Fog { Mode off } 14 | 15 | CGPROGRAM 16 | #pragma exclude_renderers xbox360 ps3 flash 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #pragma fragmentoption ARB_precision_hint_fastest 20 | #include "UnityCG.cginc" 21 | 22 | uniform sampler2D _MainTex; 23 | uniform float4 _MainTex_TexelSize; 24 | 25 | v2f_img vert(appdata_img v) { 26 | v2f_img o; 27 | o.pos = UnityObjectToClipPos(v.vertex); 28 | #ifdef UNITY_HALF_TEXEL_OFFSET 29 | v.texcoord.y += _MainTex_TexelSize.y; 30 | #endif 31 | #if SHADER_API_D3D9 32 | if (_MainTex_TexelSize.y < 0) 33 | v.texcoord.y = 1.0 - v.texcoord.y; 34 | #endif 35 | o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord); 36 | return o; 37 | } 38 | 39 | fixed4 frag (v2f_img i) : COLOR { 40 | fixed4 main = tex2D(_MainTex, i.uv); 41 | main.rgb -= tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy).rgb * 2.0; 42 | main.rgb += tex2D(_MainTex, i.uv - _MainTex_TexelSize.xy).rgb * 2.0; 43 | main.rgb = (main.r + main.g + main.b) / 3.0; 44 | return main; 45 | } 46 | ENDCG 47 | } 48 | } 49 | FallBack "Diffuse" 50 | } 51 | -------------------------------------------------------------------------------- /Assets/PostEffects/Emboss/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3631de1479cd44afda362463e5146579 3 | timeCreated: 1505808786 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0985d4808d54d43e3af548f1702b079b 3 | folderAsset: yes 4 | timeCreated: 1505275308 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone/HarfToneEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class HarfToneEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(0.1f, 1f)] 9 | public float scale = 0.8f; 10 | 11 | public Material material; 12 | 13 | 14 | void OnRenderImage(RenderTexture src, RenderTexture dest) 15 | { 16 | if(on) 17 | { 18 | Graphics.Blit(src, dest, material); 19 | } 20 | else 21 | { 22 | Graphics.Blit(src, dest); 23 | } 24 | } 25 | 26 | 27 | void Update() 28 | { 29 | if(on) 30 | { 31 | material.SetFloat("_Scale", scale); 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone/HarfToneEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0a836b5e2e3345b5b22d14ad74950d1 3 | timeCreated: 1505275335 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 84ef3c023484a4259932ddb3861a3b97, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Glossiness: 0.5 27 | - _Metallic: 0 28 | - _Scale: 1 29 | m_Colors: 30 | - _Color: {r: 1, g: 1, b: 1, a: 1} 31 | -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eeac8c044413c43d8812c77efbc4dce2 3 | timeCreated: 1505275477 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex("MainTex", 2D) = ""{} 4 | _Scale("Scale", Float) = 0.8 5 | } 6 | 7 | 8 | SubShader { 9 | Pass{ 10 | CGPROGRAM 11 | 12 | #include "UnityCG.cginc" 13 | 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | float _Scale; 20 | 21 | 22 | fixed4 frag (v2f_img i): COLOR 23 | { 24 | fixed4 c = tex2D(_MainTex, i.uv); 25 | return c; 26 | } 27 | 28 | ENDCG 29 | } 30 | } 31 | FallBack "Diffuse" 32 | } 33 | -------------------------------------------------------------------------------- /Assets/PostEffects/HarfTone/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84ef3c023484a4259932ddb3861a3b97 3 | timeCreated: 1505275464 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b125b62bf91d4130898fcc1975b966c 3 | folderAsset: yes 4 | timeCreated: 1505302332 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation/HueSaturationEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class HueSaturationEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(-1, 1)] 10 | public int saturation = 0; 11 | 12 | [Range(0, 360)] 13 | public int angle = 0; 14 | 15 | [Range(0f, 10f)] 16 | public float speed = 5f; 17 | 18 | 19 | public Material material; 20 | 21 | 22 | void OnRenderImage(RenderTexture src, RenderTexture dest) 23 | { 24 | if(on) 25 | { 26 | Graphics.Blit(src, dest, material); 27 | } 28 | else 29 | { 30 | Graphics.Blit(src, dest); 31 | } 32 | } 33 | 34 | 35 | void Update () { 36 | if(on) 37 | { 38 | material.SetInt("_Saturation", saturation); 39 | material.SetInt("_Angle", angle); 40 | material.SetFloat("_Speed", speed); 41 | } 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation/HueSaturationEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c20a2446654e40e2b96a7f3d8dd5e5c 3 | timeCreated: 1505302354 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 18b31ba1a381645fc96ea4e5897bf792, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _Angle: 0 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _Saturation: 0 71 | - _SmoothnessTextureChannel: 0 72 | - _SpecularHighlights: 1 73 | - _Speed: 5 74 | - _SrcBlend: 1 75 | - _UVSec: 0 76 | - _ZWrite: 1 77 | m_Colors: 78 | - _Color: {r: 1, g: 1, b: 1, a: 1} 79 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 80 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62f66c4bfd00b48e78b493ac9215d07c 3 | timeCreated: 1505302737 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | _Saturation ("Saturation", int) = 0 5 | _Angle ("Angle", int) = 0 6 | _Speed ("Speed", float) = 5.0 7 | } 8 | 9 | 10 | SubShader { 11 | Pass{ 12 | CGPROGRAM 13 | #include "UnityCG.cginc" 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | int _Saturation; 20 | int _Angle; 21 | int _Speed; 22 | 23 | 24 | half4 frag(v2f_img img): COLOR { 25 | half4 col = tex2D(_MainTex, img.uv); 26 | float angle = (_Angle-180.0)/180 + sin(_Speed * _Time.x * 5.0); 27 | float s = sin(angle * 3.1416); 28 | float c = cos(angle * 3.1416); 29 | 30 | half3 weights = (half3(2.0 * c, - sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0; 31 | float len = length(col.rgb); 32 | 33 | col.rgb = half3(dot(col.rgb, weights.xyz), dot(col.rgb, weights.zxy), dot(col.rgb, weights.yzx)); 34 | 35 | float average = (col.r + col.g + col.b) / 3.0; 36 | 37 | if (_Saturation > 0.0) { 38 | col.rgb += (average - col.rgb) * (1.0 - 1.0 / (1.001 - _Saturation)); 39 | } else { 40 | col.rgb += (average - col.rgb) * (-_Saturation); 41 | } 42 | return col; 43 | } 44 | 45 | ENDCG 46 | } 47 | } 48 | FallBack "Diffuse" 49 | } 50 | -------------------------------------------------------------------------------- /Assets/PostEffects/HueSaturation/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18b31ba1a381645fc96ea4e5897bf792 3 | timeCreated: 1505302759 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1059ec1ffecd44e9cb6f8848892fd809 3 | folderAsset: yes 4 | timeCreated: 1505295361 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor/InstaColorEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class InstaColorEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0f, 1f)] 10 | public float strength = 0.5f; 11 | 12 | [Range(0, 3)] 13 | public int style = 0; 14 | 15 | public Material material; 16 | 17 | 18 | void OnRenderImage(RenderTexture src, RenderTexture dest) 19 | { 20 | if(on) 21 | { 22 | Graphics.Blit(src, dest, material); 23 | } 24 | else 25 | { 26 | Graphics.Blit(src, dest); 27 | } 28 | } 29 | 30 | 31 | void Update () { 32 | if(on) 33 | { 34 | material.SetFloat("_Strength", strength); 35 | material.SetInt("_Style", style); 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor/InstaColorEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80a5ae85d108e423baed49cd12aa13bf 3 | timeCreated: 1505295377 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor/Material.mat: 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{fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _BumpScale: 1 59 | - _Cutoff: 0.5 60 | - _DetailNormalMapScale: 1 61 | - _DstBlend: 0 62 | - _GlossMapScale: 1 63 | - _Glossiness: 0.5 64 | - _GlossyReflections: 1 65 | - _Metallic: 0 66 | - _Mode: 0 67 | - _OcclusionStrength: 1 68 | - _Parallax: 0.02 69 | - _SmoothnessTextureChannel: 0 70 | - _SpecularHighlights: 1 71 | - _SrcBlend: 1 72 | - _Strength: 0.77 73 | - _Style: 2 74 | - _UVSec: 0 75 | - _ZWrite: 1 76 | m_Colors: 77 | - _Color: {r: 1, g: 1, b: 1, a: 1} 78 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 79 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 015c7323cfc2143478572cdc8faa18e8 3 | timeCreated: 1505295392 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("MainTex", 2D) = "" {} 4 | _Strength ("Strength", Float) = 0.5 5 | _Style ("Style", Int) = 0 6 | } 7 | 8 | 9 | 10 | SubShader { 11 | Pass{ 12 | CGPROGRAM 13 | #include "UnityCG.cginc" 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | float _Strength; 20 | int _Style; 21 | 22 | 23 | fixed4 frag(v2f_img i): COLOR 24 | { 25 | fixed4 c = tex2D(_MainTex, i.uv); 26 | return c; 27 | } 28 | ENDCG 29 | } 30 | } 31 | FallBack "Diffuse" 32 | } 33 | -------------------------------------------------------------------------------- /Assets/PostEffects/InstaColor/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f806e5bad986e4931ad8753a68e21372 3 | timeCreated: 1505295402 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a39b1acfbb98448b8a0a0a1e65df198 3 | folderAsset: yes 4 | timeCreated: 1505464793 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope/KaleidoscopeEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class KaleidoscopeEffect : MonoBehaviour { 6 | public bool on = false; 7 | 8 | // [Range(0.1f, 1f)] 9 | // public float scale = 0.8f; 10 | 11 | public Material material; 12 | 13 | 14 | void OnRenderImage(RenderTexture src, RenderTexture dest) 15 | { 16 | if(on) 17 | { 18 | Graphics.Blit(src, dest, material); 19 | } 20 | else 21 | { 22 | Graphics.Blit(src, dest); 23 | } 24 | } 25 | 26 | 27 | void Update() 28 | { 29 | if(on) 30 | { 31 | // material.SetFloat("_Scale", scale); 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope/KaleidoscopeEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 003deb6777c284735a2c29c448d1845f 3 | timeCreated: 1505464828 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 4bc1a2afab7b9492aad77b47e17ec375, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Glossiness: 0.5 27 | - _Metallic: 0 28 | m_Colors: 29 | - _Color: {r: 1, g: 1, b: 1, a: 1} 30 | -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be39a8d391d6c42eaab016d0be57653e 3 | timeCreated: 1505464974 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | // _Side ("Side", int) = 0 5 | } 6 | 7 | 8 | SubShader { 9 | Pass{ 10 | CGPROGRAM 11 | #include "UnityCG.cginc" 12 | #pragma vertex vert_img 13 | #pragma fragment frag 14 | 15 | 16 | sampler2D _MainTex; 17 | int _Side; 18 | 19 | 20 | half4 frag(v2f_img img): COLOR { 21 | half2 p = img.uv * 2.0 - 1.0; 22 | half2 uv; 23 | 24 | float a = atan2(p.y, p.x); 25 | 26 | float r = sqrt(dot(p, p)); 27 | // float time = _Time.y; 28 | float time = 0; 29 | float v = 2.0; 30 | 31 | uv.x = v * a / 3.1416; 32 | 33 | 34 | uv.y = -time + sin(v * r + time) + .7 * cos(time + v * a); 35 | float w = .5+.5*(sin(time+v*r)+ .7*cos(time+v*a)); 36 | half3 col = tex2D(_MainTex, uv*.5).xyz; 37 | col = col*w; 38 | 39 | return half4(col.x, col.y,col.z, 1.0); 40 | } 41 | ENDCG 42 | } 43 | } 44 | FallBack "Diffuse" 45 | } 46 | 47 | -------------------------------------------------------------------------------- /Assets/PostEffects/Kaleidoscope/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4bc1a2afab7b9492aad77b47e17ec375 3 | timeCreated: 1505464966 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Lines.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4bbd9dd8cc7594d13a0f91572f5b2719 3 | folderAsset: yes 4 | timeCreated: 1505298400 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Lines/LinesEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LinesEffect : MonoBehaviour { 6 | public bool on = false; 7 | 8 | [Range(400, 2000)] 9 | public int amount = 400; 10 | 11 | [Range(0f, 1f)] 12 | public float strength = 0.5f; 13 | 14 | [Range(0f, 1f)] 15 | public float angle = 0.5f; 16 | 17 | public Material material; 18 | 19 | 20 | void OnRenderImage(RenderTexture src, RenderTexture dest) 21 | { 22 | if(on) 23 | { 24 | Graphics.Blit(src, dest, material); 25 | } 26 | else 27 | { 28 | Graphics.Blit(src, dest); 29 | } 30 | } 31 | 32 | 33 | void Update () { 34 | if(on) 35 | { 36 | material.SetInt("_Amount", amount); 37 | material.SetFloat("_Strength", strength); 38 | material.SetFloat("_Angle", angle); 39 | } 40 | 41 | } 42 | } 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e06fea8b92ed3456a801387e8aa35b6d, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _Amount: 1467 59 | - _Angle: 0.1 60 | - _BumpScale: 1 61 | - _Cutoff: 0.5 62 | - _DetailNormalMapScale: 1 63 | - _DstBlend: 0 64 | - _GlossMapScale: 1 65 | - _Glossiness: 0.5 66 | - _GlossyReflections: 1 67 | - _Metallic: 0 68 | - _Mode: 0 69 | - _OcclusionStrength: 1 70 | - _Parallax: 0.02 71 | - _SmoothnessTextureChannel: 0 72 | - _SpecularHighlights: 1 73 | - _SrcBlend: 1 74 | - _Strength: 0.26 75 | - _UVSec: 0 76 | - _ZWrite: 1 77 | m_Colors: 78 | - _Color: {r: 1, g: 1, b: 1, a: 1} 79 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 80 | -------------------------------------------------------------------------------- /Assets/PostEffects/Lines/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3ecec2ce14ad4565980b951f4fd1c87 3 | timeCreated: 1505298423 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Lines/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | _Amount ("Amount", int) = 400 5 | _Strength ("Strength", float) = 0.5 6 | _Angle ("Angle", float) = 0.5 7 | 8 | } 9 | 10 | 11 | SubShader { 12 | Pass{ 13 | CGPROGRAM 14 | #include "UnityCG.cginc" 15 | #pragma vertex vert_img 16 | #pragma fragment frag 17 | 18 | 19 | sampler2D _MainTex; 20 | int _Amount; 21 | float _Strength; 22 | float _Angle; 23 | 24 | 25 | half4 frag(v2f_img img): COLOR { 26 | half4 c = tex2D(_MainTex, img.uv); 27 | float borderData = sin(img.uv.x * _Amount * (1.0-_Angle) + img.uv.y * _Amount * _Angle); 28 | 29 | // ボタータのかかり具合を調整 30 | borderData *= _Strength; 31 | 32 | c += borderData; 33 | 34 | return c; 35 | } 36 | ENDCG 37 | } 38 | } 39 | FallBack "Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- /Assets/PostEffects/Lines/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e06fea8b92ed3456a801387e8aa35b6d 3 | timeCreated: 1505298436 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Mirror.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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_DstBlend: 0 62 | - _GlossMapScale: 1 63 | - _Glossiness: 0.5 64 | - _GlossyReflections: 1 65 | - _Metallic: 0 66 | - _Mode: 0 67 | - _OcclusionStrength: 1 68 | - _Parallax: 0.02 69 | - _Side: 1 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 1, g: 1, b: 1, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/PostEffects/Mirror/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72cec5c21ce2a42549f10737dfce2688 3 | timeCreated: 1505291323 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Mirror/MirrorEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MirrorEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0, 3)] 10 | public int side = 0; 11 | 12 | public Material material; 13 | 14 | 15 | void OnRenderImage(RenderTexture src, RenderTexture dest) 16 | { 17 | if(on) 18 | { 19 | Graphics.Blit(src, dest, material); 20 | } 21 | else 22 | { 23 | Graphics.Blit(src, dest); 24 | } 25 | } 26 | 27 | 28 | void Update () { 29 | if(on) 30 | { 31 | material.SetInt("_Side", side); 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/PostEffects/Mirror/MirrorEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f09a88a86d416494dac1ed105245ba95 3 | timeCreated: 1505291309 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Mirror/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | _Side ("Side", int) = 0 5 | } 6 | 7 | 8 | SubShader { 9 | Pass{ 10 | CGPROGRAM 11 | #include "UnityCG.cginc" 12 | #pragma vertex vert_img 13 | #pragma fragment frag 14 | 15 | 16 | sampler2D _MainTex; 17 | int _Side; 18 | 19 | 20 | half4 frag(v2f_img img): COLOR { 21 | // 折り返し基準を超えたら反転したuv座標をセット 22 | if(_Side == 0){ 23 | // 左半分 24 | if(0.5 < img.uv.x){ img.uv.x = 1.0 - img.uv.x;} 25 | } else if(_Side == 1) { 26 | // 右半分 27 | if(0.5 > img.uv.x){ img.uv.x = 1.0 - img.uv.x;} 28 | 29 | } else if(_Side == 2) { 30 | // 上半分 31 | if(0.5 > img.uv.y){ img.uv.y = 1.0 - img.uv.y;} 32 | 33 | } else { 34 | // 下半分 35 | if(0.5 < img.uv.y){ img.uv.y = 1.0 - img.uv.y;} 36 | } 37 | 38 | return tex2D(_MainTex, img.uv); 39 | } 40 | ENDCG 41 | } 42 | } 43 | FallBack "Diffuse" 44 | } 45 | -------------------------------------------------------------------------------- /Assets/PostEffects/Mirror/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c51a74a375344f7688bed1545f4c895 3 | timeCreated: 1505291337 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0df00a7d9a8704a79ab161f17d6dde59 3 | folderAsset: yes 4 | timeCreated: 1505198123 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: ac26ab4e86ab34d628ec13f273b74df2, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 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m_Offset: {x: 0, y: 0} 65 | m_Floats: 66 | - _BumpScale: 1 67 | - _Cutoff: 0.5 68 | - _DetailNormalMapScale: 1 69 | - _DstBlend: 0 70 | - _GlossMapScale: 1 71 | - _Glossiness: 0.5 72 | - _GlossyReflections: 1 73 | - _HorizPixels: 0 74 | - _Horizontal: 20 75 | - _Metallic: 0 76 | - _Mode: 0 77 | - _MosaicSize: 100 78 | - _OcclusionStrength: 1 79 | - _Parallax: 0.02 80 | - _SmoothnessTextureChannel: 0 81 | - _SpecularHighlights: 1 82 | - _SrcBlend: 1 83 | - _UVSec: 0 84 | - _VertPixels: 11 85 | - _Vertical: 20 86 | - _ZWrite: 1 87 | m_Colors: 88 | - _Color: {r: 1, g: 1, b: 1, a: 1} 89 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 90 | -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fee703b533e5e4d719b3a810b8e77f0e 3 | timeCreated: 1505198245 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate/PixcelateEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PixcelateEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(1, 200)] 9 | public int horizontal = 20; 10 | 11 | [Range(1, 200)] 12 | public int vertical = 20; 13 | 14 | public Material material; 15 | 16 | 17 | void OnRenderImage(RenderTexture src, RenderTexture dest) 18 | { 19 | if(on) 20 | { 21 | Graphics.Blit (src, dest, material); 22 | } 23 | else 24 | { 25 | Graphics.Blit (src, dest); 26 | } 27 | } 28 | 29 | 30 | void Update() 31 | { 32 | if(on) 33 | { 34 | // マテリアルに値を渡す 35 | material.SetInt("_Horizontal", horizontal); 36 | material.SetInt("_Vertical", vertical); 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate/PixcelateEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9df4606960e3640e7a8481bf09ad48ef 3 | timeCreated: 1505189906 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Mosaic" { 2 | // #Properties 3 | // Unity側からシェーダに渡したい値を宣言 4 | // https://docs.unity3d.com/ja/540/Manual/SL-Properties.html 5 | Properties { 6 | _MainTex ("Texture", 2D) = ""{} 7 | _Horizontal ("Horizontal", int) = 20 8 | _Vertical ("Vertical", int) = 20 9 | } 10 | 11 | 12 | SubShader { 13 | Pass { 14 | // シェーダー編集記述開始位置 15 | CGPROGRAM 16 | 17 | // 定義済みヘルパー関数インクルード 18 | #include "UnityCG.cginc" 19 | 20 | // UnityCG.cgincインクルードファイル内で定義された関数 21 | #pragma vertex vert_img 22 | 23 | // UnityCG.cgincインクルードファイル内で定義されたフラグメントシェーダー関数 24 | #pragma fragment frag 25 | 26 | 27 | // 変数定義 28 | // https://docs.unity3d.com/ja/540/Manual/SL-UnityShaderVariables.html 29 | sampler2D _MainTex; 30 | int _Horizontal; 31 | int _Vertical; 32 | 33 | 34 | // フラグメントシェダー関数 35 | // http://www.shibuya24.info/entry/2016/12/16/090000 36 | half4 frag(v2f_img img): COLOR { 37 | 38 | // モザイクのセンター色、取得調整用 39 | float centerH; 40 | if(_Horizontal == 1){ 41 | centerH = 0.5; 42 | } else { 43 | centerH = 1.0 / float(_Horizontal) * 0.5; 44 | } 45 | 46 | float centerV; 47 | if(_Vertical == 1){ 48 | centerV = 0.5; 49 | } else { 50 | centerV = 1.0 / float(_Vertical) * 0.5; 51 | } 52 | 53 | img.uv.x = floor(img.uv.x * _Horizontal) / _Horizontal + centerH; 54 | img.uv.y = floor(img.uv.y * _Vertical) / _Vertical + centerV; 55 | 56 | return tex2D(_MainTex, img.uv); 57 | } 58 | 59 | // シェーダー編集記述終了位置 60 | ENDCG 61 | } 62 | } 63 | 64 | // https://docs.unity3d.com/jp/530/Manual/SL-Fallback.html 65 | FallBack "Diffuse" 66 | } 67 | -------------------------------------------------------------------------------- /Assets/PostEffects/Pixcelate/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac26ab4e86ab34d628ec13f273b74df2 3 | timeCreated: 1505198260 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e1052c15f0bd4a88a01f6a7573ca269 3 | folderAsset: yes 4 | timeCreated: 1505206533 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: b52a973d329cb4dafb0e23438e45f6c2, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Glossiness: 0.5 27 | - _Metallic: 0 28 | - _Radius: 0.05 29 | - _Segments: 0.05 30 | m_Colors: 31 | - _Color: {r: 1, g: 1, b: 1, a: 1} 32 | -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e5181703d58d40deb3d68bf65fa9f6d 3 | timeCreated: 1505206901 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate/PolarPixelateEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PolarPixelateEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(0f, 0.3f)] 9 | public float radius = 0.05f; 10 | 11 | [Range(0, 0.1f)] 12 | public float segments = 0.05f; 13 | 14 | public Material material; 15 | 16 | 17 | void OnRenderImage(RenderTexture src, RenderTexture dest) 18 | { 19 | if(on) 20 | { 21 | Graphics.Blit (src, dest, material); 22 | } 23 | else 24 | { 25 | Graphics.Blit (src, dest); 26 | } 27 | } 28 | 29 | 30 | void Update() 31 | { 32 | if(on) 33 | { 34 | material.SetFloat("_Radius", radius); 35 | material.SetFloat("_Segments", segments); 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate/PolarPixelateEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3bec9fe46476430eaa56340ed578581 3 | timeCreated: 1505189906 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex("Texture", 2D) = ""{} 4 | _Radius("Radius", float) = 0.05 5 | _Segments("Segments", float) = 0.05 6 | } 7 | 8 | 9 | SubShader { 10 | Pass { 11 | CGPROGRAM 12 | #include "UnityCG.cginc" 13 | #pragma vertex vert_img 14 | #pragma fragment frag 15 | 16 | 17 | sampler2D _MainTex; 18 | float _Radius; 19 | float _Segments; 20 | 21 | 22 | // mod: HLSLには、GLSLのmod関数がない 23 | float mod(float a, float b){ 24 | return a - floor(a / b) * b; 25 | } 26 | 27 | half4 frag(v2f_img img): COLOR{ 28 | // センタリング 29 | half2 center = 2.0 * img.uv - 1.0; 30 | 31 | // ベクトルの長さを取得 32 | float distance = length(center); 33 | 34 | // アークタンジェント取得 35 | float arcTan = atan2(center.y, center.x); 36 | 37 | // モザイク用に円の半径に長さを調整 38 | distance = distance - mod(distance, _Radius); 39 | 40 | // モザイク用に分割数を調整 41 | arcTan = arcTan - mod(arcTan, _Segments); 42 | 43 | // uv座標の取得 44 | center.x = distance * cos(arcTan); 45 | center.y = distance * sin(arcTan); 46 | 47 | // HLSL座標に調整 48 | half2 uv = center / 2.0 + 0.5; 49 | return tex2D(_MainTex, uv); 50 | } 51 | 52 | ENDCG 53 | } 54 | } 55 | FallBack "Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/PostEffects/PolarPixelate/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b52a973d329cb4dafb0e23438e45f6c2 3 | timeCreated: 1505206855 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 23c905d05d43e45fc9ca6ef4e0ce8a97 3 | folderAsset: yes 4 | timeCreated: 1505269877 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 93765c20e66f14f5f9c67594f49d4d4a, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Glossiness: 0.5 27 | - _Level: 2 28 | - _Levels: 2 29 | - _Metallic: 0 30 | m_Colors: 31 | - _Color: {r: 1, g: 1, b: 1, a: 1} 32 | -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84da12828e118449c8833ae1aa31804d 3 | timeCreated: 1505270070 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize/PosterizeEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PosterizeEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(2, 255)] 9 | public int level = 4; 10 | 11 | public Material material; 12 | 13 | 14 | void OnRenderImage(RenderTexture src, RenderTexture dest) 15 | { 16 | if(on) 17 | { 18 | Graphics.Blit(src, dest, material); 19 | } 20 | else 21 | { 22 | Graphics.Blit(src, dest); 23 | } 24 | } 25 | 26 | 27 | void Update() 28 | { 29 | if(on) 30 | { 31 | material.SetFloat("_Level", level); 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize/PosterizeEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94e3e00c7db294d8489f45358437019e 3 | timeCreated: 1505189906 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | // 参考: https://github.com/flippyhead/heaid/blob/master/shaders/v001%20Shaders%20Beta%202/Shaders/v001%20Effects/v001.posterize.fp.glsl 3 | 4 | Properties { 5 | _MainTex ("Texture", 2D) = ""{} 6 | _Level ("Level", int) = 4 7 | } 8 | 9 | 10 | SubShader { 11 | Pass { 12 | CGPROGRAM 13 | #include "UnityCG.cginc" 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | int _Level; 20 | 21 | 22 | half4 frag (v2f_img i): COLOR 23 | { 24 | half4 c = tex2D(_MainTex, i.uv); 25 | // 階調化 26 | c.rgb = floor(c * _Level) / _Level; 27 | return c; 28 | } 29 | 30 | ENDCG 31 | } 32 | } 33 | FallBack "Diffuse" 34 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Posterize/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93765c20e66f14f5f9c67594f49d4d4a 3 | timeCreated: 1505270061 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 289e8f2e6bc434fda82823886cbb44db 3 | folderAsset: yes 4 | timeCreated: 1505283853 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 1a91dd35f36454558832ee98c8a6a4fd, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _Amount: 0.033 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _Speed: 4.9 73 | - _SrcBlend: 1 74 | - _UVSec: 0 75 | - _ZWrite: 1 76 | m_Colors: 77 | - _Color: {r: 1, g: 1, b: 1, a: 1} 78 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 79 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 668e4ca5bbe07424e90bffec7dd41598 3 | timeCreated: 1505284399 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift/RGBShiftEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RGBShiftEffect : MonoBehaviour { 6 | 7 | 8 | public bool on = false; 9 | 10 | [Range(0f, 0.1f)] 11 | public float amount = 0.05f; 12 | 13 | [Range(0f, 10f)] 14 | public float speed = 5f; 15 | 16 | public Material material; 17 | 18 | 19 | 20 | void OnRenderImage(RenderTexture src, RenderTexture dest) 21 | { 22 | if(on) 23 | { 24 | Graphics.Blit(src, dest, material); 25 | } 26 | else 27 | { 28 | Graphics.Blit(src, dest); 29 | } 30 | } 31 | 32 | 33 | void Update() 34 | { 35 | if(on) 36 | { 37 | material.SetFloat("_Amount", amount); 38 | material.SetFloat("_Speed", speed); 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift/RGBShiftEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d54c6bfda817a46eb9d976719fd25909 3 | timeCreated: 1505283866 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("MainTex", 2D) = "" {} 4 | _Amount ("Amount", Range(0, 0.1)) = 0.005 5 | _Speed ("Speed", Range(0, 20)) = 10 6 | } 7 | 8 | 9 | SubShader { 10 | Pass{ 11 | CGPROGRAM 12 | #include "UnityCG.cginc" 13 | #pragma vertex vert_img 14 | #pragma fragment frag 15 | 16 | 17 | sampler2D _MainTex; 18 | float _Amount; 19 | float _Speed; 20 | 21 | 22 | half4 frag (v2f_img img): COLOR { 23 | // ずらす方向 24 | float speed = _Time.y * _Speed / 2.0; 25 | // ずらす位置 26 | half2 offset = _Amount * half2(cos(speed), sin(speed)); 27 | 28 | // rgb別にずらしたカラーを生成 29 | half4 cr = tex2D(_MainTex, img.uv + offset); 30 | half4 cb = tex2D(_MainTex, img.uv - offset); 31 | half4 cga = tex2D(_MainTex, img.uv); 32 | 33 | return half4(cr.r, cga.g, cb.b, cga.a); 34 | } 35 | ENDCG 36 | } 37 | } 38 | FallBack "Diffuse" 39 | } 40 | -------------------------------------------------------------------------------- /Assets/PostEffects/RGBShift/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a91dd35f36454558832ee98c8a6a4fd 3 | timeCreated: 1505284409 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2b787d45a1c447509f610cbd827fe52 3 | folderAsset: yes 4 | timeCreated: 1505219768 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: d245c22d40cc5451d9fc898219721871, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Amount: 10 27 | - _Glossiness: 0.5 28 | - _Loop: 1 29 | - _Metallic: 0 30 | - _Size: 34 31 | - _Speed: 12.5 32 | - _Strength: 0.034 33 | m_Colors: 34 | - _Color: {r: 1, g: 1, b: 1, a: 1} 35 | -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 661fb1ac1418b45a890e484c74595782 3 | timeCreated: 1505219976 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple/RippleEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class RippleEffect : MonoBehaviour { 5 | 6 | public bool on = false; 7 | 8 | [Range(0, 0.05f)] 9 | public float strength = 0.01f; 10 | 11 | [Range(1, 50)] 12 | public int amount = 10; 13 | 14 | [Range(0f, 20f)] 15 | public float speed = 10f; 16 | 17 | public Material material; 18 | 19 | 20 | void OnRenderImage(RenderTexture src, RenderTexture dest) 21 | { 22 | if(on) 23 | { 24 | Graphics.Blit (src, dest, material); 25 | } 26 | else 27 | { 28 | Graphics.Blit (src, dest); 29 | } 30 | } 31 | 32 | 33 | void Update() 34 | { 35 | if(on) 36 | { 37 | material.SetFloat("_Strength", strength); 38 | material.SetInt("_Amount", amount); 39 | material.SetFloat("_Speed", speed); 40 | } 41 | } 42 | } -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple/RippleEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2be68ffcd6b9447d1b66af2abe98c721 3 | timeCreated: 1505189906 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "" {} 4 | _Strength ("Strength", float) = 0.01 5 | _Amount ("Amount", int) = 10 6 | _Speed ("Speed", float) = 10.0 7 | } 8 | 9 | 10 | SubShader { 11 | Pass{ 12 | CGPROGRAM 13 | #include "UnityCG.cginc" 14 | #pragma vertex vert_img 15 | #pragma fragment frag 16 | 17 | 18 | sampler2D _MainTex; 19 | float _Strength; 20 | int _Amount; 21 | int _Speed; 22 | 23 | 24 | half4 frag(v2f_img img): COLOR{ 25 | // センタリング 26 | half2 center = 2.0 * img.uv - 1.0; 27 | 28 | // uv座標位置を生成 29 | float val = _Time.y * _Speed + length(center * _Amount); 30 | float x = cos(val); 31 | float y = sin(val); 32 | 33 | // 波の大きさを加える 34 | img.uv += _Strength * half2(x, y); 35 | 36 | return tex2D(_MainTex, img.uv); 37 | } 38 | 39 | ENDCG 40 | } 41 | } 42 | FallBack "Diffuse" 43 | } 44 | -------------------------------------------------------------------------------- /Assets/PostEffects/Ripple/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d245c22d40cc5451d9fc898219721871 3 | timeCreated: 1505219966 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f44db17a19d15444eb0e5169b570f31e 3 | folderAsset: yes 4 | timeCreated: 1505285763 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: fda855e775f0f46f991148158e4cbd91, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Amount: 800 27 | - _Glossiness: 0.5 28 | - _Grayscale: 0 29 | - _Metallic: 0 30 | - _Noise: 0.59 31 | - _Speed: 8.1 32 | - _Strength: 1.28 33 | m_Colors: 34 | - _Color: {r: 1, g: 1, b: 1, a: 1} 35 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34707840cacc149bbae1e03a783fcb40 3 | timeCreated: 1505286732 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines/ScanlinesEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ScanlinesEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0, 1)] 10 | public int grayscale = 0; 11 | 12 | [Range(100, 1000)] 13 | public int amount = 800; 14 | 15 | [Range(0, 2f)] 16 | public float strength = 0.9f; 17 | 18 | [Range(0, 2f)] 19 | public float noise = 0.4f; 20 | 21 | [Range(0f, 10f)] 22 | public float speed = 5f; 23 | 24 | 25 | 26 | public Material material; 27 | 28 | 29 | void OnRenderImage(RenderTexture src, RenderTexture dest) 30 | { 31 | if(on) 32 | { 33 | Graphics.Blit(src, dest, material); 34 | } 35 | else 36 | { 37 | Graphics.Blit(src, dest); 38 | } 39 | } 40 | 41 | 42 | void Update() 43 | { 44 | if(on) 45 | { 46 | material.SetInt("_Grayscale", grayscale); 47 | material.SetInt("_Amount", amount); 48 | material.SetFloat("_Strength", strength); 49 | material.SetFloat("_Noise", noise); 50 | material.SetFloat("_Speed", speed); 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines/ScanlinesEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88571dab8b35d4986bd57c94d47728a1 3 | timeCreated: 1505286700 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("MainTex", 2D) = "" {} 4 | _Grayscale ("Grayscale", int) = 0 5 | _Amount ("MainTex", int) = 800 6 | _Strength ("Strength", float) = 0.9 7 | _Noise ("Noise", float) = 0.4 8 | _Speed ("Speed", float) = 5.0 9 | } 10 | 11 | 12 | SubShader { 13 | Pass{ 14 | CGPROGRAM 15 | #include "UnityCG.cginc" 16 | #pragma vertex vert_img 17 | #pragma fragment frag 18 | 19 | 20 | sampler2D _MainTex; 21 | int _Grayscale; 22 | int _Amount; 23 | float _Strength; 24 | float _Noise; 25 | float _Speed; 26 | 27 | 28 | float mod(float a, float b) { 29 | return a - floor(a / b) * b; 30 | } 31 | 32 | float randomNoise(half2 p) { 33 | return frac(sin(dot(p, half2(12.9898, 78.233))) * 43758.5453); 34 | } 35 | 36 | 37 | half4 frag(v2f_img img): COLOR { 38 | // レンダリングデータ生成 39 | half4 uv = tex2D(_MainTex, img.uv); 40 | float speed = (img.uv.y + _Speed) * _Amount; 41 | // float speed = (img.uv.y + sin(_Time.x * _Speed)) * _Amount; 42 | 43 | half2 sc = half2(cos(speed), sin(speed)); 44 | 45 | 46 | float x = img.uv.x * img.uv.y * _Time.y * 1000.0; 47 | x = mod(x, 13.0) * mod(x, 123.0); 48 | 49 | float dx = mod(x, 0.01); 50 | 51 | half3 col = uv.rgb + uv.rgb * clamp(0.1 + dx * 100.0, 0.0, 1.0); 52 | col += uv.rgb * half3(sc.x, sc.y, sc.x) * _Strength; 53 | 54 | col = uv.rgb + clamp(_Noise, 0.0, 1.0) * (col - uv.rgb); 55 | 56 | 57 | // col = uv.rgb + randomNoise(half2(img.uv.y, _Noise)) * (col - uv.rgb); 58 | 59 | if(_Grayscale){ 60 | col = col.r * 0.3 + col.g * 0.59 + col.b * 0.11; 61 | } 62 | 63 | return half4(col, uv.a); 64 | } 65 | ENDCG 66 | } 67 | } 68 | FallBack "Diffuse" 69 | } 70 | -------------------------------------------------------------------------------- /Assets/PostEffects/Scanlines/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fda855e775f0f46f991148158e4cbd91 3 | timeCreated: 1505286721 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45dc04cd59498463ea634d74c808db36 3 | folderAsset: yes 4 | timeCreated: 1505215776 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: e5553696559514aee8e31961156105f0, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Glossiness: 0.5 27 | - _Loop: 1 28 | - _Metallic: 0 29 | - _Offset: 0.55 30 | - _Random: 1 31 | - _Slices: 20 32 | - _Sway: 0 33 | - _Vertical: 0 34 | m_Colors: 35 | - _Color: {r: 1, g: 1, b: 1, a: 1} 36 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98260c37b8ffc4c879e8a8aa3a1ecb4d 3 | timeCreated: 1505216048 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = ""{} 4 | _Slices ("Slices", int) = 20 5 | _Offset ("Offset", float) = 0.05 6 | _Vertical ("Vertical", int) = 0 7 | _Loop ("Loop", Int) = 0 8 | } 9 | 10 | 11 | SubShader { 12 | Pass { 13 | CGPROGRAM 14 | #include "UnityCG.cginc" 15 | #pragma vertex vert_img 16 | #pragma fragment frag 17 | 18 | 19 | sampler2D _MainTex; 20 | int _Slices; 21 | float _Offset; 22 | int _Vertical; 23 | int _Loop; 24 | 25 | 26 | // randomNoise: ランダムノイズ 27 | // 参考: http://qiita.com/shimacpyon/items/d15dee44a0b8b3883f76 28 | float randomNoise (half2 p){ 29 | return frac(sin(dot(p, half2(12.9898, 78.233))) * 43758.5453); 30 | } 31 | 32 | 33 | half4 frag(v2f_img img): COLOR{ 34 | // 動かす向木に合わせた変数をセット 35 | float slice; 36 | float offset; 37 | if(_Vertical == 0){ 38 | slice = img.uv.y; 39 | offset = img.uv.x; 40 | } else { 41 | slice = img.uv.x; 42 | offset = img.uv.y; 43 | } 44 | 45 | // 分割位置 46 | float split = floor(slice * _Slices) / _Slices; 47 | // ランダム数生成 48 | float ran = randomNoise(half2(_Slices, split)); 49 | // 時間軸を使用するか 50 | float time = _Loop == 0 ? 1.0 : _Time.x * 5.0; 51 | 52 | // 指導位置の追加 53 | offset += sin(time * ran) * _Offset; 54 | // 少数部をセット 55 | offset = frac(offset); 56 | 57 | // uv座標セット 58 | if(_Vertical == 0){ 59 | img.uv.x = offset; 60 | // img.uv = half2(offset, slice); 61 | } else { 62 | img.uv.y = offset; 63 | } 64 | 65 | return tex2D(_MainTex, img.uv); 66 | } 67 | ENDCG 68 | } 69 | } 70 | FallBack "Diffuse" 71 | } 72 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5553696559514aee8e31961156105f0 3 | timeCreated: 1505216037 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices/SlicesEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SlicesEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(1, 200)] 10 | public int slices = 20; 11 | 12 | [Range(0f, 1f)] 13 | public float offset = 0.1f; 14 | 15 | [Range(0, 1)] 16 | public int vertical = 0; 17 | 18 | [Range(0, 1)] 19 | public int loop = 0; 20 | 21 | public Material material; 22 | 23 | 24 | void OnRenderImage(RenderTexture src, RenderTexture dest) 25 | { 26 | if(on) 27 | { 28 | Graphics.Blit (src, dest, material); 29 | } 30 | else 31 | { 32 | Graphics.Blit (src, dest); 33 | } 34 | } 35 | 36 | 37 | void Update() 38 | { 39 | if(on) 40 | { 41 | material.SetInt("_Slices", slices); 42 | material.SetFloat("_Offset", offset); 43 | material.SetInt("_Vertical", vertical); 44 | material.SetInt("_Loop", loop); 45 | } 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/PostEffects/Slices/SlicesEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3f1c62bb92184b0fa99ad0f65174589 3 | timeCreated: 1505215802 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5fc77b69a08e64b5dbfc73322a68cada 3 | folderAsset: yes 4 | timeCreated: 1505355042 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: c4b6c7830fd384987b48c439b4c5d7e4, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _DetailMask: 30 | m_Texture: {fileID: 0} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | - _DetailNormalMap: 34 | m_Texture: {fileID: 0} 35 | m_Scale: {x: 1, y: 1} 36 | m_Offset: {x: 0, y: 0} 37 | - _EmissionMap: 38 | m_Texture: {fileID: 0} 39 | m_Scale: {x: 1, y: 1} 40 | m_Offset: {x: 0, y: 0} 41 | - _MainTex: 42 | m_Texture: {fileID: 0} 43 | m_Scale: {x: 1, y: 1} 44 | m_Offset: {x: 0, y: 0} 45 | - _MetallicGlossMap: 46 | m_Texture: {fileID: 0} 47 | m_Scale: {x: 1, y: 1} 48 | m_Offset: {x: 0, y: 0} 49 | - _OcclusionMap: 50 | m_Texture: {fileID: 0} 51 | m_Scale: {x: 1, y: 1} 52 | m_Offset: {x: 0, y: 0} 53 | - _ParallaxMap: 54 | m_Texture: {fileID: 0} 55 | m_Scale: {x: 1, y: 1} 56 | m_Offset: {x: 0, y: 0} 57 | m_Floats: 58 | - _Amount: 0.0148 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _Position: 0.44 71 | - _SmoothnessTextureChannel: 0 72 | - _SpecularHighlights: 1 73 | - _SrcBlend: 1 74 | - _UVSec: 0 75 | - _ZWrite: 1 76 | m_Colors: 77 | - _Color: {r: 1, g: 1, b: 1, a: 1} 78 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 79 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a42dbda999074318b4f9312dcc0eeac 3 | timeCreated: 1505355251 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("MainTex", 2D) = "" {} 4 | _Amount ("Amount", Float) = 0.01 5 | _Position ("Position", Float) = 0.35 6 | } 7 | 8 | 9 | SubShader { 10 | Pass{ 11 | CGPROGRAM 12 | #include "UnityCG.cginc" 13 | #pragma vertex vert_img 14 | #pragma fragment frag 15 | 16 | 17 | sampler2D _MainTex; 18 | float _Amount; 19 | float _Position; 20 | 21 | 22 | half4 frag(v2f_img i): COLOR 23 | { 24 | half4 sum = half4(0, 0, 0, 0); 25 | float vv = _Amount * abs(_Position - i.uv.y); 26 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y - 4.0 * vv)) * 0.051; 27 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y - 3.0 * vv)) * 0.0918; 28 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y - 2.0 * vv)) * 0.12245; 29 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y - 1.0 * vv)) * 0.1531; 30 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y)) * 0.1633; 31 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y + 1.0 * vv)) * 0.1531; 32 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y + 2.0 * vv)) * 0.12245; 33 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y + 3.0 * vv)) * 0.0918; 34 | sum += tex2D(_MainTex, half2(i.uv.x, i.uv.y + 4.0 * vv)) * 0.051; 35 | return sum; 36 | } 37 | ENDCG 38 | } 39 | } 40 | FallBack "Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4b6c7830fd384987b48c439b4c5d7e4 3 | timeCreated: 1505355269 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift/TiltShiftEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TiltShiftEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0.001f, 0.02f)] 10 | public float amount = 0.01f; 11 | 12 | [Range(0f, 1f)] 13 | public float position = 0.35f; 14 | 15 | public Material material; 16 | 17 | 18 | void OnRenderImage(RenderTexture src, RenderTexture dest) 19 | { 20 | if(on) 21 | { 22 | Graphics.Blit(src, dest, material); 23 | } 24 | else 25 | { 26 | Graphics.Blit(src, dest); 27 | } 28 | } 29 | 30 | 31 | void Update () { 32 | if(on) 33 | { 34 | material.SetFloat("_Amount", amount); 35 | material.SetFloat("_Position", position); 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/PostEffects/TiltShift/TiltShiftEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 863d6618a2d204b42bb188c47275f19d 3 | timeCreated: 1505355068 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/TraceEdges.meta: 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-------------------------------------------------------------------------------- /Assets/PostEffects/TraceEdges/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | // 参考: http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/ 3 | 4 | Properties { 5 | _MainTex ("Texture", 2D) = "" {} 6 | } 7 | 8 | 9 | SubShader { 10 | Pass{ 11 | CGPROGRAM 12 | #include "UnityCG.cginc" 13 | #pragma vertex vert_img 14 | #pragma fragment frag 15 | 16 | 17 | sampler2D _MainTex; 18 | 19 | 20 | half4 frag(v2f_img img): COLOR{ 21 | float3x3 G[2]; 22 | float3x3 g0 = float3x3( 23 | 1.0, 2.0, 1.0, 24 | 0.0, 0.0, 0.0, 25 | -1.0, -2.0, -1.0 26 | ); 27 | float3x3 g1 = float3x3( 28 | 1.0, 0.0, -1.0, 29 | 2.0, 0.0, -2.0, 30 | 1.0, 0.0, -1.0 31 | ); 32 | 33 | float3x3 I; 34 | float2 cnv[2]; 35 | half3 sample; 36 | 37 | G[0] = g0; 38 | G[1] = g1; 39 | 40 | for (int i=0; i<3; i++){ 41 | for (int j=0; j<3; j++){ 42 | sample = tex2D(_MainTex, img.uv + half2((i-1.0)/_ScreenParams.x, (j-1.0)/_ScreenParams.y)).rgb; 43 | I[int(i)][int(j)] = length(sample); 44 | } 45 | } 46 | 47 | for (int k=0; k<2; k++){ 48 | float dp3 = dot(G[k][0], I[0]) + dot(G[k][1], I[1]) + dot(G[k][2], I[2]); 49 | cnv[k] = dp3; 50 | } 51 | 52 | half v = 0.5 * sqrt(cnv[0] * cnv[0] + cnv[1] * cnv[1]); 53 | return half4(v, v, v, v); 54 | } 55 | 56 | ENDCG 57 | } 58 | } 59 | FallBack "Diffuse" 60 | } 61 | -------------------------------------------------------------------------------- /Assets/PostEffects/TraceEdges/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb8522ef41ea5476bbd463651d7dc769 3 | timeCreated: 1505222756 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/TraceEdges/TraceEdgesEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TraceEdgesEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | public Material material; 10 | 11 | 12 | void OnRenderImage(RenderTexture src, RenderTexture dest) 13 | { 14 | if(on) 15 | { 16 | Graphics.Blit (src, dest, material); 17 | } 18 | else 19 | { 20 | Graphics.Blit (src, dest); 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/PostEffects/TraceEdges/TraceEdgesEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c41b06b2daca94c1cb957d2b2b6ad89c 3 | timeCreated: 1505222648 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PostEffects/Vignette.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed90582c207df4810b8f76e9616f5138 3 | folderAsset: yes 4 | timeCreated: 1505304974 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Vignette/Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Material 10 | m_Shader: {fileID: 4800000, guid: 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guid: 5667e02371db7457f999ec57e6863cb5 3 | timeCreated: 1505304995 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 2100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Vignette/Shader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("MainTex", 2D) = "" {} 4 | _Amount ("Amount", Float) = 1.0 5 | } 6 | 7 | 8 | SubShader { 9 | Pass{ 10 | CGPROGRAM 11 | #include "UnityCG.cginc" 12 | #pragma vertex vert_img 13 | #pragma fragment frag 14 | 15 | 16 | sampler2D _MainTex; 17 | float _Amount; 18 | 19 | 20 | fixed4 frag(v2f_img i): COLOR 21 | { 22 | // fixed4 texel = tex2D(_MainTex, i.uv); 23 | // fixed2 uv = (i.uv - fixed2(0.5, 0.5)) * fixed2( offset ); 24 | 25 | 26 | // vec4 texel = texture2D( tDiffuse, vUv ); 27 | // vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset ); 28 | // gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a ); 29 | 30 | 31 | fixed4 texel = tex2D(_MainTex, i.uv); 32 | fixed2 uv = (i.uv - fixed2(0.5, 0.5)) * fixed2(_Amount, _Amount); 33 | float a = 1.0 - 1.0; 34 | float v = lerp(texel.rgb, fixed3(a, a, a), dot(uv, uv)); 35 | fixed4 c = fixed4(v, v, v, texel.a); 36 | // fixed4 c = tex2D(_MainTex, i.uv); 37 | return c; 38 | } 39 | ENDCG 40 | } 41 | } 42 | FallBack "Diffuse" 43 | } 44 | -------------------------------------------------------------------------------- /Assets/PostEffects/Vignette/Shader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b31af7a93eba34ccfb0e61bb825c464a 3 | timeCreated: 1505305008 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PostEffects/Vignette/VignetteEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class VignetteEffect : MonoBehaviour { 6 | 7 | public bool on = false; 8 | 9 | [Range(0f, 2f)] 10 | public float amount = 1f; 11 | 12 | public Material material; 13 | 14 | 15 | void OnRenderImage(RenderTexture src, RenderTexture dest) 16 | { 17 | if(on) 18 | { 19 | Graphics.Blit(src, dest, material); 20 | } 21 | else 22 | { 23 | Graphics.Blit(src, dest); 24 | } 25 | } 26 | 27 | 28 | void Update () { 29 | if(on) 30 | { 31 | material.SetFloat("_Amount", amount); 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/PostEffects/Vignette/VignetteEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd21bb7f517aa4b289ad0075bdbdf82a 3 | timeCreated: 1505304983 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/WebCam.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ffdd13caba3441b7bfd76b8569dd7ef 3 | folderAsset: yes 4 | timeCreated: 1505190495 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WebCam/WebCamController.cs: -------------------------------------------------------------------------------- 1 | using 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Unity Post Effect 2 | 3 | 22 | -------------------------------------------------------------------------------- /example/bleach.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/bleach.png -------------------------------------------------------------------------------- /example/bloom.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/bloom.png -------------------------------------------------------------------------------- /example/circle_mosaic.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/circle_mosaic.png -------------------------------------------------------------------------------- /example/emboss.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/emboss.png -------------------------------------------------------------------------------- /example/hsu_saturation.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/hsu_saturation.png -------------------------------------------------------------------------------- /example/lines.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/lines.png -------------------------------------------------------------------------------- /example/mirror.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/mirror.png -------------------------------------------------------------------------------- /example/mosaic.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/mosaic.png -------------------------------------------------------------------------------- /example/original.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/original.png -------------------------------------------------------------------------------- /example/posterize.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/posterize.png -------------------------------------------------------------------------------- /example/rgb_shift.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/rgb_shift.png -------------------------------------------------------------------------------- /example/ripple.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/ripple.png -------------------------------------------------------------------------------- /example/slice.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/slice.png -------------------------------------------------------------------------------- /example/tile_shift.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/tile_shift.png -------------------------------------------------------------------------------- /example/tv_noise.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/tv_noise.png -------------------------------------------------------------------------------- /example/vhs_video.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/vhs_video.png -------------------------------------------------------------------------------- /example/vignette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/tasdidahmedtah/Unity_PostEffect/aba30ecb101bd96f48124c9277426246a107203d/example/vignette.png -------------------------------------------------------------------------------- /zanzou.frg: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shader" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = ""{} 4 | _Slices ("Slices", Int) = 20 5 | _Offset ("Offset", Float) = 0.05 6 | _Random ("Random", Float) = 0.5 7 | _Vertical ("Vertical", Int) = 0 8 | _Sway ("Sway", Int) = 0 9 | } 10 | 11 | 12 | SubShader { 13 | Pass { 14 | CGPROGRAM 15 | #include "UnityCG.cginc" 16 | #pragma vertex vert_img 17 | #pragma fragment frag 18 | 19 | 20 | sampler2D _MainTex; 21 | int _Slices; 22 | float _Offset; 23 | float _Random; 24 | int _Vertical; 25 | int _Sway; 26 | 27 | 28 | // randomNoise: ランダムノイズ 29 | // 参考: http://qiita.com/shimacpyon/items/d15dee44a0b8b3883f76 30 | float randomNoise (fixed2 p){ 31 | return frac(sin(dot(p, fixed2(12.9898, 78.233))) * 43758.5453); 32 | } 33 | 34 | 35 | half4 frag(v2f_img i): COLOR{ 36 | // 動かす向木に合わせた変数をセット 37 | float slice; 38 | float offset; 39 | if(_Vertical == 0){ 40 | slice = i.uv.y; 41 | offset = i.uv.x; 42 | } else { 43 | slice = i.uv.x; 44 | offset = i.uv.y; 45 | } 46 | 47 | // 分割位置 48 | float split = floor(slice * _Slices) / _Slices; 49 | // ランダム数生成 +0.5 は 50 | float ran = randomNoise(half2(offset, split)); 51 | float time = _Sway == 0 ? 1.0 : _Time.w; 52 | 53 | offset += sin(time * ran / 3.14159) * _Offset; 54 | // offset += sin(time * ran / (_Random * 3.14159)) * _Offset; 55 | offset = frac(offset); 56 | 57 | // uv座標セット 58 | if(_Vertical == 0){ 59 | i.uv.x = offset; 60 | // i.uv = half2(offset, slice); 61 | } else { 62 | i.uv.y = offset; 63 | } 64 | 65 | return tex2D(_MainTex, i.uv); 66 | } 67 | ENDCG 68 | } 69 | } 70 | FallBack "Diffuse" 71 | } 72 | --------------------------------------------------------------------------------