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@smokelore
Created October 23, 2017 17:51
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Shader "CookbookShaders/Ch08/Blend Mode/OverlayImageEffect.shader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendOpacity ("Blend Opacity", Range(0, 1)) = 1
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
// declare corresponding CGPROGRAM variables
uniform sampler2D _MainTex;
uniform sampler2D _BlendTex;
fixed _BlendOpacity;
fixed OverlayBlendMode(fixed basePixel, fixed blendPixel)
{
if (basePixel < 0.5)
{
return (2.0 * basePixel * blendPixel);
}
else
{
return (1.0 - 2.0 * (1.0 - basePixel) * (1.0 - blendPixel));
}
}
fixed4 frag(v2f_img i) : COLOR
{
// Get the colors from the RenderTexture and the UVs from the v2f_img struct
fixed4 renderTex = tex2D(_MainTex, i.uv);
fixed4 blendTex = tex2D(_BlendTex, i.uv);
// perform Overlay blend mode
fixed4 blendedTex = renderTex;
blendedTex.r = OverlayBlendMode(renderTex.r, blendTex.r);
blendedTex.g = OverlayBlendMode(renderTex.g, blendTex.g);
blendedTex.b = OverlayBlendMode(renderTex.b, blendTex.b);
// lerp between no blending and full blending
renderTex = lerp(renderTex, blendedTex, _BlendOpacity);
return renderTex;
}
ENDCG
}
}
}
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