This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/SepiaVF"{ | |
Properties{ | |
_MainTex("Main", 2D) = "black"{} | |
} | |
SubShader{ | |
Lighting Off | |
Pass{ | |
CGPROGRAM |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/BlurVF" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Diff("Diff", Range(0, 1)) = 0.1 | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM | |
#pragma fragment frag |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/EmissionVF" { | |
Properties{ | |
_MainTex("Albedo (RGB)", 2D) = "white" {} | |
_Emission("Emission", Range(-1,1)) = 0 | |
_Diff("Diff", Range(0, 1)) = 0 | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/DynamicVF" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white"{} | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
public class PostEffect : MonoBehaviour | |
{ | |
public Material mat; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/SepiaVF"{ | |
Properties{ | |
_MainTex("Main", 2D) = "black"{} | |
} | |
SubShader{ | |
Lighting Off | |
Pass{ | |
CGPROGRAM |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/BlurVF" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Diff("Diff", Range(0, 1)) = 0.1 | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM | |
#pragma fragment frag |