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