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

View File

@@ -1,19 +1,23 @@
Shader "Oxysoft/Posterize" {
Properties {
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 {
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
#pragma exclude_renderers flash

View File

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