65 lines
1.6 KiB
Plaintext
65 lines
1.6 KiB
Plaintext
Shader "Hidden/Beautify/FrameThumbnail"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Texture", 2D) = "white" {}
|
|
_Color ("Color", color) = (1,1,1,1)
|
|
_FrameMask ("Frame Mask", 2D) = "white" {}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" }
|
|
|
|
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;
|
|
float2 clipUV : TEXCOORD1;
|
|
};
|
|
|
|
sampler2D _LUTPreview;
|
|
float4 _LUTPreview_ST;
|
|
sampler2D _GUIClipTexture;
|
|
uniform float4x4 unity_GUIClipTextureMatrix;
|
|
|
|
sampler2D _FrameMask;
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = v.uv;
|
|
float3 eyePos = UnityObjectToViewPos(v.vertex);
|
|
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
|
|
return o;
|
|
}
|
|
|
|
half4 frag (v2f i) : SV_Target
|
|
{
|
|
clip( tex2D(_GUIClipTexture, i.clipUV).a - 0.1);
|
|
|
|
half3 rgb = tex2D(_LUTPreview, i.uv);
|
|
|
|
half4 frameMask = tex2D(_FrameMask, i.uv);
|
|
rgb = lerp(rgb, frameMask.rgb, frameMask.a);
|
|
|
|
return half4(rgb, 1.0);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|