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146 行
4.2 KiB
146 行
4.2 KiB
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Shader "Hidden/NFAA" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BlurTex ("Base (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_TexelSize;
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uniform float _OffsetScale;
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uniform float _BlurRadius;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv[8] : TEXCOORD0;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
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float2 uv = v.texcoord.xy;
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float2 up = float2(0.0, _MainTex_TexelSize.y) * _OffsetScale;
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float2 right = float2(_MainTex_TexelSize.x, 0.0) * _OffsetScale;
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o.uv[0].xy = uv + up;
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o.uv[1].xy = uv - up;
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o.uv[2].xy = uv + right;
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o.uv[3].xy = uv - right;
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o.uv[4].xy = uv - right + up;
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o.uv[5].xy = uv - right -up;
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o.uv[6].xy = uv + right + up;
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o.uv[7].xy = uv + right -up;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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// get luminance values
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// maybe: experiment with different luminance calculations
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float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb );
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float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb );
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float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb );
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float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb );
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float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb );
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float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb );
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float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb );
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float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb );
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// 2 triangle subtractions
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float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL));
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float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL));
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float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL));
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float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL));
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// figure out "normal"
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float2 blurDir = half2((sum0-sum1), (sum3-sum2));
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blurDir *= _MainTex_TexelSize.xy * _BlurRadius;
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// reconstruct normal uv
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float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5;
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float4 returnColor = tex2D(_MainTex, uv_);
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returnColor += tex2D(_MainTex, uv_+ blurDir.xy);
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returnColor += tex2D(_MainTex, uv_ - blurDir.xy);
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returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y));
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returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y));
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return returnColor * 0.2;
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}
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half4 fragDebug (v2f i) : SV_Target
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{
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// get luminance values
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// maybe: experiment with different luminance calculations
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float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb );
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float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb );
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float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb );
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float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb );
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float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb );
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float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb );
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float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb );
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float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb );
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// 2 triangle subtractions
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float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL));
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float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL));
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float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL));
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float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL));
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// figure out "normal"
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float2 blurDir = half2((sum0-sum1), (sum3-sum2));
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blurDir *= _MainTex_TexelSize.xy * _BlurRadius;
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// reconstruct normal uv
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float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5;
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float4 returnColor = tex2D(_MainTex, uv_);
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returnColor += tex2D(_MainTex, uv_+ blurDir.xy);
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returnColor += tex2D(_MainTex, uv_ - blurDir.xy);
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returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y));
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returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y));
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blurDir = half2((sum0-sum1), (sum3-sum2)) * _BlurRadius;
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return half4(normalize( half3(blurDir,1) * 0.5 + 0.5), 1);
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return returnColor * 0.2;
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}
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ENDCG
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers d3d11_9x
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragDebug
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#pragma exclude_renderers d3d11_9x
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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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