Fix formatting on shaders

This commit is contained in:
Sweet Tini
2020-01-30 21:38:52 -05:00
parent afd03f2e3a
commit 19215a353c
3 changed files with 136 additions and 116 deletions

View File

@@ -1,44 +1,48 @@
Shader "Oxysoft/Posterize" {
Properties {
_Red ("Red", Int) = 8
_Green ("Green", Int) = 8
_Blue ("Blue", Int) = 8
_MainTex ("", 2D) = "white" {}
Shader "Oxysoft/Posterize"
{
Properties
{
_Red("Red", Int) = 8
_Green("Green", Int) = 8
_Blue("Blue", Int) = 8
_MainTex("", 2D) = "white" {}
}
SubShader {
SubShader
{
Lighting Off
ZTest Always
Cull Off
ZWrite Off
Fog { Mode Off }
Pass {
CGPROGRAM
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
#pragma exclude_renderers flash
#pragma vertex vert_img
#pragma fragment frag
#pragma exclude_renderers flash
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "UnityCG.cginc"
uniform int _Red;
uniform int _Green;
uniform int _Blue;
uniform sampler2D _MainTex;
uniform int _Red;
uniform int _Green;
uniform int _Blue;
uniform sampler2D _MainTex;
fixed4 frag (v2f_img i) : COLOR
{
fixed3 col = tex2D (_MainTex, i.uv).rgb;
fixed4 frag(v2f_img i) : COLOR
{
fixed3 col = tex2D(_MainTex, i.uv).rgb;
fixed4 c = fixed4(0.0, 0.0, 0.0, 1.0);
c.r = floor(col.r * _Red) / _Red;
c.g = floor(col.g * _Green) / _Green;
c.b = floor(col.b * _Blue) / _Blue;
return c;
}
ENDCG
}
}
ENDCG
}
}
FallBack "Diffuse"