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July 11, 2018 21:34
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FPS shader
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Shader "Kawashirov/FPS" | |
{ | |
Properties { _DigitsTex ("Digits", 2D) = "white" {} } | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; | |
sampler2D _DigitsTex; | |
v2f vert (float4 vertex : POSITION, float2 uv : TEXCOORD0) { v2f o; o.vertex = UnityObjectToClipPos(vertex); o.uv = uv; return o; } | |
fixed4 frag (v2f i) : SV_Target { | |
uint fps = round(unity_DeltaTime.w); | |
half4 tex = tex2D(_DigitsTex, half2(frac(i.uv.x * 2) / 10 + half((i.uv.x > 0.5 ? fps : (fps / 10)) % 10) / 10, i.uv.y)); | |
half4 grad = lerp(half4(1,0,0,1), half4(0,1,0,1), unity_DeltaTime.w / 91.0h); | |
return tex * grad; | |
} | |
ENDCG | |
} | |
} | |
} |
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