modified maps

modified maps
This commit is contained in:
Данил Олейников
2024-08-02 11:15:51 +03:00
parent 5c89ad04d5
commit 911ef42ce8
741 changed files with 35494 additions and 1222 deletions

View File

@ -0,0 +1,116 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Blend" {
Properties {
_MainTex ("Screen Blended", 2D) = "" {}
_ColorBuffer ("Color", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv[2] : TEXCOORD0;
};
struct v2f_mt {
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
};
sampler2D _ColorBuffer;
sampler2D _MainTex;
half _Intensity;
half4 _ColorBuffer_TexelSize;
half4 _MainTex_TexelSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_ColorBuffer_TexelSize.y < 0)
o.uv[1].y = 1-o.uv[1].y;
#endif
return o;
}
v2f_mt vertMultiTap( appdata_img v ) {
v2f_mt o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
return o;
}
half4 fragScreen (v2f i) : SV_Target {
half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity);
return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1]));
}
half4 fragAdd (v2f i) : SV_Target {
return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]);
}
half4 fragVignetteBlend (v2f i) : SV_Target {
return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
}
half4 fragMultiTap (v2f_mt i) : SV_Target {
half4 outColor = tex2D(_MainTex, i.uv[0].xy);
outColor += tex2D(_MainTex, i.uv[1].xy);
outColor += tex2D(_MainTex, i.uv[2].xy);
outColor += tex2D(_MainTex, i.uv[3].xy);
return outColor * 0.25;
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
// 0: nicer & softer "screen" blend mode
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragScreen
ENDCG
}
// 1: simple "add" blend mode
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAdd
ENDCG
}
// 2: used for "stable" downsampling
Pass {
CGPROGRAM
#pragma vertex vertMultiTap
#pragma fragment fragMultiTap
ENDCG
}
// 3: vignette blending
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragVignetteBlend
ENDCG
}
}
Fallback off
} // shader

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 53b3960ee3d3d4a5caa8d5473d120187
ShaderImporter:
userData:

View File

@ -0,0 +1,222 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BlendForBloom" {
Properties {
_MainTex ("Screen Blended", 2D) = "" {}
_ColorBuffer ("Color", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv[2] : TEXCOORD0;
};
struct v2f_mt {
float4 pos : SV_POSITION;
float2 uv[5] : TEXCOORD0;
};
sampler2D _ColorBuffer;
sampler2D _MainTex;
half _Intensity;
half4 _ColorBuffer_TexelSize;
half4 _MainTex_TexelSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_ColorBuffer_TexelSize.y < 0)
o.uv[1].y = 1-o.uv[1].y;
#endif
return o;
}
v2f_mt vertMultiTap( appdata_img v ) {
v2f_mt o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[4] = v.texcoord.xy;
o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
return o;
}
half4 fragScreen (v2f i) : SV_Target {
half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
return 1-(1-addedbloom)*(1-screencolor);
}
half4 fragScreenCheap(v2f i) : SV_Target {
half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
return 1-(1-addedbloom)*(1-screencolor);
}
half4 fragAdd (v2f i) : SV_Target {
half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
return _Intensity * addedbloom + screencolor;
}
half4 fragAddCheap (v2f i) : SV_Target {
half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
return _Intensity * addedbloom + screencolor;
}
half4 fragVignetteMul (v2f i) : SV_Target {
return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
}
half4 fragVignetteBlend (v2f i) : SV_Target {
return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r);
}
half4 fragClear (v2f i) : SV_Target {
return 0;
}
half4 fragAddOneOne (v2f i) : SV_Target {
half4 addedColors = tex2D(_MainTex, i.uv[0].xy);
return addedColors * _Intensity;
}
half4 frag1Tap (v2f i) : SV_Target {
return tex2D(_MainTex, i.uv[0].xy);
}
half4 fragMultiTapMax (v2f_mt i) : SV_Target {
half4 outColor = tex2D(_MainTex, i.uv[4].xy);
outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy));
outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy));
outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy));
outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy));
return outColor;
}
half4 fragMultiTapBlur (v2f_mt i) : SV_Target {
half4 outColor = 0;
outColor += tex2D(_MainTex, i.uv[0].xy);
outColor += tex2D(_MainTex, i.uv[1].xy);
outColor += tex2D(_MainTex, i.uv[2].xy);
outColor += tex2D(_MainTex, i.uv[3].xy);
return outColor/4;
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
// 0: nicer & softer "screen" blend mode
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragScreen
ENDCG
}
// 1: "add" blend mode
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAdd
ENDCG
}
// 2: several taps, maxxed
Pass {
CGPROGRAM
#pragma vertex vertMultiTap
#pragma fragment fragMultiTapMax
ENDCG
}
// 3: vignette blending
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragVignetteMul
ENDCG
}
// 4: nicer & softer "screen" blend mode(cheapest)
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragScreenCheap
ENDCG
}
// 5: "add" blend mode (cheapest)
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAddCheap
ENDCG
}
// 6: used for "stable" downsampling (blur)
Pass {
CGPROGRAM
#pragma vertex vertMultiTap
#pragma fragment fragMultiTapBlur
ENDCG
}
// 7: vignette blending (blend to dest)
Pass {
Blend Zero SrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment fragVignetteBlend
ENDCG
}
// 8: clear
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragClear
ENDCG
}
// 9: fragAddOneOne
Pass {
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAddOneOne
ENDCG
}
// 10: max blend
Pass {
BlendOp Max
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag1Tap
ENDCG
}
}
Fallback off
} // shader

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 7856cbff0a0ca45c787d5431eb805bb0
ShaderImporter:
userData:

View File

@ -0,0 +1,50 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BlendOneOne" {
Properties {
_MainTex ("-", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half _Intensity;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : SV_Target {
return tex2D(_MainTex, i.uv) * _Intensity;
}
ENDCG
Subshader {
Pass {
BlendOp Add
Blend One One
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: f7898d203e9b94c0dbe2bf9dd5cb32c0
ShaderImporter:
userData:

View File

@ -0,0 +1,204 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BlurAndFlares" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_NonBlurredTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
struct v2f_opts {
half4 pos : SV_POSITION;
half2 uv[7] : TEXCOORD0;
};
struct v2f_blur {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 uv01 : TEXCOORD1;
half4 uv23 : TEXCOORD2;
half4 uv45 : TEXCOORD3;
half4 uv67 : TEXCOORD4;
};
half4 _Offsets;
half4 _TintColor;
half _StretchWidth;
half2 _Threshhold;
half _Saturation;
half4 _MainTex_TexelSize;
sampler2D _MainTex;
sampler2D _NonBlurredTex;
v2f vert (appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
v2f_blur vertWithMultiCoords2 (appdata_img v) {
v2f_blur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1);
o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 2.0;
o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 3.0;
o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 4.0;
o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 5.0;
return o;
}
v2f_opts vertStretch (appdata_img v) {
v2f_opts o;
o.pos = UnityObjectToClipPos(v.vertex);
half b = _StretchWidth;
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + b * 2.0 * _Offsets.xy;
o.uv[2] = v.texcoord.xy - b * 2.0 * _Offsets.xy;
o.uv[3] = v.texcoord.xy + b * 4.0 * _Offsets.xy;
o.uv[4] = v.texcoord.xy - b * 4.0 * _Offsets.xy;
o.uv[5] = v.texcoord.xy + b * 6.0 * _Offsets.xy;
o.uv[6] = v.texcoord.xy - b * 6.0 * _Offsets.xy;
return o;
}
v2f_opts vertWithMultiCoords (appdata_img v) {
v2f_opts o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * _Offsets.xy;
o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * _Offsets.xy;
o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * _Offsets.xy;
o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * _Offsets.xy;
o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * _Offsets.xy;
o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * _Offsets.xy;
return o;
}
half4 fragPostNoBlur (v2f i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv);
return color * 1.0/(1.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
}
half4 fragGaussBlur (v2f_blur i) : SV_Target {
half4 color = half4 (0,0,0,0);
color += 0.225 * tex2D (_MainTex, i.uv);
color += 0.150 * tex2D (_MainTex, i.uv01.xy);
color += 0.150 * tex2D (_MainTex, i.uv01.zw);
color += 0.110 * tex2D (_MainTex, i.uv23.xy);
color += 0.110 * tex2D (_MainTex, i.uv23.zw);
color += 0.075 * tex2D (_MainTex, i.uv45.xy);
color += 0.075 * tex2D (_MainTex, i.uv45.zw);
color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
return color;
}
half4 fragPreAndCut (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
color = max(color / 7.0 - _Threshhold.xxxx, float4(0,0,0,0));
half lum = Luminance(color.rgb);
color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation) * _TintColor.rgb;
return color;
}
half4 fragStretch (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color = max (color, tex2D (_MainTex, i.uv[1]));
color = max (color, tex2D (_MainTex, i.uv[2]));
color = max (color, tex2D (_MainTex, i.uv[3]));
color = max (color, tex2D (_MainTex, i.uv[4]));
color = max (color, tex2D (_MainTex, i.uv[5]));
color = max (color, tex2D (_MainTex, i.uv[6]));
return color;
}
half4 fragPost (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragPostNoBlur
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertStretch
#pragma fragment fragStretch
ENDCG
}
// 2
Pass {
CGPROGRAM
#pragma vertex vertWithMultiCoords
#pragma fragment fragPreAndCut
ENDCG
}
// 3
Pass {
CGPROGRAM
#pragma vertex vertWithMultiCoords
#pragma fragment fragPost
ENDCG
}
// 4
Pass {
CGPROGRAM
#pragma vertex vertWithMultiCoords2
#pragma fragment fragGaussBlur
ENDCG
}
}
Fallback off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: be6e39cf196f146d5be72fbefb18ed75
ShaderImporter:
userData:

View File

@ -0,0 +1,59 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BrightPassFilterForBloom"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half4 threshold;
half useSrcAlphaAsMask;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
//color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense
color = color * lerp(1.0, color.a, useSrcAlphaAsMask);
color = max(half4(0,0,0,0), color-threshold.x);
return color;
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 186c4c0d31e314f049595dcbaf4ca129
ShaderImporter:
userData:

View File

@ -0,0 +1,76 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BrightPassFilter2"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half4 _Threshhold;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 fragScalarThresh(v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
color.rgb = color.rgb;
color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx);
return color;
}
half4 fragColorThresh(v2f i) : SV_Target
{
half4 color = tex2D(_MainTex, i.uv);
color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
return color;
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragScalarThresh
ENDCG
}
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragColorThresh
ENDCG
}
}
Fallback off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c
ShaderImporter:
userData:

View File

@ -0,0 +1,62 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/LensFlareCreate" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
};
fixed4 colorA;
fixed4 colorB;
fixed4 colorC;
fixed4 colorD;
sampler2D _MainTex;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5;
o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5;
o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5;
o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = float4 (0,0,0,0);
color += tex2D(_MainTex, i.uv[0] ) * colorA;
color += tex2D(_MainTex, i.uv[1] ) * colorB;
color += tex2D(_MainTex, i.uv[2] ) * colorC;
color += tex2D(_MainTex, i.uv[3] ) * colorD;
return color;
}
ENDCG
Subshader {
Blend One One
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 459fe69d2f6d74ddb92f04dbf45a866b
ShaderImporter:
userData:

View File

@ -0,0 +1,294 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/FastBloom" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Bloom;
uniform half4 _MainTex_TexelSize;
uniform half4 _Parameter;
uniform half4 _OffsetsA;
uniform half4 _OffsetsB;
#define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w
#define THRESHHOLD _Parameter.z
struct v2f_simple
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
#if UNITY_UV_STARTS_AT_TOP
half2 uv2 : TEXCOORD1;
#endif
};
v2f_simple vertBloom ( appdata_img v )
{
v2f_simple o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
o.uv2 = v.texcoord;
if (_MainTex_TexelSize.y < 0.0)
o.uv.y = 1.0 - o.uv.y;
#endif
return o;
}
struct v2f_tap
{
float4 pos : SV_POSITION;
half2 uv20 : TEXCOORD0;
half2 uv21 : TEXCOORD1;
half2 uv22 : TEXCOORD2;
half2 uv23 : TEXCOORD3;
};
v2f_tap vert4Tap ( appdata_img v )
{
v2f_tap o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv20 = v.texcoord + _MainTex_TexelSize.xy;
o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h);
o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h);
o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h);
return o;
}
fixed4 fragBloom ( v2f_simple i ) : SV_Target
{
#if UNITY_UV_STARTS_AT_TOP
fixed4 color = tex2D(_MainTex, i.uv2);
return color + tex2D(_Bloom, i.uv);
#else
fixed4 color = tex2D(_MainTex, i.uv);
return color + tex2D(_Bloom, i.uv);
#endif
}
fixed4 fragDownsample ( v2f_tap i ) : SV_Target
{
fixed4 color = tex2D (_MainTex, i.uv20);
color += tex2D (_MainTex, i.uv21);
color += tex2D (_MainTex, i.uv22);
color += tex2D (_MainTex, i.uv23);
return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY;
}
// weight curves
static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights
static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0),
half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) };
struct v2f_withBlurCoords8
{
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
half2 offs : TEXCOORD1;
};
struct v2f_withBlurCoordsSGX
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 offs[3] : TEXCOORD1;
};
v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v)
{
v2f_withBlurCoords8 o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;
return o;
}
v2f_withBlurCoords8 vertBlurVertical (appdata_img v)
{
v2f_withBlurCoords8 o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
return o;
}
half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target
{
half2 uv = i.uv.xy;
half2 netFilterWidth = i.offs;
half2 coords = uv - netFilterWidth * 3.0;
half4 color = 0;
for( int l = 0; l < 7; l++ )
{
half4 tap = tex2D(_MainTex, coords);
color += tap * curve4[l];
coords += netFilterWidth;
}
return color;
}
v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v)
{
v2f_withBlurCoordsSGX o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord.xy;
half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;
half4 coords = -netFilterWidth.xyxy * 3.0;
o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
return o;
}
v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v)
{
v2f_withBlurCoordsSGX o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
half4 coords = -netFilterWidth.xyxy * 3.0;
o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
return o;
}
half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target
{
half2 uv = i.uv.xy;
half4 color = tex2D(_MainTex, i.uv) * curve4[3];
for( int l = 0; l < 3; l++ )
{
half4 tapA = tex2D(_MainTex, i.offs[l].xy);
half4 tapB = tex2D(_MainTex, i.offs[l].zw);
color += (tapA + tapB) * curve4[l];
}
return color;
}
ENDCG
SubShader {
ZTest Off Cull Off ZWrite Off Blend Off
// 0
Pass {
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
// 1
Pass {
CGPROGRAM
#pragma vertex vert4Tap
#pragma fragment fragDownsample
ENDCG
}
// 2
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurVertical
#pragma fragment fragBlur8
ENDCG
}
// 3
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurHorizontal
#pragma fragment fragBlur8
ENDCG
}
// alternate blur
// 4
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurVerticalSGX
#pragma fragment fragBlurSGX
ENDCG
}
// 5
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurHorizontalSGX
#pragma fragment fragBlurSGX
ENDCG
}
}
FallBack Off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 68a00c837b82e4c6d92e7da765dc5f1d
ShaderImporter:
userData:

View File

@ -0,0 +1,236 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/FastBlur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Bloom;
uniform half4 _MainTex_TexelSize;
uniform half4 _Parameter;
struct v2f_tap
{
float4 pos : SV_POSITION;
half2 uv20 : TEXCOORD0;
half2 uv21 : TEXCOORD1;
half2 uv22 : TEXCOORD2;
half2 uv23 : TEXCOORD3;
};
v2f_tap vert4Tap ( appdata_img v )
{
v2f_tap o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv20 = v.texcoord + _MainTex_TexelSize.xy;
o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h);
o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h);
o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h);
return o;
}
fixed4 fragDownsample ( v2f_tap i ) : SV_Target
{
fixed4 color = tex2D (_MainTex, i.uv20);
color += tex2D (_MainTex, i.uv21);
color += tex2D (_MainTex, i.uv22);
color += tex2D (_MainTex, i.uv23);
return color / 4;
}
// weight curves
static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights
static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0),
half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) };
struct v2f_withBlurCoords8
{
float4 pos : SV_POSITION;
half4 uv : TEXCOORD0;
half2 offs : TEXCOORD1;
};
struct v2f_withBlurCoordsSGX
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 offs[3] : TEXCOORD1;
};
v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v)
{
v2f_withBlurCoords8 o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;
return o;
}
v2f_withBlurCoords8 vertBlurVertical (appdata_img v)
{
v2f_withBlurCoords8 o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
return o;
}
half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target
{
half2 uv = i.uv.xy;
half2 netFilterWidth = i.offs;
half2 coords = uv - netFilterWidth * 3.0;
half4 color = 0;
for( int l = 0; l < 7; l++ )
{
half4 tap = tex2D(_MainTex, coords);
color += tap * curve4[l];
coords += netFilterWidth;
}
return color;
}
v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v)
{
v2f_withBlurCoordsSGX o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord.xy;
half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;
half4 coords = -netFilterWidth.xyxy * 3.0;
o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
return o;
}
v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v)
{
v2f_withBlurCoordsSGX o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = half4(v.texcoord.xy,1,1);
half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
half4 coords = -netFilterWidth.xyxy * 3.0;
o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
return o;
}
half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target
{
half2 uv = i.uv.xy;
half4 color = tex2D(_MainTex, i.uv) * curve4[3];
for( int l = 0; l < 3; l++ )
{
half4 tapA = tex2D(_MainTex, i.offs[l].xy);
half4 tapB = tex2D(_MainTex, i.offs[l].zw);
color += (tapA + tapB) * curve4[l];
}
return color;
}
ENDCG
SubShader {
ZTest Off Cull Off ZWrite Off Blend Off
// 0
Pass {
CGPROGRAM
#pragma vertex vert4Tap
#pragma fragment fragDownsample
ENDCG
}
// 1
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurVertical
#pragma fragment fragBlur8
ENDCG
}
// 2
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurHorizontal
#pragma fragment fragBlur8
ENDCG
}
// alternate blur
// 3
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurVerticalSGX
#pragma fragment fragBlurSGX
ENDCG
}
// 4
Pass {
ZTest Always
Cull Off
CGPROGRAM
#pragma vertex vertBlurHorizontalSGX
#pragma fragment fragBlurSGX
ENDCG
}
}
FallBack Off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: f9d5fa183cd6b45eeb1491f74863cd91
ShaderImporter:
userData:

View File

@ -0,0 +1,156 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/MultipassHollywoodFlares" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_NonBlurredTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
struct v2f_opts {
half4 pos : SV_POSITION;
half2 uv[7] : TEXCOORD0;
};
half4 offsets;
half4 tintColor;
half stretchWidth;
half2 _Threshhold;
half4 _MainTex_TexelSize;
sampler2D _MainTex;
sampler2D _NonBlurredTex;
v2f vert (appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
v2f_opts vertStretch (appdata_img v) {
v2f_opts o;
o.pos = UnityObjectToClipPos(v.vertex);
half b = stretchWidth;
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy;
o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy;
o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy;
o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy;
o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy;
o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy;
return o;
}
v2f_opts vertVerticalCoords (appdata_img v) {
v2f_opts o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1);
return o;
}
// deprecated
half4 fragPrepare (v2f i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv);
half4 colorNb = tex2D (_NonBlurredTex, i.uv);
return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5;
}
half4 fragPreAndCut (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor;
}
half4 fragStretch (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color = max (color, tex2D (_MainTex, i.uv[1]));
color = max (color, tex2D (_MainTex, i.uv[2]));
color = max (color, tex2D (_MainTex, i.uv[3]));
color = max (color, tex2D (_MainTex, i.uv[4]));
color = max (color, tex2D (_MainTex, i.uv[5]));
color = max (color, tex2D (_MainTex, i.uv[6]));
return color;
}
half4 fragPost (v2f_opts i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragPrepare
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertStretch
#pragma fragment fragStretch
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertVerticalCoords
#pragma fragment fragPreAndCut
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertVerticalCoords
#pragma fragment fragPost
ENDCG
}
}
Fallback off
}

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: e2baf3cae8edc4daf94c9adc2154be00
ShaderImporter:
userData:

View File

@ -0,0 +1,71 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/SeparableBlurPlus" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 uv01 : TEXCOORD1;
half4 uv23 : TEXCOORD2;
half4 uv45 : TEXCOORD3;
half4 uv67 : TEXCOORD4;
};
half4 offsets;
sampler2D _MainTex;
v2f vert (appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5;
o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5;
return o;
}
half4 frag (v2f i) : SV_Target {
half4 color = half4 (0,0,0,0);
color += 0.225 * tex2D (_MainTex, i.uv);
color += 0.150 * tex2D (_MainTex, i.uv01.xy);
color += 0.150 * tex2D (_MainTex, i.uv01.zw);
color += 0.110 * tex2D (_MainTex, i.uv23.xy);
color += 0.110 * tex2D (_MainTex, i.uv23.zw);
color += 0.075 * tex2D (_MainTex, i.uv45.xy);
color += 0.075 * tex2D (_MainTex, i.uv45.zw);
color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
return color;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: a9df009a214e24a5ebbf271595f8d5b6
ShaderImporter:
userData:

View File

@ -0,0 +1,59 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/VignetteShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float vignetteIntensity;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : SV_Target {
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
half4 color = tex2D (_MainTex, uv);
float mask = 1.0 - coordDot * vignetteIntensity;
return color * mask;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 562f620336e024ac99992ff05725a89a
ShaderImporter:
userData: