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@sagarpatel
Created May 28, 2016 09:52
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Shader "Hidden/NewImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_EffectScaler ("Effect Scaler", float) = 0
_EffectLerp ("Effect Lerp", float) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 scrPos:TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
o.scrPos = ComputeScreenPos(o.vertex);
return o;
}
sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
sampler2D _CameraDepthTexture;
float _EffectScaler;
float _EffectLerp;
fixed4 frag (v2f i) : SV_Target
{
// pixel to uv ratios
float pr_x = 1 / _MainTex_TexelSize.x;
float pr_y = 1 / _MainTex_TexelSize.y;
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 ogCol = col;
float ogColPowerScaler = ogCol.x;//length(ogCol);
float depth = pow(1 - Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)), 10);
float2 offsetCoord_1 = float2(i.uv.x + frac(i.uv.y/7) * _EffectScaler * ogColPowerScaler, i.uv.y);
float2 offsetCoord_2 = float2(i.uv.x - frac(i.uv.y / 7) * _EffectScaler * ogColPowerScaler, i.uv.y);
fixed4 samp_1 = tex2D(_MainTex, offsetCoord_1);
fixed4 samp_2 = tex2D(_MainTex, offsetCoord_2);
fixed4 effectCol_1 = (depth *ogCol + samp_1 + samp_2) /3;
//col = pow( 1- Linear01Depth(tex2D(_CameraDepthTexture, i.uv)), 100 );
//float depth = 1- pow( Linear01Depth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r), 1) ;
col = lerp(ogCol, effectCol_1, _EffectLerp );
//col = fixed4(depth,depth,depth,1);
//col = abs(col - brightness);
// just invert the colors
//col = 1 - col;
return col;
}
ENDCG
}
}
}
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