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242 行
5.4 KiB

Shader "Hidden/SeparableWeightedBlurDof34" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_TapMedium ("TapMedium (RGB)", 2D) = "" {}
_TapLow ("TapLow (RGB)", 2D) = "" {}
_TapHigh ("TapHigh (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
half4 offsets;
half4 _Threshhold;
sampler2D _MainTex;
sampler2D _TapHigh;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 uv01 : TEXCOORD1;
half4 uv23 : TEXCOORD2;
half4 uv45 : TEXCOORD3;
};
struct v2fSingle {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
//
// VERT PROGRAMS
//
v2f vert (appdata_img v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = v.texcoord.xy;
o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
return o;
}
v2fSingle vertSingleTex (appdata_img v) {
v2fSingle o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = v.texcoord.xy;
return o;
}
//
// FRAG PROGRAMS
//
// mostly used for foreground, so more gaussian-like
half4 fragBlurUnweighted (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
blurredColor += sampleA;
blurredColor += sampleB;
blurredColor += sampleC;
blurredColor += sampleD;
blurredColor += sampleE;
blurredColor *= 0.2;
blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a);
return blurredColor;
}
// used for background, so more bone curve-like
half4 fragBlurWeighted (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.5, 1.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a));
sampleA.rgb = sampleA.rgb * sampleA.a;
sampleB.rgb = sampleB.rgb * sampleB.a * 1.25;
sampleC.rgb = sampleC.rgb * sampleC.a * 1.25;
sampleD.rgb = sampleD.rgb * sampleD.a * 1.5;
sampleE.rgb = sampleE.rgb * sampleE.a * 1.5;
blurredColor += sampleA;
blurredColor += sampleB;
blurredColor += sampleC;
blurredColor += sampleD;
blurredColor += sampleE;
blurredColor /= sum;
half4 color = blurredColor;
color.a = sampleA.a;
return color;
}
half4 fragBlurDark (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
half sum = sampleA.a + dot (half4 (0.75, 0.75, 0.5, 0.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a));
sampleA.rgb = sampleA.rgb * sampleA.a;
sampleB.rgb = sampleB.rgb * sampleB.a * 0.75;
sampleC.rgb = sampleC.rgb * sampleC.a * 0.75;
sampleD.rgb = sampleD.rgb * sampleD.a * 0.5;
sampleE.rgb = sampleE.rgb * sampleE.a * 0.5;
blurredColor += sampleA;
blurredColor += sampleB;
blurredColor += sampleC;
blurredColor += sampleD;
blurredColor += sampleE;
blurredColor /= sum;
half4 color = blurredColor;
color.a = sampleA.a;
return color;
}
// not used atm
half4 fragBlurUnweightedDark (v2f i) : SV_Target {
half4 blurredColor = half4 (0,0,0,0);
half4 sampleA = tex2D(_MainTex, i.uv.xy);
half4 sampleB = tex2D(_MainTex, i.uv01.xy);
half4 sampleC = tex2D(_MainTex, i.uv01.zw);
half4 sampleD = tex2D(_MainTex, i.uv23.xy);
half4 sampleE = tex2D(_MainTex, i.uv23.zw);
blurredColor += sampleA;
blurredColor += sampleB * 0.75;
blurredColor += sampleC * 0.75;
blurredColor += sampleD * 0.5;
blurredColor += sampleE * 0.5;
blurredColor /= 3.5;
blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a);
return blurredColor;
}
// fragMixMediumAndLowTap
// happens before applying final coc/blur result to screen,
// mixes defocus buffers of different resolutions / bluriness
sampler2D _TapMedium;
sampler2D _TapLow;
half4 fragMixMediumAndLowTap (v2fSingle i) : SV_Target
{
half4 tapMedium = tex2D (_TapMedium, i.uv.xy);
half4 tapLow = tex2D (_TapLow, i.uv.xy);
tapMedium.a *= tapMedium.a;
tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, (tapMedium.a * tapMedium.a));
return tapLow;
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurWeighted
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurUnweighted
ENDCG
}
// 2
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurUnweightedDark
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vertSingleTex
#pragma fragment fragMixMediumAndLowTap
ENDCG
}
// 4
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment fragBlurDark
ENDCG
}
}
Fallback off
} // shader