From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/Shaders/CustomMotionVectorTexture.shader | 140 +++++++++++++++++++++++-----------------------
1 files changed, 70 insertions(+), 70 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/Shaders/CustomMotionVectorTexture.shader b/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/Shaders/CustomMotionVectorTexture.shader
index b966815..9ced5a5 100644
--- a/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/Shaders/CustomMotionVectorTexture.shader
+++ b/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/Shaders/CustomMotionVectorTexture.shader
@@ -1,70 +1,70 @@
-Shader "Post Processing/Custom Motion Vector Texture"
-{
- Properties
- {
- _MotionTex ("Motion Vector Texture", 2D) = "black" {}
- _MotionAmount ("Motion Vector Multiplier", range (-0.25, 0.25)) = 0
- }
- SubShader
- {
- Pass
- {
- Name "Motion Vectors"
- Tags { "LightMode" = "MotionVectors" }
-
- ZTest LEqual Cull Back ZWrite On
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment FragMotionVectors
- #include "UnityCG.cginc"
-
- float4 _MotionValue;
- sampler2D _MotionTex;
- float4 _MotionTex_ST;
- float _MotionAmount;
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 transposedTangent : TEXCOORD1;
- };
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MotionTex);
- o.normal = UnityObjectToClipPos(v.normal);
- o.normal = o.normal * 0.5 + 0.5;
- o.tangent = mul(UNITY_MATRIX_MV, v.tangent);
- o.transposedTangent = (mul(UNITY_MATRIX_IT_MV, v.tangent)) * 0.5 + 0.5;
- return o;
- }
-
- float4 FragMotionVectors(v2f i) : SV_Target
- {
- half4 c = tex2D(_MotionTex, i.uv);
- c.rg = (c.rg * 2.0 - 1.0) * _MotionAmount; // Using color texture so need to make 0.5 neutral
- half4 t1 = i.tangent * 0.005; // Sides of tire
- half4 t2 = c * float4(i.transposedTangent.r * 2.0, i.transposedTangent.g * 2.0, 0.0, 1.0); // Front of tire
- half4 t3 = lerp(t2, t1, c.b); // Lerp between front and side of tire
- return t3 * _MotionAmount;
- }
-
- ENDCG
- }
- }
-}
+Shader "Post Processing/Custom Motion Vector Texture"
+{
+ Properties
+ {
+ _MotionTex ("Motion Vector Texture", 2D) = "black" {}
+ _MotionAmount ("Motion Vector Multiplier", range (-0.25, 0.25)) = 0
+ }
+ SubShader
+ {
+ Pass
+ {
+ Name "Motion Vectors"
+ Tags { "LightMode" = "MotionVectors" }
+
+ ZTest LEqual Cull Back ZWrite On
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment FragMotionVectors
+ #include "UnityCG.cginc"
+
+ float4 _MotionValue;
+ sampler2D _MotionTex;
+ float4 _MotionTex_ST;
+ float _MotionAmount;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ float4 vertex : SV_POSITION;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 transposedTangent : TEXCOORD1;
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MotionTex);
+ o.normal = UnityObjectToClipPos(v.normal);
+ o.normal = o.normal * 0.5 + 0.5;
+ o.tangent = mul(UNITY_MATRIX_MV, v.tangent);
+ o.transposedTangent = (mul(UNITY_MATRIX_IT_MV, v.tangent)) * 0.5 + 0.5;
+ return o;
+ }
+
+ float4 FragMotionVectors(v2f i) : SV_Target
+ {
+ half4 c = tex2D(_MotionTex, i.uv);
+ c.rg = (c.rg * 2.0 - 1.0) * _MotionAmount; // Using color texture so need to make 0.5 neutral
+ half4 t1 = i.tangent * 0.005; // Sides of tire
+ half4 t2 = c * float4(i.transposedTangent.r * 2.0, i.transposedTangent.g * 2.0, 0.0, 1.0); // Front of tire
+ half4 t3 = lerp(t2, t1, c.b); // Lerp between front and side of tire
+ return t3 * _MotionAmount;
+ }
+
+ ENDCG
+ }
+ }
+}
--
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