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148 lines
4.2 KiB
148 lines
4.2 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Hidden/NFAA" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "white" {} |
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_BlurTex ("Base (RGB)", 2D) = "white" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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uniform sampler2D _MainTex; |
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uniform float4 _MainTex_TexelSize; |
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uniform float _OffsetScale; |
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uniform float _BlurRadius; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv[8] : TEXCOORD0; |
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}; |
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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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float2 uv = v.texcoord.xy; |
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float2 up = float2(0.0, _MainTex_TexelSize.y) * _OffsetScale; |
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float2 right = float2(_MainTex_TexelSize.x, 0.0) * _OffsetScale; |
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o.uv[0].xy = uv + up; |
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o.uv[1].xy = uv - up; |
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o.uv[2].xy = uv + right; |
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o.uv[3].xy = uv - right; |
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o.uv[4].xy = uv - right + up; |
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o.uv[5].xy = uv - right -up; |
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o.uv[6].xy = uv + right + up; |
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o.uv[7].xy = uv + right -up; |
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return o; |
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} |
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half4 frag (v2f i) : SV_Target |
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{ |
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// get luminance values |
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// maybe: experiment with different luminance calculations |
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float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); |
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float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); |
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float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); |
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float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); |
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float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); |
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float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); |
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float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); |
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float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); |
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// 2 triangle subtractions |
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float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); |
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float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); |
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float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); |
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float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); |
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// figure out "normal" |
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float2 blurDir = half2((sum0-sum1), (sum3-sum2)); |
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blurDir *= _MainTex_TexelSize.xy * _BlurRadius; |
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// reconstruct normal uv |
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float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; |
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float4 returnColor = tex2D(_MainTex, uv_); |
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returnColor += tex2D(_MainTex, uv_+ blurDir.xy); |
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returnColor += tex2D(_MainTex, uv_ - blurDir.xy); |
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returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); |
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returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); |
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return returnColor * 0.2; |
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} |
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half4 fragDebug (v2f i) : SV_Target |
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{ |
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// get luminance values |
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// maybe: experiment with different luminance calculations |
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float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); |
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float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); |
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float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); |
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float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); |
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float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); |
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float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); |
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float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); |
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float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); |
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// 2 triangle subtractions |
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float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); |
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float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); |
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float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); |
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float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); |
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// figure out "normal" |
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float2 blurDir = half2((sum0-sum1), (sum3-sum2)); |
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blurDir *= _MainTex_TexelSize.xy * _BlurRadius; |
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// reconstruct normal uv |
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float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; |
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float4 returnColor = tex2D(_MainTex, uv_); |
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returnColor += tex2D(_MainTex, uv_+ blurDir.xy); |
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returnColor += tex2D(_MainTex, uv_ - blurDir.xy); |
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returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); |
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returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); |
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blurDir = half2((sum0-sum1), (sum3-sum2)) * _BlurRadius; |
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return half4(normalize( half3(blurDir,1) * 0.5 + 0.5), 1); |
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return returnColor * 0.2; |
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} |
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ENDCG |
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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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#pragma exclude_renderers d3d11_9x |
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ENDCG |
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} |
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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 fragDebug |
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#pragma exclude_renderers d3d11_9x |
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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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