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