HeavenStudioPlus/Assets/X-PostProcessing/Effects/IrisBlurV2/Shader/IrisBlurV2.shader

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
// reference : https://www.shadertoy.com/view/4d2Xzw
Shader "Hidden/X-PostProcessing/IrisBlurV2"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half3 _Gradient;
half4 _GoldenRot;
half4 _Params;
#define _Offset _Gradient.xy
#define _AreaSize _Gradient.z
#define _Iteration _Params.x
#define _Radius _Params.y
#define _PixelSize _Params.zw
float IrisMask(float2 uv)
{
float2 center = uv * 2.0 - 1.0 + _Offset; // [0,1] -> [-1,1]
return dot(center, center) * _AreaSize;
}
half4 FragPreview(VaryingsDefault i): SV_Target
{
return IrisMask(i.texcoord);
}
half4 IrisBlur(VaryingsDefault i)
{
half2x2 rot = half2x2(_GoldenRot);
half4 accumulator = 0.0;
half4 divisor = 0.0;
half r = 1.0;
half2 angle = half2(0.0, _Radius * saturate(IrisMask(i.texcoord)));
for (int j = 0; j < _Iteration; j ++)
{
r += 1.0 / r;
angle = mul(rot, angle);
half4 bokeh = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord + _PixelSize * (r - 1.0) * angle));
accumulator += bokeh * bokeh;
divisor += bokeh;
}
return accumulator / divisor;
}
half4 Frag(VaryingsDefault i): SV_Target
{
return IrisBlur(i);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
// Pass 0 - IrisBlur
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
// Pass 1 - Preview
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragPreview
ENDHLSL
}
}
}