added animation package and made small changes

This commit is contained in:
Lorenzo
2022-12-06 17:46:58 +01:00
parent 564ec183d7
commit 3f3323449f
3440 changed files with 12815908 additions and 344 deletions

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// =================================
// Namespaces.
// =================================
using UnityEngine;
// =================================
// Define namespace.
// =================================
namespace MirzaBeig
{
namespace Shaders
{
namespace ImageEffects
{
// =================================
// Classes.
// =================================
[ExecuteInEditMode]
[System.Serializable]
public class Sharpen : IEBase
{
// =================================
// Nested classes and structures.
// =================================
// ...
// =================================
// Variables.
// =================================
// ...
[Range(-2.0f, 2.0f)]
public float strength = 0.5f;
// ...
[Range(0.0f, 8.0f)]
public float edgeMult = 0.2f;
// =================================
// Functions.
// =================================
// ...
void Awake()
{
shader = Shader.Find("Hidden/Mirza Beig/Image Effects/Sharpen");
}
// ...
void Start()
{
}
// ...
void Update()
{
}
// ...
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
material.SetFloat("_strength", strength);
material.SetFloat("_edgeMult", edgeMult);
// ...
blit(source, destination);
}
// =================================
// End functions.
// =================================
}
// =================================
// End namespace.
// =================================
}
}
}
// =================================
// --END-- //
// =================================

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Shader "Hidden/Mirza Beig/Image Effects/Sharpen"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
//_strength ("Strength", Range(0.0, 1.0)) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
// ...
uniform sampler2D _MainTex;
uniform float _strength;
uniform float _edgeMult;
// ...
float4 frag (v2f_img image) : SV_Target
{
float4 textureColour = tex2D(_MainTex, image.uv);
// x9 because colour is subtracted 8 times as well as the base.
float4 sharpenedTextureColour = textureColour * 9.0f;
// Offset distance proportional to texture size (usually same as screen size).
float4 offset = 1.0f / (_ScreenParams / _edgeMult);
// Begin offsets counter-clockwise.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(offset.x, offset.y)); // Top right.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(0.0f, offset.y)); // Up.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(-offset.x, offset.y)); // Top left.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(-offset.x, 0.0f)); // Left.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(-offset.x, -offset.y)); // Bottom left.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(0.0f, -offset.y)); // Bottom.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(offset.x, -offset.y)); // Bottom right.
sharpenedTextureColour -= tex2D(_MainTex, image.uv + float2(offset.x, 0.0f)); // Right.
// Return mix between original and sharpened.
return lerp(textureColour, sharpenedTextureColour, _strength);
}
ENDCG
}
}
}

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