HeavenStudioPlus/Assets/X-PostProcessing/Effects/TentBlur/Shader/TentBlur.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
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/TentBlur"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _BlurOffset;
// 9-tap tent filter
half4 TentFilter_9Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
{
float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
half4 s;
s = SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.xy);
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.wy) * 2.0; // 1 MAD
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.zy); // 1 MAD
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw) * 2.0; // 1 MAD
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv) * 4.0; // 1 MAD
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw) * 2.0; // 1 MAD
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy);
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.wy) * 2.0; // 1 MAD
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy);
return s * (1.0 / 16.0);
}
float4 FragTentBlur(VaryingsDefault i): SV_Target
{
return TentFilter_9Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _BlurOffset.xy).rgba;
}
float4 FragCombine(VaryingsDefault i): SV_Target
{
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragTentBlur
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragCombine
ENDHLSL
}
}
}