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Shader "Custom/SepiaVF"{
Properties{
_MainTex("Main", 2D) = "black"{}
}
SubShader{
Lighting Off
Pass{
CGPROGRAM
Shader "Custom/BlurVF" {
Properties{
_MainTex("Texture", 2D) = "white" {}
_Diff("Diff", Range(0, 1)) = 0.1
}
SubShader{
Pass{
CGPROGRAM
#pragma fragment frag
Shader "Custom/EmissionVF" {
Properties{
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Emission("Emission", Range(-1,1)) = 0
_Diff("Diff", Range(0, 1)) = 0
}
SubShader{
Pass{
CGPROGRAM
Shader "Custom/RimLighting" {
Properties{
_MainTex("Texture", 2D) = "white"{}
_RimWidth("RimWidth", Range(0.5, 5.0)) = 2.0
_Color("Color", Color) = (1, 1, 1, 0)
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
Shader "Custom/TransEmissionVF" {
Properties{
_MainTex("Texture", 2D) = "white"{}
_Emission("Emission", Range(0, 1)) = 0.1
_RimWidth("RimWidth", Range(0.5, 5.0)) = 2
}
SubShader{
//Queue = Transparetとタグが付けられたオブジェクトのレンダリング順(キュー)が最後の方に回される
//そうしないと半透明にならないため
Shader "Custom/DynamicVF" {
Properties{
_MainTex("Texture", 2D) = "white"{}
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class PostEffect : MonoBehaviour
{
public Material mat;
using MBLDefine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 入力によるイベントを管理する
/// </summary>
@EsProgram
EsProgram / SepiaVF.shader
Last active May 16, 2016 00:35
セピア調シェーダ作ってみた ref: http://qiita.com/Es_Program/items/d6b504550e34522d62bc
Shader "Custom/SepiaVF"{
Properties{
_MainTex("Main", 2D) = "black"{}
}
SubShader{
Lighting Off
Pass{
CGPROGRAM
Shader "Custom/BlurVF" {
Properties{
_MainTex("Texture", 2D) = "white" {}
_Diff("Diff", Range(0, 1)) = 0.1
}
SubShader{
Pass{
CGPROGRAM
#pragma fragment frag