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UltimateFishing/Assets/Resources/shaders/beautifymobile.shader
2026-02-21 16:45:37 +08:00

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Shader "Beautify/BeautifyMobile" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_OverlayTex ("Overlay (RGB)", 2D) = "black" {}
_DoFTex ("DoF (RGBA)", any) = "black" {}
_Sharpen ("Sharpen Data", Vector) = (2.5,0.035,0.5,1)
_ColorBoost ("Color Boost Data", Vector) = (1.1,1.1,0.08,0)
_Dither ("Dither Data", Vector) = (5,0,0,1)
_FXColor ("FXColor Color", Vector) = (1,1,1,0)
_TintColor ("Tint Color Color", Vector) = (1,1,1,0)
_Vignetting ("Vignetting", Vector) = (0.3,0.3,0.3,0.05)
_VignettingAspectRatio ("Vignetting Aspect Ratio", Float) = 1
_VignettingMask ("Mask Texture (A)", 2D) = "white" {}
_Frame ("Frame Data", Vector) = (50,50,50,0)
_FrameMask ("Mask Texture (A)", 2D) = "white" {}
_Outline ("Outline", Vector) = (0,0,0,0.8)
_Dirt ("Dirt Data", Vector) = (0.5,0.5,0.5,0.5)
_Bloom ("Bloom Data", Vector) = (0.5,0,0,1)
_BloomTex ("BloomTex (RGBA)", any) = "black" {}
_BloomWeights ("Bloom Weights", Vector) = (0.35,0.55,0.7,0.8)
_BloomWeights2 ("Bloom Weights 2", Vector) = (0.35,0.55,0.7,0.8)
_ScreenLum ("Luminance Tex (RGBA)", any) = "black" {}
_CompareParams ("Compare Params", Vector) = (0.7853982,0.001,0,0)
_AFTint ("Anamorphic Flares Tint", Vector) = (1,1,1,0.5)
_BokehData ("Bokeh Data", Vector) = (10,1,0,1)
_DepthTexture ("Depth (RGBA)", 2D) = "black" {}
_DofExclusionTexture ("DoF Exclusion (R)", 2D) = "white" {}
_BokehData2 ("Bokeh Data 2", Vector) = (1000,4,0,0)
_BokehData3 ("Bokeh Data 3", Vector) = (1000,100000,0,1)
_EyeAdaptation ("Eye Adaptation Data", Vector) = (0.1,2,0.7,1)
_Purkinje ("Purkinje Data", Vector) = (1,0.15,0,1)
_BloomDepthTreshold ("Bloom Depth Threshold", Float) = 1
_SunPos ("SunFlares Sun Screen Position", Vector) = (0.5,0.5,0,0)
_SunData ("SunFlares Sun Data", Vector) = (0.1,0.05,3.5,0.13)
_SunCoronaRays1 ("SunFlares Corona Rays 1 Data", Vector) = (0.02,12,0.001,0)
_SunCoronaRays2 ("SunFlares Corona Rays 2 Data", Vector) = (0.05,12,0.1,0)
_SunGhosts1 ("SunFlares Ghosts 1 Data", Vector) = (0,0.03,0.6,0.06)
_SunGhosts2 ("SunFlares Ghosts 2 Data", Vector) = (0,0.1,0.2,0.03)
_SunHalo ("SunFlares Halo Data", Vector) = (0.22,15.1415,1,1)
_SunTint ("Sun Flare Tint Color", Vector) = (1,1,1,1)
_CompareTex ("Compare Image (RGB)", any) = "black" {}
_BlurScale ("Blur Scale", Float) = 1
_LUTTex ("Lut Texture (RGB)", 2D) = "white" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
}