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

@@ -1,21 +1,25 @@
Shader "Oxysoft/Dither" {
Properties {
_Threshold ("Threshold", Float) = 0.45
_Strength ("Strength", Float) = 0.45
_Width ("Width", Int) = 0.45
_Height ("Height", Int) = 0.45
_Dither ("Dither", 2D) = "white" {}
_MainTex ("", 2D) = "white" {}
Shader "Oxysoft/Dither"
{
Properties
{
_Threshold("Threshold", Float) = 0.45
_Strength("Strength", Float) = 0.45
_Width("Width", Int) = 0.45
_Height("Height", Int) = 0.45
_Dither("Dither", 2D) = "white" {}
_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);
@@ -86,17 +94,19 @@ 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));
}
fixed4 frag (v2f_img i) : COLOR
fixed4 frag(v2f_img i) : COLOR
{
fixed3 col = tex2D (_MainTex, i.uv).rgb;
fixed3 col = tex2D(_MainTex, i.uv).rgb;
return fixed4(ditherPattern(i.pos.xy, col), 1.0);
}
ENDCG

View File

@@ -1,19 +1,23 @@
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 {
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11, Xbox360, OpenGL ES 2.0 because it uses unsized arrays
#pragma exclude_renderers flash
@@ -27,9 +31,9 @@ Shader "Oxysoft/Posterize" {
uniform int _Blue;
uniform sampler2D _MainTex;
fixed4 frag (v2f_img i) : COLOR
fixed4 frag(v2f_img i) : COLOR
{
fixed3 col = tex2D (_MainTex, i.uv).rgb;
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;

View File

@@ -1,17 +1,21 @@
Shader "Oxysoft/RetroPixelMax" {
Properties {
_ColorCount ("Color Count", Int) = 8
_MainTex ("", 2D) = "white" {}
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
@@ -24,18 +28,20 @@ Shader "Oxysoft/RetroPixelMax" {
uniform fixed4 _Colors[256];
uniform sampler2D _MainTex;
fixed4 frag (v2f_img i) : COLOR
fixed4 frag(v2f_img i) : COLOR
{
fixed3 original = tex2D (_MainTex, i.uv).rgb;
fixed3 original = tex2D(_MainTex, i.uv).rgb;
fixed4 col = fixed4 (0,0,0,0);
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;
}