Fix formatting on shaders
This commit is contained in:
@@ -1,5 +1,7 @@
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Shader "Oxysoft/Dither" {
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Shader "Oxysoft/Dither"
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Properties {
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{
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Properties
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{
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_Threshold("Threshold", Float) = 0.45
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_Threshold("Threshold", Float) = 0.45
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_Strength("Strength", Float) = 0.45
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_Strength("Strength", Float) = 0.45
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_Width("Width", Int) = 0.45
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_Width("Width", Int) = 0.45
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@@ -8,14 +10,16 @@ Shader "Oxysoft/Dither" {
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_MainTex("", 2D) = "white" {}
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_MainTex("", 2D) = "white" {}
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}
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}
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SubShader {
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SubShader
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{
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Lighting Off
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Lighting Off
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ZTest Always
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ZTest Always
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Cull Off
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Cull Off
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ZWrite Off
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ZWrite Off
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Fog { Mode Off }
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Fog { Mode Off }
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Pass {
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Pass
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{
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CGPROGRAM
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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#pragma exclude_renderers flash
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#pragma exclude_renderers flash
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@@ -32,15 +36,18 @@ Shader "Oxysoft/Dither" {
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uniform sampler2D _Dither;
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uniform sampler2D _Dither;
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uniform sampler2D _MainTex;
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uniform sampler2D _MainTex;
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float luma(fixed3 color) {
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float luma(fixed3 color)
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{
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return dot(color, fixed3(0.299, 0.587, 0.114));
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return dot(color, fixed3(0.299, 0.587, 0.114));
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}
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}
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float luma(fixed4 color) {
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float luma(fixed4 color)
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{
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return dot(color.rgb, fixed3(0.299, 0.587, 0.114));
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return dot(color.rgb, fixed3(0.299, 0.587, 0.114));
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}
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}
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fixed4 ditherBayer2(fixed2 position, float brightness) {
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fixed4 ditherBayer2(fixed2 position, float brightness)
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{
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int x = fmod(position.x, 4.0);
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int x = fmod(position.x, 4.0);
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int y = fmod(position.y, 4.0);
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int y = fmod(position.y, 4.0);
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@@ -72,7 +79,8 @@ Shader "Oxysoft/Dither" {
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return 1.0;
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return 1.0;
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}
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}
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fixed3 ditherPattern2(fixed2 position, float brightness) {
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fixed3 ditherPattern2(fixed2 position, float brightness)
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{
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int x = fmod(position.x, _Width);
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int x = fmod(position.x, _Width);
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int y = fmod(position.y, _Height);
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int y = fmod(position.y, _Height);
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@@ -86,11 +94,13 @@ Shader "Oxysoft/Dither" {
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return 1.0;
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return 1.0;
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}
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}
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fixed3 ditherBayer(fixed2 position, fixed3 col) {
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fixed3 ditherBayer(fixed2 position, fixed3 col)
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{
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return col * ditherBayer2(position, luma(col));
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return col * ditherBayer2(position, luma(col));
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}
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}
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fixed3 ditherPattern(fixed2 position, fixed3 col) {
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fixed3 ditherPattern(fixed2 position, fixed3 col)
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{
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return col * ditherPattern2(position, luma(col));
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return col * ditherPattern2(position, luma(col));
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}
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}
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@@ -1,19 +1,23 @@
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Shader "Oxysoft/Posterize" {
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Shader "Oxysoft/Posterize"
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Properties {
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{
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Properties
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{
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_Red("Red", Int) = 8
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_Red("Red", Int) = 8
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_Green("Green", Int) = 8
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_Green("Green", Int) = 8
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_Blue("Blue", Int) = 8
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_Blue("Blue", Int) = 8
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_MainTex("", 2D) = "white" {}
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_MainTex("", 2D) = "white" {}
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}
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}
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SubShader {
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SubShader
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{
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Lighting Off
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Lighting Off
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ZTest Always
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ZTest Always
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Cull Off
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Cull Off
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ZWrite Off
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ZWrite Off
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Fog { Mode Off }
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Fog { Mode Off }
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Pass {
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Pass
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{
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CGPROGRAM
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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#pragma exclude_renderers flash
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#pragma exclude_renderers flash
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@@ -1,17 +1,21 @@
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Shader "Oxysoft/RetroPixelMax" {
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Shader "Oxysoft/RetroPixelMax"
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Properties {
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{
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Properties
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{
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_ColorCount("Color Count", Int) = 8
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_ColorCount("Color Count", Int) = 8
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_MainTex("", 2D) = "white" {}
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_MainTex("", 2D) = "white" {}
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}
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}
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SubShader {
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SubShader
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{
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Lighting Off
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Lighting Off
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ZTest Always
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ZTest Always
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Cull Off
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Cull Off
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ZWrite Off
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ZWrite Off
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Fog { Mode Off }
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Fog { Mode Off }
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Pass {
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Pass
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{
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CGPROGRAM
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
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#pragma exclude_renderers flash
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#pragma exclude_renderers flash
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@@ -31,11 +35,13 @@ Shader "Oxysoft/RetroPixelMax" {
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fixed4 col = fixed4(0,0,0,0);
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fixed4 col = fixed4(0,0,0,0);
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fixed dist = 10000000.0;
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fixed dist = 10000000.0;
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for (int i = 0; i < _ColorCount; i++) {
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for (int i = 0; i < _ColorCount; i++)
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{
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fixed4 c = _Colors[i];
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fixed4 c = _Colors[i];
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fixed d = distance(original, c);
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fixed d = distance(original, c);
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if (d < dist) {
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if (d < dist)
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{
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dist = d;
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dist = d;
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col = c;
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col = c;
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}
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}
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