Created
July 15, 2021 08:25
-
-
Save mtytheone/bb4d95aa0dbf89f2513c3e3d2356c8d3 to your computer and use it in GitHub Desktop.
CRTの勉強 その①
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "CRT_Shader" | |
{ | |
Properties | |
{ | |
//_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
Name "Culculate1" | |
CGPROGRAM | |
// UnityCustomRenderTexture.cgincをインクルードする | |
#include "UnityCustomRenderTexture.cginc" | |
// 頂点シェーダは決まったものを使う | |
#pragma vertex CustomRenderTextureVertexShader | |
#pragma fragment frag | |
// v2f構造体は決まったものを使う | |
half4 frag(v2f_customrendertexture i) : SV_Target | |
{ | |
return fixed4(0.8 * frac(_Time.x), 0, 0, 1.0); | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
Name "Culculate2" | |
CGPROGRAM | |
#include "UnityCustomRenderTexture.cginc" | |
#pragma vertex CustomRenderTextureVertexShader | |
#pragma fragment frag | |
half4 frag(v2f_customrendertexture i) : SV_Target | |
{ | |
return fixed4(0, 0.7 * frac(_Time.z), 0, 1.0); | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
Name "Culculate3" | |
CGPROGRAM | |
#include "UnityCustomRenderTexture.cginc" | |
#pragma vertex CustomRenderTextureVertexShader | |
#pragma fragment frag | |
half4 frag(v2f_customrendertexture i) : SV_Target | |
{ | |
return fixed4(0, 0, 0.6 * frac(_Time.w), 1.0); | |
} | |
ENDCG | |
} | |
Pass | |
{ | |
Name "Culculate4" | |
CGPROGRAM | |
#include "UnityCustomRenderTexture.cginc" | |
#pragma vertex CustomRenderTextureVertexShader | |
#pragma fragment frag | |
half4 frag(v2f_customrendertexture i) : SV_Target | |
{ | |
return fixed4(0.8 * frac(_Time.x), 0.7 * frac(_Time.z), 0.6 * frac(_Time.w), 1.0); | |
} | |
ENDCG | |
} | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "CRT_Transfer_Data" | |
{ | |
Properties | |
{ | |
_MainTex ("CRT", 2D) = "white"{} | |
[IntRange] _Index ("Index", Range(1, 4)) = 1 | |
[IntRange] _selectRGB ("R = 1, G = 2, B = 3", Range(1, 3)) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
int _Index, _selectRGB; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float uv_x = fmod(_Index, 2) == 0 ? 0.75 : 0.25; | |
float uv_y = step(1.1, _Index / 2.0) ? 0.75 : 0.25; | |
fixed4 col = tex2D(_MainTex, float2(uv_x, uv_y)); | |
if(_selectRGB == 1) | |
{ | |
col = step(0.5, col.r) ? fixed4(1, 1, 1, 1) : fixed4(0, 0, 0, 1); | |
} | |
else if(_selectRGB == 2) | |
{ | |
col = step(0.5, col.g) ? fixed4(1, 1, 1, 1) : fixed4(0, 0, 0, 1); | |
} | |
else if(_selectRGB == 3) | |
{ | |
col = step(0.5, col.b) ? fixed4(1, 1, 1, 1) : fixed4(0, 0, 0, 1); | |
} | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment