Add : 뷰티플라이 에셋 추가
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using UnityEngine;
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namespace Beautify.Universal {
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void Update() {
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transform.Rotate(new Vector3(0, 0, Time.deltaTime * 10f));
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105
Assets/External/Beautify/URP/Demo/DemoSources/Scripts/Demo.cs
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Assets/External/Beautify/URP/Demo/DemoSources/Scripts/Demo.cs
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Normal file
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using UnityEngine;
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using UnityEngine.UI;
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using Beautify.Universal;
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namespace Beautify.Demos {
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public class Demo : MonoBehaviour {
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public Texture lutTexture;
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private void Start() {
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UpdateText();
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}
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void Update() {
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if (Input.GetKeyDown(KeyCode.J)) {
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BeautifySettings.settings.bloomIntensity.value += 0.1f;
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}
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if (Input.GetKeyDown(KeyCode.T) || Input.GetMouseButtonDown(0)) {
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BeautifySettings.settings.disabled.value = !BeautifySettings.settings.disabled.value;
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UpdateText();
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}
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if (Input.GetKeyDown(KeyCode.B)) BeautifySettings.Blink(0.2f);
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if (Input.GetKeyDown(KeyCode.C)) {
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BeautifySettings.settings.compareMode.value = !BeautifySettings.settings.compareMode.value;
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}
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if (Input.GetKeyDown(KeyCode.N)) {
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BeautifySettings.settings.nightVision.Override(!BeautifySettings.settings.nightVision.value);
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}
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if (Input.GetKeyDown(KeyCode.F)) {
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if (BeautifySettings.settings.blurIntensity.overrideState) {
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BeautifySettings.settings.blurIntensity.overrideState = false; // disables the override, disabling the blur
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} else {
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BeautifySettings.settings.blurIntensity.Override(4); // enables the override, activating the effect and enabling the blur
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}
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}
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if (Input.GetKeyDown(KeyCode.Alpha1)) {
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// applies a custom value to brightness
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}
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if (Input.GetKeyDown(KeyCode.Alpha2)) {
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// applies a custom value to brightness
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// disables custom value
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}
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BeautifySettings.settings.outlineCustomize.Override(true);
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BeautifySettings.settings.outlineSpread.Override(1.5f);
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}
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if (Input.GetKeyDown(KeyCode.Alpha5)) {
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// disables outline
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}
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if (Input.GetKeyDown(KeyCode.Alpha6)) {
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// assigns a LUT
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BeautifySettings.settings.lutIntensity.Override(1f);
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BeautifySettings.settings.lutTexture.Override(lutTexture);
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}
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if (Input.GetKeyDown(KeyCode.Alpha7)) {
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// disables LUT
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}
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if (Input.GetKeyDown(KeyCode.Alpha8)) {
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// toggles anamorphic flares on/off
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float intensity = BeautifySettings.settings.anamorphicFlaresIntensity.value;
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BeautifySettings.settings.anamorphicFlaresIntensity.Override(intensity > 0 ? 0f: 1f);
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}
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if (Input.GetKeyDown(KeyCode.Alpha9)) {
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// toggles final blur
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float intensity = BeautifySettings.settings.blurIntensity.value;
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BeautifySettings.settings.blurIntensity.Override(intensity > 0 ? 0f: 1f);
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}
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}
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void UpdateText() {
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if (BeautifySettings.settings.disabled.value) {
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GameObject.Find("Beautify").GetComponent<Text>().text = "Beautify OFF";
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} else {
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GameObject.Find("Beautify").GetComponent<Text>().text = "Beautify ON";
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12
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68
Assets/External/Beautify/URP/Demo/DemoSources/Scripts/LUTBlending.cs
vendored
Normal file
68
Assets/External/Beautify/URP/Demo/DemoSources/Scripts/LUTBlending.cs
vendored
Normal file
@ -0,0 +1,68 @@
|
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using UnityEngine;
|
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|
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namespace Beautify.Universal {
|
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|
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[ExecuteInEditMode]
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public class LUTBlending : MonoBehaviour {
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|
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public Texture2D LUT1, LUT2;
|
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|
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[Range(0, 1)]
|
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public float LUT1Intensity = 1f;
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|
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[Range(0, 1)]
|
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public float LUT2Intensity = 1f;
|
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|
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[Range(0, 1)]
|
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public float phase;
|
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public Shader lerpShader;
|
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|
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float oldPhase = -1;
|
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RenderTexture rt;
|
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Material lerpMat;
|
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|
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static class ShaderParams {
|
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public static int LUT2 = Shader.PropertyToID("_LUT2");
|
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public static int Phase = Shader.PropertyToID("_Phase");
|
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}
|
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|
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void OnEnable() {
|
||||
UpdateBeautifyLUT();
|
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}
|
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|
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void OnValidate() {
|
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oldPhase = -1;
|
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UpdateBeautifyLUT();
|
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}
|
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|
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private void OnDestroy() {
|
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if (rt != null) {
|
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rt.Release();
|
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}
|
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}
|
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|
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void LateUpdate() {
|
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UpdateBeautifyLUT();
|
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}
|
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|
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void UpdateBeautifyLUT() {
|
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if (oldPhase == phase || LUT1 == null || LUT2 == null || lerpShader == null) return;
|
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oldPhase = phase;
|
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|
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if (rt == null) {
|
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rt = new RenderTexture(LUT1.width, LUT1.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
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rt.filterMode = FilterMode.Point;
|
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}
|
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if (lerpMat == null) {
|
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lerpMat = new Material(lerpShader);
|
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}
|
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lerpMat.SetTexture(ShaderParams.LUT2, LUT2);
|
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lerpMat.SetFloat(ShaderParams.Phase, phase);
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Graphics.Blit(LUT1, rt, lerpMat);
|
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BeautifySettings.settings.lut.Override(true);
|
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float intensity = Mathf.Lerp(LUT1Intensity, LUT2Intensity, phase);
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BeautifySettings.settings.lutIntensity.Override(intensity);
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BeautifySettings.settings.lutTexture.Override(rt);
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}
|
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}
|
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}
|
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11
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vendored
Normal file
11
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Assets/External/Beautify/URP/Demo/DemoSources/Scripts/SphereAnimator.cs
vendored
Normal file
26
Assets/External/Beautify/URP/Demo/DemoSources/Scripts/SphereAnimator.cs
vendored
Normal file
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using UnityEngine;
|
||||
|
||||
|
||||
namespace Beautify.Universal {
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||||
|
||||
public class SphereAnimator : MonoBehaviour {
|
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Rigidbody rb;
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const float SPEED = 4;
|
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void Start () {
|
||||
rb = GetComponent<Rigidbody>();
|
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Application.targetFrameRate = 60;
|
||||
}
|
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|
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void FixedUpdate () {
|
||||
if (transform.position.z < 0.5f) {
|
||||
rb.linearVelocity = Vector3.forward * SPEED;
|
||||
}
|
||||
else if (transform.position.z > 8f) {
|
||||
rb.linearVelocity = Vector3.back * SPEED;
|
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}
|
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}
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}
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}
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Assets/External/Beautify/URP/Demo/DemoSources/Scripts/ToggleDoF.cs
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Normal file
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using UnityEngine;
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using Beautify.Universal;
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namespace Beautify.Demos {
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public class ToggleDoF : MonoBehaviour {
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55
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vendored
Normal file
@ -0,0 +1,55 @@
|
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Shader "Hidden/Kronnect/Beautify/TextureLerp"
|
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{
|
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Properties
|
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{
|
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[NoScaleOffset] _MainTex ("LUT 1", 2D) = "black" {}
|
||||
[NoScaleOffset] _LUT2 ("LUT 2", 2D) = "black" {}
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_Phase("Phase", Float) = 0
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SubShader
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{
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|
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ZWrite Off
|
||||
Cull Off
|
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|
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Pass
|
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{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
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|
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#include "UnityCG.cginc"
|
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|
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struct appdata
|
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{
|
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float4 vertex : POSITION;
|
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float2 uv : TEXCOORD0;
|
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};
|
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|
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struct v2f
|
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{
|
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float2 uv : TEXCOORD0;
|
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float4 vertex : SV_POSITION;
|
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};
|
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|
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sampler2D _MainTex, _LUT2;
|
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float _Phase;
|
||||
|
||||
v2f vert (appdata v)
|
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{
|
||||
v2f o;
|
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o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
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}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
half4 lut1 = tex2D(_MainTex, i.uv);
|
||||
half4 lut2 = tex2D(_LUT2, i.uv);
|
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return lerp(lut1, lut2, _Phase);
|
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}
|
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ENDCG
|
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}
|
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}
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}
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