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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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 // 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; }
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//////////////////////////////////////////// // 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); } } }
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//////////////////////////////////////////// // 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); } } }
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//////////////////////////////////////////// // 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); } } }
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//////////////////////////////////////////// // 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); } } }
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//////////////////////////////////////////// // 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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