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| 814 |
using UnityEngine;
using System.Collections;
namespace BeautifyEffect
{
public class CameraAnimator : MonoBehaviour
{
// Update is called once per frame
void Update ()
{
transform.Rotate(new Vector3(0,0, Time.deltaTime * 10f));
}
}
}
|
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| 816 |
// Copyright 2016-2018 Kronnect - All Rights Reserved.
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CompareTex);
uniform float4 _MainTex_TexelSize;
uniform float4 _MainTex_ST;
uniform fixed4 _ColorBoost; // x = Brightness, y = Contrast, z = Saturate, w = Daltonize;
uniform fixed4 _Sharpen;
uniform float4 _CompareParams;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float2 uvN: TEXCOORD1;
float2 uvS: TEXCOORD2;
float2 uvW: TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct v2fCompare {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float2 uvNonStereo: TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2fCompare vertCompare(appdata v) {
v2fCompare o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uvNonStereo = v.texcoord;
return o;
}
v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
float3 uvInc = float3(_MainTex_TexelSize.x, _MainTex_TexelSize.y, 0);
o.uvN = o.uv + uvInc.zy;
o.uvS = o.uv - uvInc.zy;
o.uvW = o.uv - uvInc.xz;
return o;
}
inline fixed getLuma(fixed3 rgb) {
const fixed3 lum = fixed3(0.299, 0.587, 0.114);
return dot(rgb, lum);
}
void beautifyPassFast(v2f i, inout fixed3 rgbM) {
fixed3 rgbN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uvN).rgb;
fixed3 rgbS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uvS).rgb;
fixed3 rgbW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uvW).rgb;
fixed lumaM = getLuma(rgbM);
fixed lumaN = getLuma(rgbN);
fixed lumaW = getLuma(rgbW);
fixed lumaS = getLuma(rgbS);
fixed maxLuma = max(lumaN,lumaS);
maxLuma = max(maxLuma, lumaW);
fixed minLuma = min(lumaN,lumaS);
minLuma = min(minLuma, lumaW) - 0.000001;
fixed lumaPower = 2 * lumaM - minLuma - maxLuma;
fixed lumaAtten = saturate(_Sharpen.w / (maxLuma - minLuma));
rgbM *= 1.0 + clamp(lumaPower * lumaAtten * _Sharpen.x, -_Sharpen.z, _Sharpen.z);
fixed3 maxComponent = max(rgbM.r, max(rgbM.g, rgbM.b));
fixed3 minComponent = min(rgbM.r, min(rgbM.g, rgbM.b));
fixed sat = saturate(maxComponent - minComponent);
rgbM *= 1.0 + _ColorBoost.z * (1.0 - sat) * (rgbM - getLuma(rgbM));
rgbM = (rgbM - 0.5.xxx) * _ColorBoost.y + 0.5.xxx;
rgbM *= _ColorBoost.x;
}
fixed4 fragBeautifyFast (v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
fixed4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
beautifyPassFast(i, pixel.rgb);
return pixel;
}
fixed4 fragCompareFast (v2fCompare i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
// separator line + antialias
float2 dd = i.uvNonStereo - 0.5.xx;
float co = dot(_CompareParams.xy, dd);
float dist = distance( _CompareParams.xy * co, dd );
float4 aa = saturate( (_CompareParams.w - dist) / abs(_MainTex_TexelSize.y) );
fixed4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
fixed4 pixelNice = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CompareTex, i.uv);
// are we on the beautified side?
fixed t = dot(dd, _CompareParams.yz) > 0;
pixel = lerp(pixel, pixelNice, t);
return pixel + aa;
}
|
jynew/jyx2/Assets/3DScene/Post_Processing/Beautify/Resources/Shaders/BeautifyBasic.cginc/0
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| 817 |
#if defined(BEAUTIFY_ORTHO)
#if UNITY_REVERSED_Z
#define Linear01Depth(x) (1.0-x)
#define LinearEyeDepth(x) (1.0-x) * _ProjectionParams.z
#else
#define Linear01Depth(x) (x)
#define LinearEyeDepth(x) (x * _ProjectionParams.z)
#endif
#endif
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| 827 |
////////////////////////////////////////////
// CameraFilterPack - by VETASOFT 2018 /////
////////////////////////////////////////////
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/AAA/Blood")]
public class CameraFilterPack_AAA_Blood : MonoBehaviour {
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
[Range(0, 128)]
public float Blood1 = 0f;
[Range(0, 128)]
public float Blood2 = 0f;
[Range(0, 128)]
public float Blood3 = 0f;
[Range(0, 128)]
public float Blood4 = 1f;
[Range(0, 0.004f)]
public float LightReflect = 0.002f;
private Material SCMaterial;
private Texture2D Texture2;
#endregion
#region Properties
Material material
{
get
{
if(SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start ()
{
Texture2 = Resources.Load ("CameraFilterPack_AAA_Blood1") as Texture2D;
SCShader = Shader.Find("CameraFilterPack/AAA_Blood");
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
if(SCShader != null)
{
TimeX+=Time.deltaTime;
if (TimeX>100) TimeX=0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Value", LightReflect);
material.SetFloat("_Value2", Blood1);
material.SetFloat("_Value3", Blood2);
material.SetFloat("_Value4", Blood3);
material.SetFloat("_Value5", Blood4);
material.SetTexture("_MainTex2", Texture2);
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update ()
{
#if UNITY_EDITOR
if (Application.isPlaying!=true)
{
SCShader = Shader.Find("CameraFilterPack/AAA_Blood");
Texture2 = Resources.Load ("CameraFilterPack_AAA_Blood1") as Texture2D;
}
#endif
}
void OnDisable ()
{
if(SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}
|
jynew/jyx2/Assets/3DScene/Post_Processing/Camera Filter Pack/Scripts/CameraFilterPack_AAA_Blood.cs/0
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| 828 |
////////////////////////////////////////////
// CameraFilterPack - by VETASOFT 2018 /////
////////////////////////////////////////////
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/Blur/Radial")]
public class CameraFilterPack_Blur_Radial : MonoBehaviour {
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
private Material SCMaterial;
[Range(-0.5f, 0.5f)]
public float Intensity = 0.125f;
[Range(-2f, 2f)]
public float MovX = 0.5f;
[Range(-2f, 2f)]
public float MovY = 0.5f;
[Range(0f, 10f)]
private float blurWidth = 1f;
#endregion
#region Properties
Material material
{
get
{
if(SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start ()
{
SCShader = Shader.Find("CameraFilterPack/Blur_Radial");
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
if(SCShader != null)
{
TimeX+=Time.deltaTime;
if (TimeX>100) TimeX=0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Value", Intensity);
material.SetFloat("_Value2", MovX);
material.SetFloat("_Value3", MovY);
material.SetFloat("_Value4", blurWidth );
material.SetVector("_ScreenResolution",new Vector4(sourceTexture.width,sourceTexture.height,0.0f,0.0f));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update ()
{
#if UNITY_EDITOR
if (Application.isPlaying!=true)
{
SCShader = Shader.Find("CameraFilterPack/Blur_Radial");
}
#endif
}
void OnDisable ()
{
if(SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}
|
jynew/jyx2/Assets/3DScene/Post_Processing/Camera Filter Pack/Scripts/CameraFilterPack_Blur_Radial.cs/0
|
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| 829 |
////////////////////////////////////////////
// CameraFilterPack - by VETASOFT 2018 /////
////////////////////////////////////////////
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/Distortion/ShockWave Manual")]
public class CameraFilterPack_Distortion_ShockWaveManual : MonoBehaviour {
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
private Material SCMaterial;
[Range(-1.5f, 1.5f)]
public float PosX = 0.5f;
[Range(-1.5f, 1.5f)]
public float PosY = 0.5f;
[Range(-0.1f, 2f)]
public float Value = 0.5f;
[Range(0f, 10f)]
public float Size = 1f;
#endregion
#region Properties
Material material
{
get
{
if(SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start ()
{
SCShader = Shader.Find("CameraFilterPack/Distortion_ShockWaveManual");
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
if(SCShader != null)
{
TimeX+=Time.deltaTime;
if (TimeX>100) TimeX=0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Value", PosX);
material.SetFloat("_Value2", PosY);
material.SetFloat("_Value3", Value);
material.SetFloat("_Value4", Size);
material.SetVector("_ScreenResolution",new Vector4(sourceTexture.width,sourceTexture.height,0.0f,0.0f));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update ()
{
#if UNITY_EDITOR
if (Application.isPlaying!=true)
{
SCShader = Shader.Find("CameraFilterPack/Distortion_ShockWaveManual");
}
#endif
}
void OnDisable ()
{
if(SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}
|
jynew/jyx2/Assets/3DScene/Post_Processing/Camera Filter Pack/Scripts/CameraFilterPack_Distortion_ShockWaveManual.cs/0
|
{
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| 830 |
////////////////////////////////////////////
// CameraFilterPack - by VETASOFT 2018 /////
////////////////////////////////////////////
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/Drawing/Manga_FlashWhite")]
public class CameraFilterPack_Drawing_Manga_FlashWhite : MonoBehaviour {
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
private Material SCMaterial;
[Range(1f, 10f)]
public float Size = 1f;
[Range(0, 30)]
public int Speed = 5;
[Range(-1f, 1f)]
public float PosX = 0.5f;
[Range(-1f, 1f)]
public float PosY = 0.5f;
[Range(0f, 1f)]
public float Intensity = 1f;
#endregion
#region Properties
Material material
{
get
{
if(SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start ()
{
SCShader = Shader.Find("CameraFilterPack/Drawing_Manga_FlashWhite");
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
if(SCShader != null)
{
TimeX+=Time.deltaTime;
if (TimeX>100) TimeX=0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Value", Size);
material.SetFloat("_Value2", (float)Speed);
material.SetFloat("_Value3", PosX);
material.SetFloat("_Value4", PosY);
material.SetFloat("_Intensity", Intensity);
material.SetVector("_ScreenResolution",new Vector4(sourceTexture.width,sourceTexture.height,0.0f,0.0f));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update ()
{
#if UNITY_EDITOR
if (Application.isPlaying!=true)
{
SCShader = Shader.Find("CameraFilterPack/Drawing_Manga_FlashWhite");
}
#endif
}
void OnDisable ()
{
if(SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}
|
jynew/jyx2/Assets/3DScene/Post_Processing/Camera Filter Pack/Scripts/CameraFilterPack_Drawing_Manga_FlashWhite.cs/0
|
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}
| 831 |
////////////////////////////////////////////
// CameraFilterPack - by VETASOFT 2018 /////
////////////////////////////////////////////
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/FX/Earth Quake")]
public class CameraFilterPack_FX_EarthQuake : MonoBehaviour {
#region Variables
public Shader SCShader;
private float TimeX = 1.0f;
private Material SCMaterial;
[Range(0f, 100f)]
public float Speed = 15f;
[Range(0f, 0.2f)]
public float X = 0.008f;
[Range(0f, 0.2f)]
public float Y = 0.008f;
[Range(0f, 0.2f)]
private float Value4 = 1f;
#endregion
#region Properties
Material material
{
get
{
if(SCMaterial == null)
{
SCMaterial = new Material(SCShader);
SCMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return SCMaterial;
}
}
#endregion
void Start ()
{
SCShader = Shader.Find("CameraFilterPack/FX_EarthQuake");
if(!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
{
if(SCShader != null)
{
TimeX+=Time.deltaTime;
if (TimeX>100) TimeX=0;
material.SetFloat("_TimeX", TimeX);
material.SetFloat("_Value", Speed);
material.SetFloat("_Value2", X);
material.SetFloat("_Value3", Y);
material.SetFloat("_Value4", Value4);
material.SetVector("_ScreenResolution",new Vector4(sourceTexture.width,sourceTexture.height,0.0f,0.0f));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
void Update ()
{
#if UNITY_EDITOR
if (Application.isPlaying!=true)
{
SCShader = Shader.Find("CameraFilterPack/FX_EarthQuake");
}
#endif
}
void OnDisable ()
{
if(SCMaterial)
{
DestroyImmediate(SCMaterial);
}
}
}
|
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| 846 |
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