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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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73 lines
1.6 KiB
Text
73 lines
1.6 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/GrainyBlur"
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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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half2 _Params;
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half _MainTex_ST;
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#define _BlurRadius _Params.x
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#define _Iteration _Params.y
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float Rand(float2 n)
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{
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return sin(dot(n, half2(1233.224, 1743.335)));
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}
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half4 GrainyBlur(VaryingsDefault i)
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{
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half2 randomOffset = float2(0.0, 0.0);
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half4 finalColor = half4(0.0, 0.0, 0.0, 0.0);
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float random = Rand(i.texcoord);
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for (int k = 0; k < int(_Iteration); k ++)
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{
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random = frac(43758.5453 * random + 0.61432);;
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randomOffset.x = (random - 0.5) * 2.0;
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random = frac(43758.5453 * random + 0.61432);
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randomOffset.y = (random - 0.5) * 2.0;
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finalColor += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, half2(i.texcoord + randomOffset * _BlurRadius));
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}
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return finalColor / _Iteration;
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}
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half4 Frag(VaryingsDefault i): SV_Target
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{
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return GrainyBlur(i);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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