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| using UnityEngine; | |
| // Attach this code to the camera | |
| public class CameraEffect : MonoBehaviour | |
| { | |
| public Material m_renderMaterial; | |
| void OnRenderImage(RenderTexture source, RenderTexture destination) | |
| { | |
| Graphics.Blit(source, destination, m_renderMaterial); | |
| } | |
| } |
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| Shader "Unlit/SimpleCRT" | |
| { | |
| Properties | |
| { | |
| [HideInInspector] _MainTex ("Texture", 2D) = "white" {} | |
| _Value ("Value", float) = 0.5 | |
| [Toggle] _Vertical("Vertical", int) = 0 | |
| [Toggle] _RGB("rgb", int) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 100 | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "UnityCG.cginc" | |
| sampler2D _MainTex; | |
| float4 _MainTex_ST; | |
| float _Value; | |
| int _Vertical; | |
| int _RGB; | |
| struct MeshData | |
| { | |
| float4 vertex : POSITION; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| struct Interpolators | |
| { | |
| float2 uv : TEXCOORD0; | |
| float4 vertex : SV_POSITION; | |
| }; | |
| Interpolators vert (MeshData v) | |
| { | |
| Interpolators o; | |
| o.vertex = UnityObjectToClipPos(v.vertex); | |
| o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
| return o; | |
| } | |
| fixed4 rgb(uint scan) | |
| { | |
| if (fmod(scan, 3) == 0) | |
| return float4(1, _Value, _Value, 1); | |
| else if (fmod(scan + 1, 3) == 0) | |
| return float4(_Value, 1, _Value, 1); | |
| else if (fmod(scan + 2, 3) == 0) | |
| return float4(_Value, _Value, 1, 1); | |
| else | |
| return 1; | |
| } | |
| fixed mono(uint scan) | |
| { | |
| if (fmod(scan, 2) == 0) | |
| return float4(_Value, _Value, _Value, 1); | |
| else | |
| return 1; | |
| } | |
| fixed4 frag(Interpolators i) : SV_Target | |
| { | |
| fixed4 col = tex2D(_MainTex, i.uv); | |
| float scan = 0; | |
| if (_Vertical) | |
| scan = i.uv.x * _ScreenParams.x; | |
| else | |
| scan = i.uv.y * _ScreenParams.y; | |
| if (_RGB) | |
| return col * rgb(scan); | |
| else | |
| return col * mono(scan); | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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Vertical RGB Scanlines

Horizontal Mono Scanlines
