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Scanline.shader
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Scanline.shader
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Shader "BASICxSHADER/PostEffect/Scanline" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Scanline ("Scanline", Range (0, 1)) = 0.5
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform half _Scanline;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
fixed4 color = tex2D(_MainTex, i.uv);
// Scanline
float theta = i.uv.y * _MainTex_TexelSize.w;
float3 scanline = float2(sin(theta), cos(theta)).xyx * 0.5 + 0.5;
color.rgb = lerp(color.rgb, color.rgb * scanline, _Scanline);
return color;
}
ENDCG
}
}
}