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189 lines
6.7 KiB
189 lines
6.7 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Hidden/FXAA II" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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} |
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SubShader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#pragma target 3.0 |
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#define FXAA_HLSL_3 1 |
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/*============================================================================ |
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FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA |
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============================================================================*/ |
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/*============================================================================ |
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API PORTING |
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============================================================================*/ |
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#ifndef FXAA_GLSL_120 |
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#define FXAA_GLSL_120 0 |
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#endif |
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#ifndef FXAA_GLSL_130 |
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#define FXAA_GLSL_130 0 |
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#endif |
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#ifndef FXAA_HLSL_3 |
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#define FXAA_HLSL_3 0 |
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#endif |
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#ifndef FXAA_HLSL_4 |
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#define FXAA_HLSL_4 0 |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if FXAA_GLSL_120 |
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// Requires, |
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// #version 120 |
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// #extension GL_EXT_gpu_shader4 : enable |
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#define int2 ivec2 |
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#define float2 vec2 |
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#define float3 vec3 |
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#define float4 vec4 |
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#define FxaaInt2 ivec2 |
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#define FxaaFloat2 vec2 |
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#define FxaaSat(a) clamp((a), 0.0, 1.0) |
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#define FxaaTex sampler2D |
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#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if FXAA_GLSL_130 |
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// Requires "#version 130" or better |
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#define int2 ivec2 |
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#define float2 vec2 |
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#define float3 vec3 |
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#define float4 vec4 |
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#define FxaaInt2 ivec2 |
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#define FxaaFloat2 vec2 |
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#define FxaaSat(a) clamp((a), 0.0, 1.0) |
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#define FxaaTex sampler2D |
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#define FxaaTexLod0(t, p) textureLod(t, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if FXAA_HLSL_3 |
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#define int2 float2 |
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#define FxaaInt2 float2 |
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#define FxaaFloat2 float2 |
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#define FxaaSat(a) saturate((a)) |
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#define FxaaTex sampler2D |
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#define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) |
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#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) |
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#endif |
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/*--------------------------------------------------------------------------*/ |
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#if FXAA_HLSL_4 |
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#define FxaaInt2 int2 |
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#define FxaaFloat2 float2 |
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#define FxaaSat(a) saturate((a)) |
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struct FxaaTex { SamplerState smpl; Texture2D tex; }; |
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#define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) |
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) |
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#endif |
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/*============================================================================ |
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VERTEX SHADER |
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============================================================================*/ |
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float4 FxaaVertexShader( |
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float2 pos, // Both x and y range {-1.0 to 1.0 across screen}. |
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float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight} |
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/*--------------------------------------------------------------------------*/ |
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#define FXAA_SUBPIX_SHIFT (1.0/4.0) |
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/*--------------------------------------------------------------------------*/ |
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float4 posPos; |
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posPos.xy = (pos.xy * 0.5) + 0.5; |
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posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); |
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return posPos; } |
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/*============================================================================ |
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PIXEL SHADER |
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============================================================================*/ |
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float3 FxaaPixelShader( |
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float4 posPos, // Output of FxaaVertexShader interpolated across screen. |
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FxaaTex tex, // Input texture. |
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float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}. |
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/*--------------------------------------------------------------------------*/ |
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#define FXAA_REDUCE_MIN (1.0/128.0) |
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#define FXAA_REDUCE_MUL (1.0/8.0) |
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#define FXAA_SPAN_MAX 8.0 |
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/*--------------------------------------------------------------------------*/ |
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float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; |
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float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; |
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float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; |
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float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; |
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float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; |
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/*--------------------------------------------------------------------------*/ |
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float3 luma = float3(0.299, 0.587, 0.114); |
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float lumaNW = dot(rgbNW, luma); |
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float lumaNE = dot(rgbNE, luma); |
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float lumaSW = dot(rgbSW, luma); |
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float lumaSE = dot(rgbSE, luma); |
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float lumaM = dot(rgbM, luma); |
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/*--------------------------------------------------------------------------*/ |
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); |
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); |
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/*--------------------------------------------------------------------------*/ |
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float2 dir; |
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); |
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); |
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/*--------------------------------------------------------------------------*/ |
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float dirReduce = max( |
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), |
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FXAA_REDUCE_MIN); |
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); |
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dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), |
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max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), |
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dir * rcpDirMin)) * rcpFrame.xy; |
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/*--------------------------------------------------------------------------*/ |
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float3 rgbA = (1.0/2.0) * ( |
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FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + |
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FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); |
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float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( |
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FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + |
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FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); |
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float lumaB = dot(rgbB, luma); |
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if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; |
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return rgbB; } |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float4 uv : TEXCOORD0; |
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}; |
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float4 _MainTex_TexelSize; |
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v2f vert (appdata_img v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); |
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return o; |
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} |
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sampler2D _MainTex; |
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float4 frag (v2f i) : SV_Target |
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{ |
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return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); |
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} |
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ENDCG |
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} |
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} |
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Fallback off |
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}
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