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Florian RICHER (MrDev023) 2019-01-27 14:54:55 +01:00
parent 37252a4edc
commit 19ab6f65e3
258 changed files with 406592 additions and 0 deletions

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Shader "Custom/PostProcess" {
Properties {
_MainTex("Texture", 2D) = "white" {}
_Fear ("Fear", Float) = 100
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
// Properties
sampler2D _MainTex;
float _Fear;
float4 frag(v2f_img input) : COLOR {
float4 baseCol = tex2D(_MainTex, input.uv);
float ratio = _Fear/100.f;
float inverseRatio = 1 - ratio;
float fearBaseColor = (baseCol.x + baseCol.y + baseCol.z) / 3;
baseCol = float4(baseCol.x * inverseRatio + fearBaseColor * ratio, baseCol.y * inverseRatio + fearBaseColor * ratio, baseCol.z * inverseRatio + fearBaseColor * ratio, 1.0);
float distFromCenter = distance(input.uv.xy, float2(0.5, 0.5)) * 4 * ratio;
return float4(1 - distFromCenter, 1 - distFromCenter, 1 - distFromCenter, 1.0) * baseCol;
}
ENDCG
}}}

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fileFormatVersion: 2
guid: 37e8fe914eb083bf39337914a4c653c7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: