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187 行
6.6 KiB

Shader "Hidden/FXAA II" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma target 3.0
#define FXAA_HLSL_3 1
/*============================================================================
FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
============================================================================*/
/*============================================================================
API PORTING
============================================================================*/
#ifndef FXAA_GLSL_120
#define FXAA_GLSL_120 0
#endif
#ifndef FXAA_GLSL_130
#define FXAA_GLSL_130 0
#endif
#ifndef FXAA_HLSL_3
#define FXAA_HLSL_3 0
#endif
#ifndef FXAA_HLSL_4
#define FXAA_HLSL_4 0
#endif
/*--------------------------------------------------------------------------*/
#if FXAA_GLSL_120
// Requires,
// #version 120
// #extension GL_EXT_gpu_shader4 : enable
#define int2 ivec2
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define FxaaInt2 ivec2
#define FxaaFloat2 vec2
#define FxaaSat(a) clamp((a), 0.0, 1.0)
#define FxaaTex sampler2D
#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
#endif
/*--------------------------------------------------------------------------*/
#if FXAA_GLSL_130
// Requires "#version 130" or better
#define int2 ivec2
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define FxaaInt2 ivec2
#define FxaaFloat2 vec2
#define FxaaSat(a) clamp((a), 0.0, 1.0)
#define FxaaTex sampler2D
#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#endif
/*--------------------------------------------------------------------------*/
#if FXAA_HLSL_3
#define int2 float2
#define FxaaInt2 float2
#define FxaaFloat2 float2
#define FxaaSat(a) saturate((a))
#define FxaaTex sampler2D
#define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
#endif
/*--------------------------------------------------------------------------*/
#if FXAA_HLSL_4
#define FxaaInt2 int2
#define FxaaFloat2 float2
#define FxaaSat(a) saturate((a))
struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
#endif
/*============================================================================
VERTEX SHADER
============================================================================*/
float4 FxaaVertexShader(
float2 pos, // Both x and y range {-1.0 to 1.0 across screen}.
float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight}
/*--------------------------------------------------------------------------*/
#define FXAA_SUBPIX_SHIFT (1.0/4.0)
/*--------------------------------------------------------------------------*/
float4 posPos;
posPos.xy = (pos.xy * 0.5) + 0.5;
posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
return posPos; }
/*============================================================================
PIXEL SHADER
============================================================================*/
float3 FxaaPixelShader(
float4 posPos, // Output of FxaaVertexShader interpolated across screen.
FxaaTex tex, // Input texture.
float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}.
/*--------------------------------------------------------------------------*/
#define FXAA_REDUCE_MIN (1.0/128.0)
#define FXAA_REDUCE_MUL (1.0/8.0)
#define FXAA_SPAN_MAX 8.0
/*--------------------------------------------------------------------------*/
float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
/*--------------------------------------------------------------------------*/
float3 luma = float3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
/*--------------------------------------------------------------------------*/
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*--------------------------------------------------------------------------*/
float2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*--------------------------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * rcpFrame.xy;
/*--------------------------------------------------------------------------*/
float3 rgbA = (1.0/2.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB; }
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
float4 _MainTex_TexelSize;
v2f vert (appdata_img v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy);
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f);
}
ENDCG
}
}
Fallback off
}