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