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

@@ -1,5 +1,7 @@
Shader "Oxysoft/Dither" { Shader "Oxysoft/Dither"
Properties { {
Properties
{
_Threshold("Threshold", Float) = 0.45 _Threshold("Threshold", Float) = 0.45
_Strength("Strength", Float) = 0.45 _Strength("Strength", Float) = 0.45
_Width("Width", Int) = 0.45 _Width("Width", Int) = 0.45
@@ -8,14 +10,16 @@ Shader "Oxysoft/Dither" {
_MainTex("", 2D) = "white" {} _MainTex("", 2D) = "white" {}
} }
SubShader { SubShader
{
Lighting Off Lighting Off
ZTest Always ZTest Always
Cull Off Cull Off
ZWrite Off ZWrite Off
Fog { Mode Off } Fog { Mode Off }
Pass { Pass
{
CGPROGRAM CGPROGRAM
// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays // Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
#pragma exclude_renderers flash #pragma exclude_renderers flash
@@ -32,15 +36,18 @@ Shader "Oxysoft/Dither" {
uniform sampler2D _Dither; uniform sampler2D _Dither;
uniform sampler2D _MainTex; uniform sampler2D _MainTex;
float luma(fixed3 color) { float luma(fixed3 color)
{
return dot(color, fixed3(0.299, 0.587, 0.114)); return dot(color, fixed3(0.299, 0.587, 0.114));
} }
float luma(fixed4 color) { float luma(fixed4 color)
{
return dot(color.rgb, fixed3(0.299, 0.587, 0.114)); return dot(color.rgb, fixed3(0.299, 0.587, 0.114));
} }
fixed4 ditherBayer2(fixed2 position, float brightness) { fixed4 ditherBayer2(fixed2 position, float brightness)
{
int x = fmod(position.x, 4.0); int x = fmod(position.x, 4.0);
int y = fmod(position.y, 4.0); int y = fmod(position.y, 4.0);
@@ -72,7 +79,8 @@ Shader "Oxysoft/Dither" {
return 1.0; return 1.0;
} }
fixed3 ditherPattern2(fixed2 position, float brightness) { fixed3 ditherPattern2(fixed2 position, float brightness)
{
int x = fmod(position.x, _Width); int x = fmod(position.x, _Width);
int y = fmod(position.y, _Height); int y = fmod(position.y, _Height);
@@ -86,11 +94,13 @@ Shader "Oxysoft/Dither" {
return 1.0; return 1.0;
} }
fixed3 ditherBayer(fixed2 position, fixed3 col) { fixed3 ditherBayer(fixed2 position, fixed3 col)
{
return col * ditherBayer2(position, luma(col)); return col * ditherBayer2(position, luma(col));
} }
fixed3 ditherPattern(fixed2 position, fixed3 col) { fixed3 ditherPattern(fixed2 position, fixed3 col)
{
return col * ditherPattern2(position, luma(col)); return col * ditherPattern2(position, luma(col));
} }

View File

@@ -1,19 +1,23 @@
Shader "Oxysoft/Posterize" { Shader "Oxysoft/Posterize"
Properties { {
Properties
{
_Red("Red", Int) = 8 _Red("Red", Int) = 8
_Green("Green", Int) = 8 _Green("Green", Int) = 8
_Blue("Blue", Int) = 8 _Blue("Blue", Int) = 8
_MainTex("", 2D) = "white" {} _MainTex("", 2D) = "white" {}
} }
SubShader { SubShader
{
Lighting Off Lighting Off
ZTest Always ZTest Always
Cull Off Cull Off
ZWrite Off ZWrite Off
Fog { Mode Off } Fog { Mode Off }
Pass { Pass
{
CGPROGRAM CGPROGRAM
// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays // Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
#pragma exclude_renderers flash #pragma exclude_renderers flash

View File

@@ -1,17 +1,21 @@
Shader "Oxysoft/RetroPixelMax" { Shader "Oxysoft/RetroPixelMax"
Properties { {
Properties
{
_ColorCount("Color Count", Int) = 8 _ColorCount("Color Count", Int) = 8
_MainTex("", 2D) = "white" {} _MainTex("", 2D) = "white" {}
} }
SubShader { SubShader
{
Lighting Off Lighting Off
ZTest Always ZTest Always
Cull Off Cull Off
ZWrite Off ZWrite Off
Fog { Mode Off } Fog { Mode Off }
Pass { Pass
{
CGPROGRAM CGPROGRAM
// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays // Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
#pragma exclude_renderers flash #pragma exclude_renderers flash
@@ -31,11 +35,13 @@ Shader "Oxysoft/RetroPixelMax" {
fixed4 col = fixed4(0,0,0,0); fixed4 col = fixed4(0,0,0,0);
fixed dist = 10000000.0; fixed dist = 10000000.0;
for (int i = 0; i < _ColorCount; i++) { for (int i = 0; i < _ColorCount; i++)
{
fixed4 c = _Colors[i]; fixed4 c = _Colors[i];
fixed d = distance(original, c); fixed d = distance(original, c);
if (d < dist) { if (d < dist)
{
dist = d; dist = d;
col = c; col = c;
} }