Aetheria/Assets/Shaders/Dither Functions.cginc
Reinier Vens 47e500e1ce Playability
Fixed loadout generator tutorial edge cases
Recreated missing items
Created field shader & test scene
2022-08-08 22:43:55 +01:00

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HLSL

#ifndef __DITHER_FUNCTIONS__
#define __DITHER_FUNCTIONS__
#include "UnityCG.cginc"
sampler2D _DitheringTex;
float4 _DitheringCoords;
uniform int _FrameNumber;
float isDithered(float2 pos, float alpha) {
half dither = frac(tex2D(_DitheringTex, pos * _DitheringCoords.xy).r + _FrameNumber * 1.61803398875);
//float dither = tex2D(_DitheringTex, pos * _DitheringCoords.xy + _DitheringCoords.zw).r;
return alpha - dither - 0.001 * (1 - ceil(alpha));
}
void ditherClip(float2 pos, float alpha) {
clip(isDithered(pos, alpha));
}
#endif