Preview_BlendOpsNode.shader 11 KB

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  1. Shader "Hidden/BlendOpsNode"
  2. {
  3. Properties
  4. {
  5. _A ("_Source", 2D) = "white" {}
  6. _B ("_Destiny", 2D) = "white" {}
  7. _C ("_Alpha", 2D) = "white" {}
  8. }
  9. SubShader
  10. {
  11. Pass //colorburn
  12. {
  13. CGPROGRAM
  14. #include "UnityCG.cginc"
  15. #include "Preview.cginc"
  16. #pragma vertex vert_img
  17. #pragma fragment frag
  18. sampler2D _A;
  19. sampler2D _B;
  20. sampler2D _C;
  21. int _Sat;
  22. int _Lerp;
  23. float4 frag(v2f_img i) : SV_Target
  24. {
  25. float4 src = tex2D( _A, i.uv );
  26. float4 des = tex2D( _B, i.uv );
  27. float4 c = ( ( 1.0 - ( ( 1.0 - des) / max( src,0.00001)) ) );
  28. if (_Lerp == 1)
  29. {
  30. float alpha = tex2D (_C, i.uv).r;
  31. c = lerp(des, c, alpha);
  32. }
  33. if( _Sat == 1 )
  34. c = saturate( c );
  35. return c;
  36. }
  37. ENDCG
  38. }
  39. Pass //colordodge
  40. {
  41. CGPROGRAM
  42. #include "UnityCG.cginc"
  43. #include "Preview.cginc"
  44. #pragma vertex vert_img
  45. #pragma fragment frag
  46. sampler2D _A;
  47. sampler2D _B;
  48. sampler2D _C;
  49. int _Sat;
  50. int _Lerp;
  51. float4 frag(v2f_img i) : SV_Target
  52. {
  53. float4 src = tex2D( _A, i.uv );
  54. float4 des = tex2D( _B, i.uv );
  55. float4 c = ( ( des/ max( 1.0 - src,0.00001 ) ) );
  56. if (_Lerp == 1)
  57. {
  58. float alpha = tex2D (_C, i.uv).r;
  59. c = lerp (des, c, alpha);
  60. }
  61. if( _Sat == 1 )
  62. c = saturate( c );
  63. return c;
  64. }
  65. ENDCG
  66. }
  67. Pass //darken
  68. {
  69. CGPROGRAM
  70. #include "UnityCG.cginc"
  71. #include "Preview.cginc"
  72. #pragma vertex vert_img
  73. #pragma fragment frag
  74. sampler2D _A;
  75. sampler2D _B;
  76. sampler2D _C;
  77. int _Sat;
  78. int _Lerp;
  79. float4 frag(v2f_img i) : SV_Target
  80. {
  81. float4 src = tex2D( _A, i.uv );
  82. float4 des = tex2D( _B, i.uv );
  83. float4 c = ( min( src , des ) );
  84. if (_Lerp == 1)
  85. {
  86. float alpha = tex2D (_C, i.uv).r;
  87. c = lerp (des, c, alpha);
  88. }
  89. if( _Sat == 1 )
  90. c = saturate( c );
  91. return c;
  92. }
  93. ENDCG
  94. }
  95. Pass //divide
  96. {
  97. CGPROGRAM
  98. #include "UnityCG.cginc"
  99. #include "Preview.cginc"
  100. #pragma vertex vert_img
  101. #pragma fragment frag
  102. sampler2D _A;
  103. sampler2D _B;
  104. sampler2D _C;
  105. int _Sat;
  106. int _Lerp;
  107. float4 frag(v2f_img i) : SV_Target
  108. {
  109. float4 src = tex2D( _A, i.uv );
  110. float4 des = tex2D( _B, i.uv );
  111. float4 c = ( ( des / max( src,0.00001) ) );
  112. if (_Lerp == 1)
  113. {
  114. float alpha = tex2D (_C, i.uv).r;
  115. c = lerp (des, c, alpha);
  116. }
  117. if( _Sat == 1 )
  118. c = saturate( c );
  119. return c;
  120. }
  121. ENDCG
  122. }
  123. Pass //difference
  124. {
  125. CGPROGRAM
  126. #include "UnityCG.cginc"
  127. #include "Preview.cginc"
  128. #pragma vertex vert_img
  129. #pragma fragment frag
  130. sampler2D _A;
  131. sampler2D _B;
  132. sampler2D _C;
  133. int _Sat;
  134. int _Lerp;
  135. float4 frag(v2f_img i) : SV_Target
  136. {
  137. float4 src = tex2D( _A, i.uv );
  138. float4 des = tex2D( _B, i.uv );
  139. float4 c = ( abs( src - des ) );
  140. if (_Lerp == 1)
  141. {
  142. float alpha = tex2D (_C, i.uv).r;
  143. c = lerp (des, c, alpha);
  144. }
  145. if( _Sat == 1 )
  146. c = saturate( c );
  147. return c;
  148. }
  149. ENDCG
  150. }
  151. Pass //exclusion
  152. {
  153. CGPROGRAM
  154. #include "UnityCG.cginc"
  155. #include "Preview.cginc"
  156. #pragma vertex vert_img
  157. #pragma fragment frag
  158. sampler2D _A;
  159. sampler2D _B;
  160. sampler2D _C;
  161. int _Sat;
  162. int _Lerp;
  163. float4 frag(v2f_img i) : SV_Target
  164. {
  165. float4 src = tex2D( _A, i.uv );
  166. float4 des = tex2D( _B, i.uv );
  167. float4 c = ( ( 0.5 - 2.0 * ( src - 0.5 ) * ( des - 0.5 ) ) );
  168. if (_Lerp == 1)
  169. {
  170. float alpha = tex2D (_C, i.uv).r;
  171. c = lerp (des, c, alpha);
  172. }
  173. if( _Sat == 1 )
  174. c = saturate( c );
  175. return c;
  176. }
  177. ENDCG
  178. }
  179. Pass //softlight
  180. {
  181. CGPROGRAM
  182. #include "UnityCG.cginc"
  183. #include "Preview.cginc"
  184. #pragma vertex vert_img
  185. #pragma fragment frag
  186. sampler2D _A;
  187. sampler2D _B;
  188. sampler2D _C;
  189. int _Sat;
  190. int _Lerp;
  191. float4 frag(v2f_img i) : SV_Target
  192. {
  193. float4 src = tex2D( _A, i.uv );
  194. float4 des = tex2D( _B, i.uv );
  195. float4 c = ( 2.0f*src*des + des*des*(1.0f - 2.0f*src) );
  196. if (_Lerp == 1)
  197. {
  198. float alpha = tex2D (_C, i.uv).r;
  199. c = lerp (des, c, alpha);
  200. }
  201. if( _Sat == 1 )
  202. c = saturate( c );
  203. return c;
  204. }
  205. ENDCG
  206. }
  207. Pass //hardlight
  208. {
  209. CGPROGRAM
  210. #include "UnityCG.cginc"
  211. #include "Preview.cginc"
  212. #pragma vertex vert_img
  213. #pragma fragment frag
  214. sampler2D _A;
  215. sampler2D _B;
  216. sampler2D _C;
  217. int _Sat;
  218. int _Lerp;
  219. float4 frag(v2f_img i) : SV_Target
  220. {
  221. float4 src = tex2D( _A, i.uv );
  222. float4 des = tex2D( _B, i.uv );
  223. float4 c = ( ( src > 0.5 ? ( 1.0 - ( 1.0 - 2.0 * ( src - 0.5 ) ) * ( 1.0 - des ) ) : ( 2.0 * src * des ) ) );
  224. if (_Lerp == 1)
  225. {
  226. float alpha = tex2D (_C, i.uv).r;
  227. c = lerp (des, c, alpha);
  228. }
  229. if( _Sat == 1 )
  230. c = saturate( c );
  231. return c;
  232. }
  233. ENDCG
  234. }
  235. Pass //hardmix
  236. {
  237. CGPROGRAM
  238. #include "UnityCG.cginc"
  239. #include "Preview.cginc"
  240. #pragma vertex vert_img
  241. #pragma fragment frag
  242. sampler2D _A;
  243. sampler2D _B;
  244. sampler2D _C;
  245. int _Sat;
  246. int _Lerp;
  247. float4 frag(v2f_img i) : SV_Target
  248. {
  249. float4 src = tex2D( _A, i.uv );
  250. float4 des = tex2D( _B, i.uv );
  251. float4 c = ( round( 0.5 * ( src + des ) ) );
  252. if (_Lerp == 1)
  253. {
  254. float alpha = tex2D (_C, i.uv).r;
  255. c = lerp (des, c, alpha);
  256. }
  257. if( _Sat == 1 )
  258. c = saturate( c );
  259. return c;
  260. }
  261. ENDCG
  262. }
  263. Pass //lighten
  264. {
  265. CGPROGRAM
  266. #include "UnityCG.cginc"
  267. #include "Preview.cginc"
  268. #pragma vertex vert_img
  269. #pragma fragment frag
  270. sampler2D _A;
  271. sampler2D _B;
  272. sampler2D _C;
  273. int _Sat;
  274. int _Lerp;
  275. float4 frag(v2f_img i) : SV_Target
  276. {
  277. float4 src = tex2D( _A, i.uv );
  278. float4 des = tex2D( _B, i.uv );
  279. float4 c = ( max( src, des ) );
  280. if (_Lerp == 1)
  281. {
  282. float alpha = tex2D (_C, i.uv).r;
  283. c = lerp (des, c, alpha);
  284. }
  285. if( _Sat == 1 )
  286. c = saturate( c );
  287. return c;
  288. }
  289. ENDCG
  290. }
  291. Pass //linearburn
  292. {
  293. CGPROGRAM
  294. #include "UnityCG.cginc"
  295. #include "Preview.cginc"
  296. #pragma vertex vert_img
  297. #pragma fragment frag
  298. sampler2D _A;
  299. sampler2D _B;
  300. sampler2D _C;
  301. int _Sat;
  302. int _Lerp;
  303. float4 frag(v2f_img i) : SV_Target
  304. {
  305. float4 src = tex2D( _A, i.uv );
  306. float4 des = tex2D( _B, i.uv );
  307. float4 c = ( ( src + des - 1.0 ) );
  308. if (_Lerp == 1)
  309. {
  310. float alpha = tex2D (_C, i.uv).r;
  311. c = lerp (des, c, alpha);
  312. }
  313. if( _Sat == 1 )
  314. c = saturate( c );
  315. return c;
  316. }
  317. ENDCG
  318. }
  319. Pass //lineardodge
  320. {
  321. CGPROGRAM
  322. #include "UnityCG.cginc"
  323. #include "Preview.cginc"
  324. #pragma vertex vert_img
  325. #pragma fragment frag
  326. sampler2D _A;
  327. sampler2D _B;
  328. sampler2D _C;
  329. int _Sat;
  330. int _Lerp;
  331. float4 frag(v2f_img i) : SV_Target
  332. {
  333. float4 src = tex2D( _A, i.uv );
  334. float4 des = tex2D( _B, i.uv );
  335. float4 c = ( ( src + des ) );
  336. if (_Lerp == 1)
  337. {
  338. float alpha = tex2D (_C, i.uv).r;
  339. c = lerp (des, c, alpha);
  340. }
  341. if( _Sat == 1 )
  342. c = saturate( c );
  343. return c;
  344. }
  345. ENDCG
  346. }
  347. Pass //linearlight
  348. {
  349. CGPROGRAM
  350. #include "UnityCG.cginc"
  351. #include "Preview.cginc"
  352. #pragma vertex vert_img
  353. #pragma fragment frag
  354. sampler2D _A;
  355. sampler2D _B;
  356. sampler2D _C;
  357. int _Sat;
  358. int _Lerp;
  359. float4 frag(v2f_img i) : SV_Target
  360. {
  361. float4 src = tex2D( _A, i.uv );
  362. float4 des = tex2D( _B, i.uv );
  363. float4 c = ( ( src > 0.5 ? ( des + 2.0 * src - 1.0 ) : ( des + 2.0 * ( src - 0.5 ) ) ) );
  364. if (_Lerp == 1)
  365. {
  366. float alpha = tex2D (_C, i.uv).r;
  367. c = lerp (des, c, alpha);
  368. }
  369. if( _Sat == 1 )
  370. c = saturate( c );
  371. return c;
  372. }
  373. ENDCG
  374. }
  375. Pass //multiply
  376. {
  377. CGPROGRAM
  378. #include "UnityCG.cginc"
  379. #include "Preview.cginc"
  380. #pragma vertex vert_img
  381. #pragma fragment frag
  382. sampler2D _A;
  383. sampler2D _B;
  384. sampler2D _C;
  385. int _Sat;
  386. int _Lerp;
  387. float4 frag(v2f_img i) : SV_Target
  388. {
  389. float4 src = tex2D( _A, i.uv );
  390. float4 des = tex2D( _B, i.uv );
  391. float4 c = ( ( src * des ) );
  392. if (_Lerp == 1)
  393. {
  394. float alpha = tex2D (_C, i.uv).r;
  395. c = lerp (des, c, alpha);
  396. }
  397. if( _Sat == 1 )
  398. c = saturate( c );
  399. return c;
  400. }
  401. ENDCG
  402. }
  403. Pass //overlay
  404. {
  405. CGPROGRAM
  406. #include "UnityCG.cginc"
  407. #include "Preview.cginc"
  408. #pragma vertex vert_img
  409. #pragma fragment frag
  410. sampler2D _A;
  411. sampler2D _B;
  412. sampler2D _C;
  413. int _Sat;
  414. int _Lerp;
  415. float4 frag(v2f_img i) : SV_Target
  416. {
  417. float4 src = tex2D( _A, i.uv );
  418. float4 des = tex2D( _B, i.uv );
  419. float4 c = ( ( des > 0.5 ? ( 1.0 - 2.0 * ( 1.0 - des ) * ( 1.0 - src ) ) : ( 2.0 * des * src ) ) );
  420. if (_Lerp == 1)
  421. {
  422. float alpha = tex2D (_C, i.uv).r;
  423. c = lerp (des, c, alpha);
  424. }
  425. if( _Sat == 1 )
  426. c = saturate( c );
  427. return c;
  428. }
  429. ENDCG
  430. }
  431. Pass //pinlight
  432. {
  433. CGPROGRAM
  434. #include "UnityCG.cginc"
  435. #include "Preview.cginc"
  436. #pragma vertex vert_img
  437. #pragma fragment frag
  438. sampler2D _A;
  439. sampler2D _B;
  440. sampler2D _C;
  441. int _Sat;
  442. int _Lerp;
  443. float4 frag(v2f_img i) : SV_Target
  444. {
  445. float4 src = tex2D( _A, i.uv );
  446. float4 des = tex2D( _B, i.uv );
  447. float4 c = ( ( src > 0.5 ? max( des, 2.0 * ( src - 0.5 ) ) : min( des, 2.0 * src ) ) );
  448. if (_Lerp == 1)
  449. {
  450. float alpha = tex2D (_C, i.uv).r;
  451. c = lerp (des, c, alpha);
  452. }
  453. if( _Sat == 1 )
  454. c = saturate( c );
  455. return c;
  456. }
  457. ENDCG
  458. }
  459. Pass //subtract
  460. {
  461. CGPROGRAM
  462. #include "UnityCG.cginc"
  463. #include "Preview.cginc"
  464. #pragma vertex vert_img
  465. #pragma fragment frag
  466. sampler2D _A;
  467. sampler2D _B;
  468. sampler2D _C;
  469. int _Sat;
  470. int _Lerp;
  471. float4 frag(v2f_img i) : SV_Target
  472. {
  473. float4 src = tex2D( _A, i.uv );
  474. float4 des = tex2D( _B, i.uv );
  475. float4 c = ( ( des - src ) );
  476. if (_Lerp == 1)
  477. {
  478. float alpha = tex2D (_C, i.uv).r;
  479. c = lerp (des, c, alpha);
  480. }
  481. if( _Sat == 1 )
  482. c = saturate( c );
  483. return c;
  484. }
  485. ENDCG
  486. }
  487. Pass //screen
  488. {
  489. CGPROGRAM
  490. #include "UnityCG.cginc"
  491. #include "Preview.cginc"
  492. #pragma vertex vert_img
  493. #pragma fragment frag
  494. sampler2D _A;
  495. sampler2D _B;
  496. sampler2D _C;
  497. int _Sat;
  498. int _Lerp;
  499. float4 frag(v2f_img i) : SV_Target
  500. {
  501. float4 src = tex2D( _A, i.uv );
  502. float4 des = tex2D( _B, i.uv );
  503. float4 c = ( ( 1.0 - ( 1.0 - src ) * ( 1.0 - des ) ) );
  504. if (_Lerp == 1)
  505. {
  506. float alpha = tex2D (_C, i.uv).r;
  507. c = lerp (des, c, alpha);
  508. }
  509. if( _Sat == 1 )
  510. c = saturate( c );
  511. return c;
  512. }
  513. ENDCG
  514. }
  515. Pass //vividlight
  516. {
  517. CGPROGRAM
  518. #include "UnityCG.cginc"
  519. #include "Preview.cginc"
  520. #pragma vertex vert_img
  521. #pragma fragment frag
  522. sampler2D _A;
  523. sampler2D _B;
  524. sampler2D _C;
  525. int _Sat;
  526. int _Lerp;
  527. float4 frag(v2f_img i) : SV_Target
  528. {
  529. float4 src = tex2D( _A, i.uv );
  530. float4 des = tex2D( _B, i.uv );
  531. float4 c = ( ( src > 0.5 ? ( des / max( ( 1.0 - src ) * 2.0 ,0.00001) ) : ( 1.0 - ( ( ( 1.0 - des ) * 0.5 ) / max(src,0.00001) ) ) ) );
  532. if (_Lerp == 1)
  533. {
  534. float alpha = tex2D (_C, i.uv).r;
  535. c = lerp (des, c, alpha);
  536. }
  537. if( _Sat == 1 )
  538. c = saturate( c );
  539. return c;
  540. }
  541. ENDCG
  542. }
  543. }
  544. }