Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by dousi96 · May 19, 2016 at 06:42 PM · camerashadersimage effectsmobileoptimizationimage-effects

CRT Shader how optimize?!

Hi everyone,

I'm working on a new update of "Space Squids" for mobile plattforms and i have a big problem with a image effect it returns me a black screen on Windows Phone 8.1 (lumia 925) but everythig is working on an iphone 4s and 6s.

I've followed the instructions of this post on Gamasutra to create the "CRT" shader (because i'm a noob with shaders and image effects), and i've attached it and 2 other image effects to my camera.

alt text

this is the result in game:

alt text

Shader:

 Shader "Custom/CRTShader"
 {
     Properties{
         _MainTex("Base (RGB)", 2D) = "white" {}
         _VertsColor("Verts fill color", Float) = 0
         _VertsColor2("Verts fill color 2", Float) = 0
         _Contrast("Contrast", Float) = 0
         _Br("Brightness", Float) = 0
     }
 
         SubShader{
         Pass{
         ZTest Always Cull Off ZWrite Off Fog{ Mode off }
 
         CGPROGRAM
 
 #pragma vertex vert
 #pragma fragment frag
 #pragma fragmentoption ARB_precision_hint_fastest
 #include "UnityCG.cginc"
 #pragma target 3.0
 
     struct v2f
     {
         float4 pos      : POSITION;
         float2 uv       : TEXCOORD0;
         float4 scr_pos : TEXCOORD1;
     };
 
     uniform sampler2D _MainTex;
     uniform float _VertsColor;
     uniform float _VertsColor2;
     uniform float _Contrast;
     uniform float _Br;
 
     v2f vert(appdata_img v)
     {
         v2f o;
         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
         o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord);
         o.scr_pos = ComputeScreenPos(o.pos);
         
         return o;
     }
 
     half4 frag(v2f i) : COLOR
     {
         half4 color = tex2D(_MainTex, i.uv);
         float2 ps = i.scr_pos.xy *_ScreenParams.xy / i.scr_pos.w;
         int pp = ps.x % 3;        
 
         float4 muls = float4(0, 0, 0, 1);
         if (pp == 1) { muls.r = 1; muls.g = _VertsColor2; }
         else
             if (pp == 2) { muls.g = 1; muls.b = _VertsColor2; }
             else
             {
                 muls.b = 1; muls.r = _VertsColor2;
             }
         color = color * muls;
 
         color += (_Br / 255);
         color = color - _Contrast * (color - 1.0) * color *(color - 0.5);
         
         
         return color;
     }
 
         ENDCG
     }
     }
         FallBack "Diffuse"
 }

c# script effect

 using UnityEngine;
 
 [ExecuteInEditMode]
 [RequireComponent(typeof(Camera))]
 
 public class TVShader : MonoBehaviour
 {
     public Shader shader;
     private Material _material;
 
     [Range(0, 1)]
     public float verts_force = 0.0f;
     [Range(0, 1)]
     public float verts_force_2 = 0.0f;
 
     [Range(-3, 20)]
     public float contrast = 0.0f;
     [Range(-200, 200)]
     public float brightness = 0.0f;
 
     protected Material material
     {
         get
         {
             if (_material == null)
             {
                 _material = new Material(shader);
                 _material.hideFlags = HideFlags.HideAndDontSave;
             }
             return _material;
         }
     }
 
     private void OnRenderImage(RenderTexture source, RenderTexture destination)
     {
         if (shader == null) return;
         Material mat = material;
         mat.SetFloat("_VertsColor", 1 - verts_force);
         mat.SetFloat("_VertsColor2", 1 - verts_force_2);
         mat.SetFloat("_Contrast", contrast);
         mat.SetFloat("_Br", brightness);
         Graphics.Blit(source, destination, mat,0);
     }
 
     void OnDisable()
     {
         if (_material)
         {
             DestroyImmediate(_material);
         }
     }
 }

i've read in the last lines on the post that i can optimize the shader with a texture "method" how can i do that??

I NEED to fix it on windows phone? anyone can help me?

i'd like to optimize this "camera settings" but without modify the result.

Thanks guys! (srry for my terrible english)

img-25172.png (361.9 kB)
camera.png (32.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by kekel2ms · May 03, 2018 at 12:46 PM

just change COLOR to SV_TARGET in your shader script

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

64 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple stacked cameras + Edge Detection Image Effect? 0 Answers

Shader normals modification different in build 1 Answer

Render Texture not capturing Image Effect Shaders on ARCamera 1 Answer

Image effects not applying to FPS controller camera in run mode 0 Answers

Can an image effect work on vertices displaced by other shaders? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges