HeavenStudioPlus/Assets/X-PostProcessing/Effects/DualKawaseBlur/Shader/DualKawaseBlur.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/DualKawaseBlur"
{
HLSLINCLUDE
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
uniform float4 _MainTex_ST;
uniform half _Offset;
struct v2f_DownSample
{
float4 vertex: SV_POSITION;
float2 texcoord: TEXCOORD0;
float2 uv: TEXCOORD1;
float4 uv01: TEXCOORD2;
float4 uv23: TEXCOORD3;
};
struct v2f_UpSample
{
float4 vertex: SV_POSITION;
float2 texcoord: TEXCOORD0;
float4 uv01: TEXCOORD1;
float4 uv23: TEXCOORD2;
float4 uv45: TEXCOORD3;
float4 uv67: TEXCOORD4;
};
v2f_DownSample Vert_DownSample(AttributesDefault v)
{
v2f_DownSample o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex);
_MainTex_TexelSize *= 0.5;
o.uv = uv;
o.uv01.xy = uv - _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//top right
o.uv01.zw = uv + _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//bottom left
o.uv23.xy = uv - float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//top left
o.uv23.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//bottom right
return o;
}
half4 Frag_DownSample(v2f_DownSample i): SV_Target
{
half4 sum = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv) * 4;
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw);
return sum * 0.125;
}
v2f_UpSample Vert_UpSample(AttributesDefault v)
{
v2f_UpSample o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex);
_MainTex_TexelSize *= 0.5;
_Offset = float2(1 + _Offset, 1 + _Offset);
o.uv01.xy = uv + float2(-_MainTex_TexelSize.x * 2, 0) * _Offset;
o.uv01.zw = uv + float2(-_MainTex_TexelSize.x, _MainTex_TexelSize.y) * _Offset;
o.uv23.xy = uv + float2(0, _MainTex_TexelSize.y * 2) * _Offset;
o.uv23.zw = uv + _MainTex_TexelSize * _Offset;
o.uv45.xy = uv + float2(_MainTex_TexelSize.x * 2, 0) * _Offset;
o.uv45.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _Offset;
o.uv67.xy = uv + float2(0, -_MainTex_TexelSize.y * 2) * _Offset;
o.uv67.zw = uv - _MainTex_TexelSize * _Offset;
return o;
}
half4 Frag_UpSample(v2f_UpSample i): SV_Target
{
half4 sum = 0;
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw) * 2;
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw) * 2;
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.xy);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.zw) * 2;
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv67.xy);
sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv67.zw) * 2;
return sum * 0.0833;
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex Vert_DownSample
#pragma fragment Frag_DownSample
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert_UpSample
#pragma fragment Frag_UpSample
ENDHLSL
}
}
}