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85 行
1.6 KiB

Shader "Hidden/SSAA" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
// very simple & fast AA by Emmanuel Julien
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
struct v2f {
float4 pos : SV_POSITION;
float2 uv[5] : TEXCOORD0;
};
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float2 uv = v.texcoord.xy;
float w = 1.75;
float2 up = float2(0.0, _MainTex_TexelSize.y) * w;
float2 right = float2(_MainTex_TexelSize.x, 0.0) * w;
o.uv[0].xy = uv - up;
o.uv[1].xy = uv - right;
o.uv[2].xy = uv + right;
o.uv[3].xy = uv + up;
o.uv[4].xy = uv;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 outColor;
float t = Luminance( tex2D( _MainTex, i.uv[0] ).xyz );
float l = Luminance( tex2D( _MainTex, i.uv[1] ).xyz);
float r = Luminance( tex2D( _MainTex, i.uv[2] ).xyz);
float b = Luminance( tex2D( _MainTex, i.uv[3] ).xyz);
half2 n = half2( -( t - b ), r - l );
float nl = length( n );
if ( nl < (1.0 / 16.0) )
outColor = tex2D( _MainTex, i.uv[4] );
else {
n *= _MainTex_TexelSize.xy / nl;
half4 o = tex2D( _MainTex, i.uv[4]);
half4 t0 = tex2D( _MainTex, i.uv[4] + n * 0.5) * 0.9;
half4 t1 = tex2D( _MainTex, i.uv[4] - n * 0.5) * 0.9;
half4 t2 = tex2D( _MainTex, i.uv[4] + n) * 0.75;
half4 t3 = tex2D( _MainTex, i.uv[4] - n) * 0.75;
outColor = (o + t0 + t1 + t2 + t3) / 4.3;
}
return outColor;
}
ENDCG
}
}
Fallback off
}