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

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Shader "Hidden/Dof/Bokeh34" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Source ("Base (RGB)", 2D) = "black" {}
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Source;
uniform half4 _ArScale;
uniform half _Intensity;
uniform half4 _Source_TexelSize;
struct v2f {
half4 pos : SV_POSITION;
half2 uv2 : TEXCOORD0;
half4 source : TEXCOORD1;
};
#define COC bokeh.a
v2f vert (appdata_full v)
{
v2f o;
o.pos = v.vertex;
o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js
#if UNITY_UV_STARTS_AT_TOP
float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy * half2(1,-1) + half2(0,1), 0, 0));
#else
float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy, 0, 0));
#endif
o.source = bokeh;
o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc;
o.source.rgb *= _Intensity;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 color = tex2D (_MainTex, i.uv2.xy);
color.rgb *= i.source.rgb;
color.a *= Luminance(i.source.rgb*0.25);
return color;
}
ENDCG
Pass {
Blend OneMinusDstColor One
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

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fileFormatVersion: 2
guid: 57cdacf9b217546aaa18edf39a6151c0
ShaderImporter:
userData:

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Dof/DepthOfField34" {
Properties {
_MainTex ("Base", 2D) = "" {}
_TapLowBackground ("TapLowBackground", 2D) = "" {}
_TapLowForeground ("TapLowForeground", 2D) = "" {}
_TapMedium ("TapMedium", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : SV_POSITION;
half2 uv1 : TEXCOORD0;
};
struct v2fDofApply {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
struct v2fRadius {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 uv1[4] : TEXCOORD1;
};
struct v2fDown {
half4 pos : SV_POSITION;
half2 uv0 : TEXCOORD0;
half2 uv[2] : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D_float _CameraDepthTexture;
sampler2D _TapLowBackground;
sampler2D _TapLowForeground;
sampler2D _TapMedium;
half4 _CurveParams;
half _ForegroundBlurExtrude;
uniform half3 _Threshhold;
uniform float4 _MainTex_TexelSize;
uniform float2 _InvRenderTargetSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv1.xy = v.texcoord.xy;
return o;
}
v2fRadius vertWithRadius( appdata_img v ) {
v2fRadius o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
const half2 blurOffsets[4] = {
half2(-0.5, +1.5),
half2(+0.5, -1.5),
half2(+1.5, +0.5),
half2(-1.5, -0.5)
};
o.uv1[0].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[0];
o.uv1[1].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[1];
o.uv1[2].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[2];
o.uv1[3].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[3];
o.uv1[0].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[0];
o.uv1[1].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[1];
o.uv1[2].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[2];
o.uv1[3].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[3];
return o;
}
v2fDofApply vertDofApply( appdata_img v ) {
v2fDofApply o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
return o;
}
v2fDown vertDownsampleWithCocConserve(appdata_img v) {
v2fDown o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv0.xy = v.texcoord.xy;
o.uv[0].xy = v.texcoord.xy + half2(-1.0,-1.0) * _InvRenderTargetSize;
o.uv[1].xy = v.texcoord.xy + half2(1.0,-1.0) * _InvRenderTargetSize;
return o;
}
half4 BokehPrereqs (sampler2D tex, half4 uv1[4], half4 center, half considerCoc) {
// @NOTE 1:
// we are checking for 3 things in order to create a bokeh.
// goal is to get the highest bang for the buck.
// 1.) contrast/frequency should be very high (otherwise bokeh mostly unvisible)
// 2.) luminance should be high
// 3.) no occluder nearby (stored in alpha channel)
// @NOTE 2: about the alpha channel in littleBlur:
// the alpha channel stores an heuristic on how likely it is
// that there is no bokeh occluder nearby.
// if we didn't' check for that, we'd get very noise bokeh
// popping because of the sudden contrast changes
half4 sampleA = tex2D(tex, uv1[0].zw);
half4 sampleB = tex2D(tex, uv1[1].zw);
half4 sampleC = tex2D(tex, uv1[2].zw);
half4 sampleD = tex2D(tex, uv1[3].zw);
half4 littleBlur = 0.125 * (sampleA + sampleB + sampleC + sampleD);
sampleA = tex2D(tex, uv1[0].xy);
sampleB = tex2D(tex, uv1[1].xy);
sampleC = tex2D(tex, uv1[2].xy);
sampleD = tex2D(tex, uv1[3].xy);
littleBlur += 0.125 * (sampleA + sampleB + sampleC + sampleD);
littleBlur = lerp (littleBlur, center, saturate(100.0 * considerCoc * abs(littleBlur.a - center.a)));
return littleBlur;
}
half4 fragDownsampleWithCocConserve(v2fDown i) : SV_Target {
half2 rowOfs[4];
rowOfs[0] = half2(0.0, 0.0);
rowOfs[1] = half2(0.0, _InvRenderTargetSize.y);
rowOfs[2] = half2(0.0, _InvRenderTargetSize.y) * 2.0;
rowOfs[3] = half2(0.0, _InvRenderTargetSize.y) * 3.0;
half4 color = tex2D(_MainTex, i.uv0.xy);
half4 sampleA = tex2D(_MainTex, i.uv[0].xy + rowOfs[0]);
half4 sampleB = tex2D(_MainTex, i.uv[1].xy + rowOfs[0]);
half4 sampleC = tex2D(_MainTex, i.uv[0].xy + rowOfs[2]);
half4 sampleD = tex2D(_MainTex, i.uv[1].xy + rowOfs[2]);
color += sampleA + sampleB + sampleC + sampleD;
color *= 0.2;
// @NOTE we are doing max on the alpha channel for 2 reasons:
// 1) foreground blur likes a slightly bigger radius
// 2) otherwise we get an ugly outline between high blur- and medium blur-areas
// drawback: we get a little bit of color bleeding
color.a = max(max(sampleA.a, sampleB.a), max(sampleC.a, sampleD.a));
return color;
}
half4 fragDofApplyBg (v2fDofApply i) : SV_Target {
half4 tapHigh = tex2D (_MainTex, i.uv.xy);
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1);
#endif
half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); // already mixed with medium blur
tapHigh = lerp (tapHigh, tapLow, tapHigh.a);
return tapHigh;
}
half4 fragDofApplyBgDebug (v2fDofApply i) : SV_Target {
half4 tapHigh = tex2D (_MainTex, i.uv.xy);
half4 tapLow = tex2D (_TapLowBackground, i.uv.xy);
half4 tapMedium = tex2D (_TapMedium, i.uv.xy);
tapMedium.rgb = (tapMedium.rgb + half3 (1, 1, 0)) * 0.5;
tapLow.rgb = (tapLow.rgb + half3 (0, 1, 0)) * 0.5;
tapLow = lerp (tapMedium, tapLow, saturate (tapLow.a * tapLow.a));
tapLow = tapLow * 0.5 + tex2D (_TapLowBackground, i.uv.xy) * 0.5;
return lerp (tapHigh, tapLow, tapHigh.a);
}
half4 fragDofApplyFg (v2fDofApply i) : SV_Target {
half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy);
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1);
#endif
half4 fgColor = tex2D(_MainTex,i.uv.xy);
//fgBlur.a = saturate(fgBlur.a*_ForegroundBlurWeight+saturate(fgColor.a-fgBlur.a));
//fgBlur.a = max (fgColor.a, (2.0 * fgBlur.a - fgColor.a)) * _ForegroundBlurExtrude;
fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude;
return lerp (fgColor, fgBlur, saturate(fgBlur.a));
}
half4 fragDofApplyFgDebug (v2fDofApply i) : SV_Target {
half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy);
half4 fgColor = tex2D(_MainTex,i.uv.xy);
fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude;
half4 tapMedium = half4 (1, 1, 0, fgBlur.a);
tapMedium.rgb = 0.5 * (tapMedium.rgb + fgColor.rgb);
fgBlur.rgb = 0.5 * (fgBlur.rgb + half3(0,1,0));
fgBlur.rgb = lerp (tapMedium.rgb, fgBlur.rgb, saturate (fgBlur.a * fgBlur.a));
return lerp ( fgColor, fgBlur, saturate(fgBlur.a));
}
half4 fragCocBg (v2f i) : SV_Target {
float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
half coc = 0.0;
half focalDistance01 = _CurveParams.w + _CurveParams.z;
if (d > focalDistance01)
coc = (d - focalDistance01);
coc = saturate (coc * _CurveParams.y);
return coc;
}
half4 fragCocFg (v2f i) : SV_Target {
half4 color = tex2D (_MainTex, i.uv1.xy);
color.a = 0.0;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
i.uv1.xy = i.uv1.xy * half2(1,-1)+half2(0,1);
#endif
float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
half focalDistance01 = (_CurveParams.w - _CurveParams.z);
if (d < focalDistance01)
color.a = (focalDistance01 - d);
color.a = saturate (color.a * _CurveParams.x);
return color;
}
// not being used atm
half4 fragMask (v2f i) : SV_Target {
return half4(0,0,0,0);
}
// used for simple one one blend
half4 fragAddBokeh (v2f i) : SV_Target {
half4 from = tex2D( _MainTex, i.uv1.xy );
return from;
}
half4 fragAddFgBokeh (v2f i) : SV_Target {
half4 from = tex2D( _MainTex, i.uv1.xy );
return from;
}
half4 fragDarkenForBokeh(v2fRadius i) : SV_Target {
half4 fromOriginal = tex2D(_MainTex, i.uv.xy);
half4 lowRez = BokehPrereqs (_MainTex, i.uv1, fromOriginal, _Threshhold.z);
half4 outColor = half4(0,0,0, fromOriginal.a);
half modulate = fromOriginal.a;
// this code imitates the if-then-else conditions below
half2 conditionCheck = half2( dot(abs(fromOriginal.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(fromOriginal.rgb));
conditionCheck *= fromOriginal.a;
conditionCheck = saturate(_Threshhold.xy - conditionCheck);
outColor = lerp (outColor, fromOriginal, saturate (dot(conditionCheck, half2(1000.0,1000.0))));
/*
if ( abs(dot(fromOriginal.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x)
outColor = fromOriginal; // no darkening
if (Luminance(fromOriginal.rgb) * modulate < _Threshhold.y)
outColor = fromOriginal; // no darkening
if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's
outColor = fromOriginal; // no darkenin
*/
return outColor;
}
half4 fragExtractAndAddToBokeh (v2fRadius i) : SV_Target {
half4 from = tex2D(_MainTex, i.uv.xy);
half4 lowRez = BokehPrereqs(_MainTex, i.uv1, from, _Threshhold.z);
half4 outColor = from;
// this code imitates the if-then-else conditions below
half2 conditionCheck = half2( dot(abs(from.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(from.rgb));
conditionCheck *= from.a;
conditionCheck = saturate(_Threshhold.xy - conditionCheck);
outColor = lerp (outColor, half4(0,0,0,0), saturate (dot(conditionCheck, half2(1000.0,1000.0))));
/*
if ( abs(dot(from.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x)
outColor = half4(0,0,0,0); // don't add
if (Luminance(from.rgb) * modulate < _Threshhold.y)
outColor = half4(0,0,0,0); // don't add
if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's
outColor = half4(0,0,0,0); // don't add
*/
return outColor;
}
ENDCG
Subshader {
// pass 0
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vertDofApply
#pragma fragment fragDofApplyBg
ENDCG
}
// pass 1
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask RGB
CGPROGRAM
#pragma vertex vertDofApply
#pragma fragment fragDofApplyFgDebug
ENDCG
}
// pass 2
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask RGB
CGPROGRAM
#pragma vertex vertDofApply
#pragma fragment fragDofApplyBgDebug
ENDCG
}
// pass 3
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma vertex vert
#pragma fragment fragCocBg
ENDCG
}
// pass 4
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask RGB
//Blend One One
CGPROGRAM
#pragma vertex vertDofApply
#pragma fragment fragDofApplyFg
ENDCG
}
// pass 5
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask ARGB
CGPROGRAM
#pragma vertex vert
#pragma fragment fragCocFg
ENDCG
}
// pass 6
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vertDownsampleWithCocConserve
#pragma fragment fragDownsampleWithCocConserve
ENDCG
}
// pass 7
// not being used atm
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment fragMask
ENDCG
}
// pass 8
Pass {
ZTest Always Cull Off ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAddBokeh
ENDCG
}
// pass 9
Pass {
ZTest Always Cull Off ZWrite Off
Blend One One
ColorMask RGB
CGPROGRAM
#pragma vertex vertWithRadius
#pragma fragment fragExtractAndAddToBokeh
ENDCG
}
// pass 10
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vertWithRadius
#pragma fragment fragDarkenForBokeh
ENDCG
}
// pass 11
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vertWithRadius
#pragma fragment fragExtractAndAddToBokeh
ENDCG
}
}
Fallback off
}

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fileFormatVersion: 2
guid: 987fb0677d01f43ce8a9dbf12271e668
ShaderImporter:
userData:

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
DX11 Depth Of Field
pretty much just does bokeh texture splatting
basic algorithm:
* find bright spots
* verify high frequency (otherwise dont care)
* if possitive, replace with black pixel and add to append buffer
* box blur buffer (thus smearing black pixels)
* blend bokeh texture sprites via append buffer on top of box blurred buffer
* composite with frame buffer
*/
Shader "Hidden/Dof/DX11Dof"
{
Properties
{
_MainTex ("", 2D) = "white" {}
_BlurredColor ("", 2D) = "white" {}
_FgCocMask ("", 2D) = "white" {}
}
CGINCLUDE
#define BOKEH_ZERO_VEC (float4(0,0,0,0))
#define BOKEH_ONE_VEC (float4(1,1,1,1))
float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth
float4 _MainTex_TexelSize;
float3 _Screen;
float _SpawnHeuristic;
sampler2D_float _CameraDepthTexture;
sampler2D _BlurredColor;
sampler2D _MainTex;
sampler2D _FgCocMask;
struct appendStruct {
float3 pos;
float4 color;
};
struct gs_out {
float4 pos : SV_POSITION;
float3 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float4 misc : TEXCOORD2;
};
// TODO: activate border clamp tex sampler state instead?
inline float4 clampBorderColor(float2 uv)
{
#if 1
if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC;
if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC;
#endif
return BOKEH_ONE_VEC;
}
struct vs_out {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float cocOverlap : TEXCOORD2;
};
StructuredBuffer<appendStruct> pointBuffer;
vs_out vertApply (uint id : SV_VertexID)
{
vs_out o;
float2 pos = pointBuffer[id].pos.xy ;
o.pos = float4(pos * 2.0 - 1.0, 0, 1);
o.color = pointBuffer[id].color;
#if UNITY_UV_STARTS_AT_TOP
o.pos.y *= -1;
#endif
o.cocOverlap = pointBuffer[id].pos.z;
return o;
}
[maxvertexcount(4)]
void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
{
// NEW ENERGY CONSERVATION:
float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx;
float4 offs = 0;
offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5));
float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));;
float2 f2 = offs.xy / rs;
float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y);
offs.xy *= _Screen.xy;
gs_out output;
output.pos = input[0].pos + offs*float4(-1,1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(0, 1, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1,1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(1, 1, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(-1,-1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(0, 0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1,-1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(1, 0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
outStream.RestartStrip();
}
ENDCG
SubShader
{
// pass 0: append buffer "collect"
Pass
{
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 5.0
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv_flip : TEXCOORD0;
float2 uv : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
o.uv_flip = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if(_MainTex_TexelSize.y<0)
o.uv_flip.y = 1.0-o.uv_flip.y;
if(_MainTex_TexelSize.y<0)
o.pos.y *= -1.0;
#endif
return o;
}
AppendStructuredBuffer<appendStruct> pointBufferOutput : register(u1);
float4 frag (v2f i) : SV_Target
{
float4 c = tex2D (_MainTex, i.uv_flip);
float lumc = Luminance (c.rgb);
float4 cblurred = tex2D (_BlurredColor, i.uv);
float lumblurred = Luminance (cblurred.rgb);
float fgCoc = tex2D(_FgCocMask, i.uv).a;
[branch]
if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic)
{
appendStruct append;
append.pos = float3(i.uv, fgCoc);
append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a);
pointBufferOutput.Append (append);
return float4(c.rgb * saturate(1-c.a*4), c.a);
}
return c;
}
ENDCG
}
// pass 1: bokeh splatting (low resolution)
Pass {
ZWrite Off ZTest Always Cull Off
Blend One One, One One
ColorMask RGBA
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (gs_out i) : SV_Target
{
float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
}
ENDCG
}
// pass 2: bokeh splatting (high resolution)
Pass {
ZWrite Off ZTest Always Cull Off
BlendOp Add, Add
Blend DstAlpha One, Zero One
ColorMask RGBA
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (gs_out i) : SV_Target
{
float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
}
ENDCG
}
}
Fallback Off
}

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guid: d8e82664aa8686642a424c88ab10164a
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Dof/DepthOfFieldHdr" {
Properties {
_MainTex ("-", 2D) = "black" {}
_FgOverlap ("-", 2D) = "black" {}
_LowRez ("-", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
};
struct v2fRadius {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv1[4] : TEXCOORD1;
};
struct v2fBlur {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv01 : TEXCOORD1;
float4 uv23 : TEXCOORD2;
float4 uv45 : TEXCOORD3;
float4 uv67 : TEXCOORD4;
float4 uv89 : TEXCOORD5;
};
uniform sampler2D _MainTex;
uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _FgOverlap;
uniform sampler2D _LowRez;
uniform float4 _CurveParams;
uniform float4 _MainTex_TexelSize;
uniform float4 _Offsets;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv1.xy = v.texcoord.xy;
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
#endif
return o;
}
v2f vertFlip( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv1.xy = v.texcoord.xy;
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1-o.uv1.y;
#endif
return o;
}
v2fBlur vertBlurPlusMinus (appdata_img v)
{
v2fBlur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0;
o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0;
o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0;
o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0;
o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0;
return o;
}
#define SCATTER_OVERLAP_SMOOTH (-0.265)
inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample)
{
return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance);
}
inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample)
{
return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); }
static const int SmallDiscKernelSamples = 12;
static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
{
float2(-0.326212,-0.40581),
float2(-0.840144,-0.07358),
float2(-0.695914,0.457137),
float2(-0.203345,0.620716),
float2(0.96234,-0.194983),
float2(0.473434,-0.480026),
float2(0.519456,0.767022),
float2(0.185461,-0.893124),
float2(0.507431,0.064425),
float2(0.89642,0.412458),
float2(-0.32194,-0.932615),
float2(-0.791559,-0.59771)
};
static const int NumDiscSamples = 28;
static const float3 DiscKernel[NumDiscSamples] =
{
float3(0.62463,0.54337,0.82790),
float3(-0.13414,-0.94488,0.95435),
float3(0.38772,-0.43475,0.58253),
float3(0.12126,-0.19282,0.22778),
float3(-0.20388,0.11133,0.23230),
float3(0.83114,-0.29218,0.88100),
float3(0.10759,-0.57839,0.58831),
float3(0.28285,0.79036,0.83945),
float3(-0.36622,0.39516,0.53876),
float3(0.75591,0.21916,0.78704),
float3(-0.52610,0.02386,0.52664),
float3(-0.88216,-0.24471,0.91547),
float3(-0.48888,-0.29330,0.57011),
float3(0.44014,-0.08558,0.44838),
float3(0.21179,0.51373,0.55567),
float3(0.05483,0.95701,0.95858),
float3(-0.59001,-0.70509,0.91938),
float3(-0.80065,0.24631,0.83768),
float3(-0.19424,-0.18402,0.26757),
float3(-0.43667,0.76751,0.88304),
float3(0.21666,0.11602,0.24577),
float3(0.15696,-0.85600,0.87027),
float3(-0.75821,0.58363,0.95682),
float3(0.99284,-0.02904,0.99327),
float3(-0.22234,-0.57907,0.62029),
float3(0.55052,-0.66984,0.86704),
float3(0.46431,0.28115,0.54280),
float3(-0.07214,0.60554,0.60982),
};
float4 fragBlurInsaneMQ (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv1.xy);
float4 sum = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
sum *= sampleCount;
float weights = 0;
for(int l=0; l < NumDiscSamples; l++)
{
float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = tex2D(_MainTex, sampleUV.xy);
if( sample0.a > 0.0 )
{
weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
sum += sample0 * weights;
sampleCount += weights;
}
}
float4 returnValue = sum / sampleCount;
returnValue.a = centerTap.a;
return returnValue;
}
float4 fragBlurInsaneHQ (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv1.xy);
float4 sum = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
sum *= sampleCount;
float2 weights = 0;
for(int l=0; l < NumDiscSamples; l++)
{
float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz);
float4 sample0 = tex2D(_MainTex, sampleUV.xy);
float4 sample1 = tex2D(_MainTex, sampleUV.zw);
if( (sample0.a + sample1.a) > 0.0 )
{
weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap);
sum += sample0 * weights.x + sample1 * weights.y;
sampleCount += dot(weights, 1);
}
}
float4 returnValue = sum / sampleCount;
returnValue.a = centerTap.a;
return returnValue;
}
inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high)
{
float blend = smoothstep(0.65,0.85, coc);
return lerp(low, high, blend);
}
inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high)
{
float blend = smoothstep(0.4,0.6, coc);
return lerp(low, high, blend);
}
float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target
{
float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
float4 centerTap = tex2D(_MainTex, i.uv1.xy);
float4 smallBlur = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
smallBlur *= sampleCount;
for(int l=0; l < NumDiscSamples; l++)
{
float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = tex2D(_MainTex, sampleUV);
float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
smallBlur += sample0 * weight0; sampleCount += weight0;
}
smallBlur /= (sampleCount+1e-5f);
smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur);
return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
}
float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target
{
float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
float4 centerTap = tex2D(_MainTex, i.uv1.xy);
float4 smallBlur = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
smallBlur *= sampleCount;
for(int l=0; l < SmallDiscKernelSamples; l++)
{
float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1;
float4 sample0 = tex2D(_MainTex, sampleUV);
float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap);
smallBlur += sample0 * weight0; sampleCount += weight0;
}
smallBlur /= (sampleCount+1e-5f);
smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur);
return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
}
float4 fragBlurUpsampleCheap (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv1.xy);
float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a;
float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 ));
return float4(smallBlur.rgb, centerTap.a);
}
float4 fragBlurBox (v2f i) : SV_Target
{
const int TAPS = 12;
float4 centerTap = tex2D(_MainTex, i.uv1.xy);
// TODO: important ? breaks when HR blur is being used
//centerTap.a = max(centerTap.a, 0.1f);
float sampleCount = centerTap.a;
float4 sum = centerTap * sampleCount;
float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0));
float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1);
for(int l=1; l<TAPS; l++)
{
float4 sampleUV = i.uv1.xyxy + steps * (float)l;
float4 sample0 = tex2D(_MainTex, sampleUV.xy);
float4 sample1 = tex2D(_MainTex, sampleUV.zw);
float2 maxLen01 = float2(sample0.a, sample1.a);
float2 r = lenStep.xx * (float)l;
float2 weight01 = smoothstep(float2(-0.4,-0.4),float2(0.0,0.0), maxLen01-r);
sum += sample0 * weight01.x + sample1 * weight01.y;
sampleCount += dot(weight01,1);
}
float4 returnValue = sum / (1e-5f + sampleCount);
//returnValue.a = centerTap.a;
//return centerTap.a;
return returnValue;
}
float4 fragVisualize (v2f i) : SV_Target
{
float4 returnValue = tex2D(_MainTex, i.uv1.xy);
returnValue.rgb = lerp(float3(0.0,0.0,0.0), float3(1.0,1.0,1.0), saturate(returnValue.a/_CurveParams.x));
return returnValue;
}
float4 fragBoxDownsample (v2f i) : SV_Target
{
//float4 returnValue = tex2D(_MainTex, i.uv1.xy);
float4 returnValue = tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy);
returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy);
returnValue += tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy * float2(1,-1));
returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy * float2(1,-1));
return returnValue/4;
}
float4 fragBlurAlphaWeighted (v2fBlur i) : SV_Target
{
const float ALPHA_WEIGHT = 2.0f;
float4 sum = float4 (0,0,0,0);
float w = 0;
float weights = 0;
const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
float4 sampleA = tex2D(_MainTex, i.uv.xy);
float4 sampleB = tex2D(_MainTex, i.uv01.xy);
float4 sampleC = tex2D(_MainTex, i.uv01.zw);
float4 sampleD = tex2D(_MainTex, i.uv23.xy);
float4 sampleE = tex2D(_MainTex, i.uv23.zw);
float4 sampleF = tex2D(_MainTex, i.uv45.xy);
float4 sampleG = tex2D(_MainTex, i.uv45.zw);
float4 sampleH = tex2D(_MainTex, i.uv67.xy);
float4 sampleI = tex2D(_MainTex, i.uv67.zw);
float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
float4 sampleK = tex2D(_MainTex, i.uv89.zw);
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleB.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleC.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleD.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleE.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleF.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleG.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleH.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleI.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleJ.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleK.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
sum /= weights + 1e-4f;
sum.a = sampleA.a;
if(sampleA.a<1e-2f) sum.rgb = sampleA.rgb;
return sum;
}
float4 fragBlurForFgCoc (v2fBlur i) : SV_Target
{
float4 sum = float4 (0,0,0,0);
float w = 0;
float weights = 0;
const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
float4 sampleA = tex2D(_MainTex, i.uv.xy);
float4 sampleB = tex2D(_MainTex, i.uv01.xy);
float4 sampleC = tex2D(_MainTex, i.uv01.zw);
float4 sampleD = tex2D(_MainTex, i.uv23.xy);
float4 sampleE = tex2D(_MainTex, i.uv23.zw);
float4 sampleF = tex2D(_MainTex, i.uv45.xy);
float4 sampleG = tex2D(_MainTex, i.uv45.zw);
float4 sampleH = tex2D(_MainTex, i.uv67.xy);
float4 sampleI = tex2D(_MainTex, i.uv67.zw);
float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
float4 sampleK = tex2D(_MainTex, i.uv89.zw);
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
w = smoothstep(-0.5,0.0,sampleB.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
w = smoothstep(-0.5,0.0,sampleC.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
w = smoothstep(-0.5,0.0,sampleD.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
w = smoothstep(-0.5,0.0,sampleE.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
w = smoothstep(-0.5,0.0,sampleF.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
w = smoothstep(-0.5,0.0,sampleG.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
w = smoothstep(-0.5,0.0,sampleH.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
w = smoothstep(-0.5,0.0,sampleI.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
w = smoothstep(-0.5,0.0,sampleJ.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
w = smoothstep(-0.5,0.0,sampleK.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
sum /= weights + 1e-4f;
return sum;
}
float4 fragGaussBlur (v2fBlur i) : SV_Target
{
float4 sum = float4 (0,0,0,0);
float w = 0;
float weights = 0;
const float G_WEIGHTS[9] = {1.0, 0.8, 0.65, 0.5, 0.4, 0.2, 0.1, 0.05, 0.025};
float4 sampleA = tex2D(_MainTex, i.uv.xy);
float4 sampleB = tex2D(_MainTex, i.uv01.xy);
float4 sampleC = tex2D(_MainTex, i.uv01.zw);
float4 sampleD = tex2D(_MainTex, i.uv23.xy);
float4 sampleE = tex2D(_MainTex, i.uv23.zw);
float4 sampleF = tex2D(_MainTex, i.uv45.xy);
float4 sampleG = tex2D(_MainTex, i.uv45.zw);
float4 sampleH = tex2D(_MainTex, i.uv67.xy);
float4 sampleI = tex2D(_MainTex, i.uv67.zw);
float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
float4 sampleK = tex2D(_MainTex, i.uv89.zw);
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
w = sampleB.a * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
w = sampleC.a * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
w = sampleD.a * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
w = sampleE.a * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
w = sampleF.a * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
w = sampleG.a * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
w = sampleH.a * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
w = sampleI.a * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
w = sampleJ.a * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
w = sampleK.a * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
sum /= weights + 1e-4f;
return sum;
}
float4 frag4TapBlurForLRSpawn (v2f i) : SV_Target
{
float4 tap = tex2D(_MainTex, i.uv.xy);
float4 tapA = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy);
float4 tapB = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy);
float4 tapC = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy * float2(1,-1));
float4 tapD = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy * float2(1,-1));
float4 weights = saturate(10.0 * float4(tapA.a, tapB.a, tapC.a, tapD.a));
float sumWeights = dot(weights, 1);
float4 color = (tapA*weights.x + tapB*weights.y + tapC*weights.z + tapD*weights.w);
float4 outColor = tap;
if(tap.a * sumWeights * 8.0 > 1e-5f) outColor.rgb = color.rgb/sumWeights;
return outColor;
}
float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target
{
float4 color = tex2D (_MainTex, i.uv1.xy);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w);
return color;
}
float4 fragCaptureCoc (v2f i) : SV_Target
{
float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return color;
}
float4 AddFgCoc (v2f i) : SV_Target
{
return tex2D (_MainTex, i.uv1.xy);
}
float4 fragMergeCoc (v2f i) : SV_Target
{
float4 color = tex2D (_FgOverlap, i.uv.xy); // this is the foreground overlap value
float fgCoc = color.a;
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc));
}
float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target
{
float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a;
float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a;
return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc);
}
float4 fragCaptureForegroundCoc (v2f i) : SV_Target
{
float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return color;
}
float4 fragCaptureForegroundCocMask (v2f i) : SV_Target
{
float4 color = float4(0,0,0,0);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
d = Linear01Depth (d);
color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return color.a > 0;
}
float4 fragBlendInHighRez (v2f i) : SV_Target
{
float4 tapHighRez = tex2D(_MainTex, i.uv.xy);
return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0));
}
float4 fragBlendInLowRezParts (v2f i) : SV_Target
{
float4 from = tex2D(_MainTex, i.uv1.xy);
from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f);
float square = from.a * from.a;
from.a = square * square * _CurveParams.x;
return from;
}
float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv1.xy);
return c;
}
float4 fragAlphaMask(v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv1.xy);
c.a = saturate(c.a*100.0);
return c;
}
ENDCG
Subshader
{
// pass 0
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureCoc
ENDCG
}
// pass 1
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertBlurPlusMinus
#pragma fragment fragGaussBlur
ENDCG
}
// pass 2
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertBlurPlusMinus
#pragma fragment fragBlurForFgCoc
ENDCG
}
// pass 3
Pass
{
ZTest Always Cull Off ZWrite Off
ColorMask A
BlendOp Max, Max
Blend One One, One One
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment AddFgCoc
ENDCG
}
// pass 4
Pass
{
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureForegroundCoc
ENDCG
}
// pass 5
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurBox
ENDCG
}
// pass 6
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag4TapBlurForLRSpawn
ENDCG
}
// pass 7
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlendInHighRez
ENDCG
}
// pass 8
Pass
{
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureForegroundCocMask
ENDCG
}
// pass 9
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurUpsampleCheap
ENDCG
}
// pass 10
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureColorAndSignedCoc
ENDCG
}
// pass 11
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurInsaneMQ
ENDCG
}
// pass 12
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurUpsampleCombineMQ
ENDCG
}
// pass 13
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragMergeCoc
ENDCG
}
// pass 14
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
BlendOp Max, Max
Blend One One, One One
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCombineCocWithMaskBlur
ENDCG
}
// pass 15
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBoxDownsample
ENDCG
}
// pass 16
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragVisualize
ENDCG
}
// pass 17
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurInsaneHQ
ENDCG
}
// pass 18
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurUpsampleCombineHQ
ENDCG
}
// pass 19
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertBlurPlusMinus
#pragma fragment fragBlurAlphaWeighted
ENDCG
}
// pass 20
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragAlphaMask
ENDCG
}
// pass 21
Pass {
ZTest Always Cull Off ZWrite Off
BlendOp Add, Add
Blend DstAlpha OneMinusDstAlpha, Zero One
CGPROGRAM
#pragma target 3.0
#pragma vertex vertFlip
#pragma fragment fragBlurBox
ENDCG
}
// pass 22
Pass {
ZTest Always Cull Off ZWrite Off
// destination alpha needs to stay intact as we have layed alpha before
BlendOp Add, Add
Blend DstAlpha One, Zero One
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragUpsampleWithAlphaMask
ENDCG
}
}
Fallback off
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/SeparableBlur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv01 : TEXCOORD1;
float4 uv23 : TEXCOORD2;
float4 uv45 : TEXCOORD3;
};
float4 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 * float4(1,1, -1,-1);
o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0;
o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0;
return o;
}
half4 frag (v2f i) : SV_Target {
half4 color = float4 (0,0,0,0);
color += 0.40 * tex2D (_MainTex, i.uv);
color += 0.15 * tex2D (_MainTex, i.uv01.xy);
color += 0.15 * tex2D (_MainTex, i.uv01.zw);
color += 0.10 * tex2D (_MainTex, i.uv23.xy);
color += 0.10 * tex2D (_MainTex, i.uv23.zw);
color += 0.05 * tex2D (_MainTex, i.uv45.xy);
color += 0.05 * tex2D (_MainTex, i.uv45.zw);
return color;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/SeparableWeightedBlurDof34" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_TapMedium ("TapMedium (RGB)", 2D) = "" {}
_TapLow ("TapLow (RGB)", 2D) = "" {}
_TapHigh ("TapHigh (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
half4 offsets;
half4 _Threshhold;
sampler2D _MainTex;
sampler2D _TapHigh;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 uv01 : TEXCOORD1;
half4 uv23 : TEXCOORD2;
half4 uv45 : TEXCOORD3;
};
struct v2fSingle {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
//
// VERT PROGRAMS
//
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;
return o;
}
v2fSingle vertSingleTex (appdata_img v) {
v2fSingle o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
return o;
}
//
// FRAG PROGRAMS
//
// mostly used for foreground, so more gaussian-like
half4 fragBlurUnweighted (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
blurredColor += sampleA;
blurredColor += sampleB;
blurredColor += sampleC;
blurredColor += sampleD;
blurredColor += sampleE;
blurredColor *= 0.2;
blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a);
return blurredColor;
}
// used for background, so more bone curve-like
half4 fragBlurWeighted (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.5, 1.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a));
sampleA.rgb = sampleA.rgb * sampleA.a;
sampleB.rgb = sampleB.rgb * sampleB.a * 1.25;
sampleC.rgb = sampleC.rgb * sampleC.a * 1.25;
sampleD.rgb = sampleD.rgb * sampleD.a * 1.5;
sampleE.rgb = sampleE.rgb * sampleE.a * 1.5;
blurredColor += sampleA;
blurredColor += sampleB;
blurredColor += sampleC;
blurredColor += sampleD;
blurredColor += sampleE;
blurredColor /= sum;
half4 color = blurredColor;
color.a = sampleA.a;
return color;
}
half4 fragBlurDark (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
half sum = sampleA.a + dot (half4 (0.75, 0.75, 0.5, 0.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a));
sampleA.rgb = sampleA.rgb * sampleA.a;
sampleB.rgb = sampleB.rgb * sampleB.a * 0.75;
sampleC.rgb = sampleC.rgb * sampleC.a * 0.75;
sampleD.rgb = sampleD.rgb * sampleD.a * 0.5;
sampleE.rgb = sampleE.rgb * sampleE.a * 0.5;
blurredColor += sampleA;
blurredColor += sampleB;
blurredColor += sampleC;
blurredColor += sampleD;
blurredColor += sampleE;
blurredColor /= sum;
half4 color = blurredColor;
color.a = sampleA.a;
return color;
}
// not used atm
half4 fragBlurUnweightedDark (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
blurredColor += sampleA;
blurredColor += sampleB * 0.75;
blurredColor += sampleC * 0.75;
blurredColor += sampleD * 0.5;
blurredColor += sampleE * 0.5;
blurredColor /= 3.5;
blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a);
return blurredColor;
}
// fragMixMediumAndLowTap
// happens before applying final coc/blur result to screen,
// mixes defocus buffers of different resolutions / bluriness
sampler2D _TapMedium;
sampler2D _TapLow;
half4 fragMixMediumAndLowTap (v2fSingle i) : SV_Target
{
half4 tapMedium = tex2D (_TapMedium, i.uv.xy);
half4 tapLow = tex2D (_TapLow, i.uv.xy);
tapMedium.a *= tapMedium.a;
tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, (tapMedium.a * tapMedium.a));
return tapLow;
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurWeighted
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurUnweighted
ENDCG
}
// 2
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurUnweightedDark
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertSingleTex
#pragma fragment fragMixMediumAndLowTap
ENDCG
}
// 4
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurDark
ENDCG
}
}
Fallback off
} // shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Dof/TiltShiftHdrLensBlur" {
Properties {
_MainTex ("-", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _Blurred;
float4 _MainTex_TexelSize;
float _BlurSize;
float _BlurArea;
#ifdef SHADER_API_D3D11
#define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1))
#else
#define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv)
#endif
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.xy = v.texcoord;
o.uv1.xy = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1-o.uv1.y;
#else
#endif
return o;
}
static const int SmallDiscKernelSamples = 12;
static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
{
float2(-0.326212,-0.40581),
float2(-0.840144,-0.07358),
float2(-0.695914,0.457137),
float2(-0.203345,0.620716),
float2(0.96234,-0.194983),
float2(0.473434,-0.480026),
float2(0.519456,0.767022),
float2(0.185461,-0.893124),
float2(0.507431,0.064425),
float2(0.89642,0.412458),
float2(-0.32194,-0.932615),
float2(-0.791559,-0.59771)
};
static const int NumDiscSamples = 28;
static const float3 DiscKernel[NumDiscSamples] =
{
float3(0.62463,0.54337,0.82790),
float3(-0.13414,-0.94488,0.95435),
float3(0.38772,-0.43475,0.58253),
float3(0.12126,-0.19282,0.22778),
float3(-0.20388,0.11133,0.23230),
float3(0.83114,-0.29218,0.88100),
float3(0.10759,-0.57839,0.58831),
float3(0.28285,0.79036,0.83945),
float3(-0.36622,0.39516,0.53876),
float3(0.75591,0.21916,0.78704),
float3(-0.52610,0.02386,0.52664),
float3(-0.88216,-0.24471,0.91547),
float3(-0.48888,-0.29330,0.57011),
float3(0.44014,-0.08558,0.44838),
float3(0.21179,0.51373,0.55567),
float3(0.05483,0.95701,0.95858),
float3(-0.59001,-0.70509,0.91938),
float3(-0.80065,0.24631,0.83768),
float3(-0.19424,-0.18402,0.26757),
float3(-0.43667,0.76751,0.88304),
float3(0.21666,0.11602,0.24577),
float3(0.15696,-0.85600,0.87027),
float3(-0.75821,0.58363,0.95682),
float3(0.99284,-0.02904,0.99327),
float3(-0.22234,-0.57907,0.62029),
float3(0.55052,-0.66984,0.86704),
float3(0.46431,0.28115,0.54280),
float3(-0.07214,0.60554,0.60982),
};
float WeightFieldMode (float2 uv)
{
float2 tapCoord = uv*2.0-1.0;
return (abs(tapCoord.y * _BlurArea));
}
float WeightIrisMode (float2 uv)
{
float2 tapCoord = (uv*2.0-1.0);
return dot(tapCoord, tapCoord) * _BlurArea;
}
float4 fragIrisPreview (v2f i) : SV_Target
{
return WeightIrisMode(i.uv.xy) * 0.5;
}
float4 fragFieldPreview (v2f i) : SV_Target
{
return WeightFieldMode(i.uv.xy) * 0.5;
}
float4 fragUpsample (v2f i) : SV_Target
{
float4 blurred = tex2D(_Blurred, i.uv1.xy);
float4 frame = tex2D(_MainTex, i.uv.xy);
return lerp(frame, blurred, saturate(blurred.a));
}
float4 fragIris (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * w;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
sum += sample0;
}
return float4(sum.rgb / (1.0 + NumDiscSamples), w);
}
float4 fragField (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * w;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
sum += sample0;
}
return float4(sum.rgb / (1.0 + NumDiscSamples), w);
}
float4 fragIrisHQ (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * float4(1,1,-1,-1) * 2;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
sum += sample0 + sample1;
}
return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
}
float4 fragFieldHQ (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * float4(1,1,-1,-1) * w;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
sum += sample0 + sample1;
}
return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Pass { // 0
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragFieldPreview
ENDCG
}
Pass { // 1
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragIrisPreview
ENDCG
}
Pass { // 2
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragField
ENDCG
}
Pass { // 3
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragIris
ENDCG
}
Pass { // 4
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragFieldHQ
ENDCG
}
Pass { // 5
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragIrisHQ
ENDCG
}
Pass { // 6
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragUpsample
ENDCG
}
}
Fallback off
}

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