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98 行
3.1 KiB

Shader "Perception/LensDistortion"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "LightMode" = "SRP" }
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "LensDistortion"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
// Note: This is taken from the HDRP UberPost shader:
// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader
// https://github.com/Unity-Technologies/Graphics/blob/257b08bba6c11de0f894e42e811124247a522d3c/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
// TODO: Include this code somehow since we're really only using the DistortUV call
float4 _Distortion_Params1;
float4 _Distortion_Params2;
#define DistCenter _Distortion_Params1.xy
#define DistAxis _Distortion_Params1.zw
#define DistTheta _Distortion_Params2.x
#define DistSigma _Distortion_Params2.y
#define DistScale _Distortion_Params2.z
#define DistIntensity _Distortion_Params2.w
float2 DistortUV(float2 uv)
{
uv = (uv - 0.5) * DistScale + 0.5;
float2 ruv = DistAxis * (uv - 0.5 - DistCenter);
float ru = length(float2(ruv));
UNITY_BRANCH
if (DistIntensity > 0.0)
{
float wu = ru * DistTheta;
ru = tan(wu) * (rcp(ru * DistSigma));
uv = uv + ruv * (ru - 1.0);
}
else
{
ru = rcp(ru) * DistTheta * atan(ru * DistSigma);
uv = uv + ruv * (ru - 1.0);
}
return uv;
}
sampler2D _MainTex;
fixed4 frag(v2f input) : SV_Target
{
float2 uvDistorted = input.uv;
uvDistorted = DistortUV(uvDistorted);
float4 texValue = tex2D(_MainTex, uvDistorted);
return texValue;
}
ENDCG
}
}
}