Fixed loadout generator tutorial edge cases Recreated missing items Created field shader & test scene
19 lines
No EOL
549 B
HLSL
19 lines
No EOL
549 B
HLSL
#ifndef __DITHER_FUNCTIONS__
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#define __DITHER_FUNCTIONS__
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#include "UnityCG.cginc"
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sampler2D _DitheringTex;
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float4 _DitheringCoords;
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uniform int _FrameNumber;
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float isDithered(float2 pos, float alpha) {
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half dither = frac(tex2D(_DitheringTex, pos * _DitheringCoords.xy).r + _FrameNumber * 1.61803398875);
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//float dither = tex2D(_DitheringTex, pos * _DitheringCoords.xy + _DitheringCoords.zw).r;
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return alpha - dither - 0.001 * (1 - ceil(alpha));
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}
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void ditherClip(float2 pos, float alpha) {
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clip(isDithered(pos, alpha));
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}
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#endif |