add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,71 @@
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Shader "Custom/Night Vision" {
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Properties
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{
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_Color("Color", Color) = (0,1,0,1)
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_MainTex ("Texture", 2D) = "white" {}
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_Range("Range", Float) = 0.01
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_ColorMultiplier("Color Multiplier", Float) = 1
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_ColorMask("Color Mask", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float2 uv_depth : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.uv_depth = v.uv;
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return o;
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}
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sampler2D _MainTex;
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sampler2D _ColorMask;
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sampler2D_float _CameraDepthTexture;
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float _Range;
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float _ColorMultiplier;
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fixed4 _Color;
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fixed lum(fixed3 color) {
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//Source: http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color
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return 0.299*color.r + 0.587*color.g + 0.114*color.b;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float depth = DecodeFloatRG(tex2D(_CameraDepthTexture, i.uv));
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float linearDepth = Linear01Depth(depth); // 1 is close, 0 is far after being flipped
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linearDepth = max(0, (_Range - linearDepth) / _Range);
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 mask = tex2D(_ColorMask, i.uv);
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// just invert the colors
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fixed color = (lum(col) * _ColorMultiplier) + linearDepth;
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return _Color * color * mask;
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}
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ENDCG
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}
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}
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}
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