mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
459 lines
14 KiB
Text
459 lines
14 KiB
Text
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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Shader "Hidden/X-PostProcessing/RadialBlurV2"
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{
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HLSLINCLUDE
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#include "../../../Shaders/StdLib.hlsl"
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#include "../../../Shaders/XPostProcessing.hlsl"
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uniform half3 _Params;
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#define _BlurRadius _Params.x
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#define _RadialCenter _Params.yz
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half4 Frag_4Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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color *= 0.25f; // 1/4
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return color;
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}
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half4 Frag_6Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 4 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 5 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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color *= 0.1667f; // 1/6
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return color;
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}
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half4 Frag_8Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 4 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 5 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 6 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 7 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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color *= 0.125f; // 1/8
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return color;
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}
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half4 Frag_10Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 4 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 5 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 6 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 7 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 8 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 9 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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color *= 0.1f; // 1/10
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return color;
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}
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half4 Frag_12Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 4 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 5 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 6 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 7 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 8 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 9 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 10 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 11 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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color *= 0.0833f; // 1/12
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return color;
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}
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half4 Frag_20Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 4 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 5 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 6 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 7 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 8 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 9 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 10 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 11 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 12 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 13 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 14 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 15 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 16 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 17 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 18 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 19 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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color *= 0.05f; // 1/20
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return color;
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}
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half4 Frag_30Tap(VaryingsDefault i): SV_Target
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{
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float2 uv = i.texcoord - _RadialCenter;
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half scale = 1;
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 2 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 3 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 4 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 5 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 6 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 7 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 8 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 9 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 10 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 11 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 12 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 13 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 14 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 15 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 16 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 17 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 18 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 19 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 20 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 21 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 22 * _BlurRadius + 1; //1 MAD
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color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
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scale = 23 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
scale = 24 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
scale = 25 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
scale = 26 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
scale = 27 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
scale = 28 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
scale = 29 * _BlurRadius + 1; //1 MAD
|
|||
|
color += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv * scale + _RadialCenter); //1 MAD
|
|||
|
|
|||
|
color *= 0.0333f; // 1/30
|
|||
|
|
|||
|
return color;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
SubShader
|
|||
|
{
|
|||
|
Cull Off ZWrite Off ZTest Always
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_4Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_6Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_8Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_10Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_12Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_20Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Pass
|
|||
|
{
|
|||
|
HLSLPROGRAM
|
|||
|
|
|||
|
#pragma vertex VertDefault
|
|||
|
#pragma fragment Frag_30Tap
|
|||
|
|
|||
|
ENDHLSL
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|