94 lines
2.8 KiB
Plaintext
94 lines
2.8 KiB
Plaintext
Shader "StudioMaron/DotShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_EmissionIntensity("Intensity", Range(0, 10)) = 1
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_DotSize("DotSize", Range(0, 1)) = 0.5
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_DotNumber_X("Dot Number X", Int) = 160
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_DotNumber_Y("Dot Number X", Int) = 90
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_Noise("Avoid Moire", Range(0, 0.2)) = 0.05
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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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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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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//****************************************
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//距離関数 (円)
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//****************************************
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float circle(float2 p, float radius)
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{
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return length(p) - radius;
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}
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//****************************************
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//・2次元 疑似ランダム(入力は2次元です)
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//****************************************
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float2 random2(fixed2 st) {
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st = fixed2(dot(st, float2(127.1, 311.7)),
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dot(st, fixed2(269.5, 183.3)));
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return -1.0 + 2.0 * frac(sin(st) * 43758.5453123);
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}
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _EmissionIntensity;
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float _DotSize;
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float _Noise;
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int _DotNumber_X;
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int _DotNumber_Y;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex); // _MainTex_STの処理
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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// sample the texture
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float4 col = tex2D(_MainTex, frac(i.uv)); // _MainTex_STの処理のためにfrac()を使用
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col.rgb *= _EmissionIntensity;
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float2 uv = i.uv * float2(_DotNumber_X, _DotNumber_Y);
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float2 moire = (random2(floor(uv)) - 0.5) * _Noise; // モアレ対策にドット毎にちょっとだけずらす。僅かに効果あり
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float2 p = frac(uv) - 0.5 + moire;
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col.rgb *= circle(p, _DotSize * 0.7) < 0 ? 1 : 0;
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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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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