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LED.shader
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LED.shader
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Shader "BASICxSHADER/PostEffect/LED" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Scale ("Scale", Float) = 20
_Mask ("Mask", Float) = 3
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define PI 3.14159265359f
// Properties
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform half _Scale;
uniform half _Mask;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Mosaic
float2 scale = _MainTex_TexelSize.xy * _Scale;
float2 uv = (floor(i.uv / scale) + 0.5) * scale;
fixed4 color = tex2D(_MainTex, uv);
// LED
float2 mask = abs(sin(i.uv / scale * PI));
color.rgb *= saturate(mask.x * mask.y * _Mask);
return color;
}
ENDCG
}
}
}