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Shader "Tutorial/042_Dithering/BasicBW"{
//show values to edit in inspector
Properties{
_MainTex ("Texture", 2D) = "white" {}
_DitherPattern ("Dithering Pattern", 2D) = "white" {}
_Color1 ("Dither Color 1", Color) = (0, 0, 0, 1)
_Color2 ("Dither Color 2", Color) = (1, 1, 1, 1)
}
SubShader{
//the material is completely non-transparent and is rendered at the same time as the other opaque geometry
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//texture and transforms of the texture
sampler2D _MainTex;
float4 _MainTex_ST;
//The dithering pattern
sampler2D _DitherPattern;
float4 _DitherPattern_TexelSize;
//Dither colors
float4 _Color1;
float4 _Color2;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPosition : TEXCOORD1;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPosition = ComputeScreenPos(o.position);
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
//texture value the dithering is based on
float texColor = tex2D(_MainTex, i.uv).r;
//value from the dither pattern
float2 screenPos = i.screenPosition.xy / i.screenPosition.w;
float2 ditherCoordinate = screenPos * _ScreenParams.xy * _DitherPattern_TexelSize.xy;
float ditherValue = tex2D(_DitherPattern, ditherCoordinate).r;
//combine dither pattern with texture value to get final result
float ditheredValue = step(ditherValue, texColor);
float4 col = lerp(_Color1, _Color2, ditheredValue);
return col;
}
ENDCG
}
}
Fallback "Standard"
}
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