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Question by TigrisGames · Nov 24, 2020 at 06:37 PM · camerashadershadersimage effectsanti-aliasing

screen flipped upside down [image effect]

i'm using 2 image effects. when i enable both of them , the screen is flipped on y .i know it is about using #if UNITY_UV_STARTS_AT_TOP but i'm not an expret in shader. any help

shader 1 :

 Shader "Chromatic Aberration"
 {
     Properties
     {
         [HideInInspector]
         _MainTex ("Texture", 2D) = "white" {}
         _amount ("Amount",Range(0.0,0.01)) = 0.005
     }
     Subshader
     {    
         Pass
         {
             CGPROGRAM
             #pragma vertex vertex_shader
             #pragma fragment pixel_shader
             #pragma target 3.0
 
             sampler2D _MainTex;
             float _amount;
                         float4 _RenderedScene_TexelSize;
 
             
             struct structure
             {
                 float4 vertex : SV_POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             structure vertex_shader (float4 vertex:POSITION, float2 uv:TEXCOORD0)
             {
                 structure vs;
                 vs.vertex = UnityObjectToClipPos (vertex);
                 vs.uv = uv;
 
                 return vs;
             }
 
             float4 pixel_shader (structure ps) : COLOR
             {
                 float2 uv = ps.uv.xy;
                 float3 color;
                 color.r = tex2D( _MainTex, float2(uv.x+_amount,uv.y) ).r;
                 color.g = tex2D( _MainTex, uv ).g;
                 color.b = tex2D( _MainTex, float2(uv.x-_amount,uv.y) ).b;
                 color *= (1.0 - _amount* 0.5);        
 
     
                 return float4(color,1.0);        
             }
             ENDCG
         }
     }
 }

shader 2 :

 Shader "The Developer/SS Texture Based Outline"
 {
     Properties
     {
         _OutlineColor("Outline Color", Color) = (1,1,1,1)
         _OutlineThreshold("Outline Threshold", Float) = 3
         _OutlineWidth("Outline Width", Float) = 2
         _EdgeStrengthen ("Edge Strengthen", Float) = 2
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         // No culling or depth
         // Cull Off ZWrite Off ZTest Always
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float3 normal : NORMAL;
             };    
 
             struct v2f
             {
                 float4 position : POSITION;
                 float4 screenPos : TEXCOORD0;
             };
 
             fixed4 _OutlineColor;
             half _OutlineThreshold;
             half _OutlineWidth;
             half _EdgeStrengthen;
             sampler2D _CameraDepthTexture;
             sampler2D _MainTex;
             float4 _RenderedScene_TexelSize;
 
             v2f vert(appdata input)
             {
                 v2f output;
 
                 output.position = UnityObjectToClipPos(input.vertex);
                 output.screenPos = output.position;
                 return output;
             }
 
             #define PSL01UVC(tex, uv1, uv2) pow(\
                 (tex2D(tex, uv1) - tex2D(tex, uv2)) * _EdgeStrengthen, \
                 2)
 
             float4 outline;
             half4 pixel;
             half2 uv;
             half onePixelW, onePixelH;
             fixed i;
             void OutlinePixel(sampler2D tex){
                 outline = 0;
                 for(i = 1 ; i <= _OutlineWidth ; ++i)
                     outline += 
                             PSL01UVC(tex, half2(uv.x - i * onePixelW, uv.y), 
                                           half2(uv.x + i * onePixelW, uv.y)) + 
 
                             PSL01UVC(tex, half2(uv.x, uv.y + i * onePixelH), 
                                           half2(uv.x, uv.y - i * onePixelH)) + 
 
                             PSL01UVC(tex, half2(uv.x - i * onePixelW, uv.y - i * onePixelH), 
                                           half2(uv.x + i * onePixelW, uv.y + i * onePixelH)) + 
 
                             PSL01UVC(tex, half2(uv.x - i * onePixelW, uv.y + i * onePixelH), 
                                           half2(uv.x + i * onePixelW, uv.y - i * onePixelH));
             }
 
             half4 frag(v2f input) : SV_Target
             {    
                 uv = input.screenPos.xy / input.screenPos.w;
                 uv.x = (uv.x + 1) * .5;
                 uv.y = (uv.y + 1) * .5;
 
                 pixel = tex2D(_MainTex, uv);
 
                 onePixelW = 1.0 / _ScreenParams.x;
                 onePixelH = 1.0 / _ScreenParams.y;
 
                 OutlinePixel(_MainTex);
 
 
                 
             #if UNITY_UV_STARTS_AT_TOP
                 if (_RenderedScene_TexelSize.y < 0)  //this is returning false even when the image is upside down!
                 {
                     uv.y = 1 - uv.y;
                 }
             #endif
                 return lerp(pixel, _OutlineColor, (outline.r + outline.g + outline.b) >= _OutlineThreshold ? 1 : 0);
             }    
             ENDCG
         }
     }
 }



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