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73 行
1.4 KiB
73 行
1.4 KiB
Shader "Hidden/VFXToolbox/ImageSequencer/Resize"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_KernelAndSize("_KernelAndSize", Vector) = (1.0,1.0,1.0,1.0)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#define MAX_KERNEL_SAMPLES 16
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _KernelAndSize;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 ratio = _KernelAndSize.xy;
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float2 outSize = _KernelAndSize.zw;
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float2 inSize = ratio * outSize;
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float2 kernelSize = 1.0f / outSize;
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float2 texcoord = i.uv;
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int NUM_U = (int)ceil(ratio.x);
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int NUM_V = (int)ceil(ratio.y);
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float4 c = float4(0, 0, 0, 0);
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for (int i = 0; i < NUM_U; i++)
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for (int j = 0; j < NUM_V; j++)
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{
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float2 offset = float2((float)(i+1) / (NUM_U+1),(float)(j+1) / (NUM_V+1))-0.5f;
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float2 samplePos = texcoord + (kernelSize * offset);
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c += tex2Dlod(_MainTex, float4(samplePos, 0, 0));
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}
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c /= (NUM_U * NUM_V);
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return c;
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}
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ENDCG
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}
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}
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}
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