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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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92 lines
4.5 KiB
HLSL
92 lines
4.5 KiB
HLSL
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#ifndef UNITY_POSTFX_SAMPLING
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#define UNITY_POSTFX_SAMPLING
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#include "StdLib.hlsl"
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// Better, temporally stable box filtering
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// [Jimenez14] http://goo.gl/eomGso
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// . . . . . . .
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// . A . B . C .
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// . . D . E . .
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// . F . G . H .
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// . . I . J . .
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// . K . L . M .
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// . . . . . . .
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half4 DownsampleBox13Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
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{
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half4 A = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, -1.0)));
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half4 B = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.0, -1.0)));
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half4 C = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, -1.0)));
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half4 D = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-0.5, -0.5)));
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half4 E = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.5, -0.5)));
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half4 F = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, 0.0)));
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half4 G = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv ));
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half4 H = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, 0.0)));
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half4 I = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-0.5, 0.5)));
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half4 J = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.5, 0.5)));
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half4 K = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, 1.0)));
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half4 L = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.0, 1.0)));
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half4 M = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, 1.0)));
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half2 div = (1.0 / 4.0) * half2(0.5, 0.125);
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half4 o = (D + E + I + J) * div.x;
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o += (A + B + G + F) * div.y;
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o += (B + C + H + G) * div.y;
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o += (F + G + L + K) * div.y;
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o += (G + H + M + L) * div.y;
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return o;
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}
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// Standard box filtering
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half4 DownsampleBox4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
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{
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
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half4 s;
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s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy)));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy)));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)));
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return s * (1.0 / 4.0);
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}
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// 9-tap bilinear upsampler (tent filter)
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half4 UpsampleTent(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float4 sampleScale)
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{
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float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
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half4 s;
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s = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.xy));
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.wy)) * 2.0;
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.zy));
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)) * 2.0;
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv )) * 4.0;
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)) * 2.0;
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy));
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.wy)) * 2.0;
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s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy));
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return s * (1.0 / 16.0);
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}
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// Standard box filtering
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half4 UpsampleBox(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float4 sampleScale)
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{
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
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half4 s;
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s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy)));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy)));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)));
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return s * (1.0 / 4.0);
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}
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#endif // UNITY_POSTFX_SAMPLING
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