Created
June 4, 2017 00:09
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Retry-gameboy looking image-fx in unity3d
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_5_4_OR_NEWER | |
[ImageEffectAllowedInSceneView] | |
#endif | |
[RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode] | |
[AddComponentMenu("Effects/GameboyFX", -1)] | |
public class GameboyFX : MonoBehaviour { | |
private Material _material; | |
private Material material | |
{ | |
get { | |
if (_material == null) | |
{ | |
_material = new Material( Shader.Find("Hidden/GameboyFX") ); | |
} | |
return _material; | |
} | |
} | |
// Postprocess the image | |
void OnRenderImage (RenderTexture source, RenderTexture destination) | |
{ | |
Graphics.Blit (source, destination, material); | |
} | |
} |
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Shader "Hidden/GameboyFX" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
sampler2D _MainTex; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// Size of pixel | |
const float pixel_size = 20; | |
const float contract = 1.5; | |
const float3 tint = float3(1.1, 1.4, 1); | |
float2 uv = i.uv; | |
float dx = pixel_size * (1.0/_ScreenParams.x); | |
float dy = pixel_size * (1.0/_ScreenParams.y); | |
float2 tc = float2(dx * floor(uv.x/dx), dy * floor(uv.y/dy)); | |
float4 color = tex2D(_MainTex, tc); | |
color = (color - 0.5) * contract + 0.5; | |
float gray = (color.r + color.g + color.b) / 3.0; | |
color = float4(gray * tint, color.a); | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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