mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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103 lines
2.4 KiB
Text
103 lines
2.4 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/DualGaussianBlur"
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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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half4 _BlurOffset;
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struct v2f
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{
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float4 pos: POSITION;
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float2 uv: TEXCOORD0;
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float4 uv01: TEXCOORD1;
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float4 uv23: TEXCOORD2;
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float4 uv45: TEXCOORD3;
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};
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v2f VertGaussianBlur(AttributesDefault v)
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{
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v2f o;
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o.pos = float4(v.vertex.xy, 0, 1);
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o.uv.xy = TransformTriangleVertexToUV(o.pos.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.uv = o.uv * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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//UNITY_SINGLE_PASS_STEREO
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o.uv = TransformStereoScreenSpaceTex(o.uv, 1.0);
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o.uv01 = o.uv.xyxy + _BlurOffset.xyxy * float4(1, 1, -1, -1);
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o.uv23 = o.uv.xyxy + _BlurOffset.xyxy * float4(1, 1, -1, -1) * 2.0;
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o.uv45 = o.uv.xyxy + _BlurOffset.xyxy * float4(1, 1, -1, -1) * 6.0;
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return o;
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}
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float4 FragGaussianBlur(v2f i): SV_Target
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{
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half4 color = float4(0, 0, 0, 0);
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color += 0.40 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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color += 0.15 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy);
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color += 0.15 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw);
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color += 0.10 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy);
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color += 0.10 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw);
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color += 0.05 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.xy);
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color += 0.05 * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.zw);
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return color;
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}
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float4 FragCombine(VaryingsDefault i): SV_Target
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{
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return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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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 VertGaussianBlur
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#pragma fragment FragGaussianBlur
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ENDHLSL
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}
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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 FragCombine
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ENDHLSL
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}
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}
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}
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