mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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62 lines
1.8 KiB
Text
62 lines
1.8 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/SharpenV1"
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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 half _Strength;
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uniform half _Threshold;
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half4 Frag(VaryingsDefault i): SV_Target
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{
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half2 pixelSize = float2(1 / _ScreenParams.x, 1 / _ScreenParams.y);
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half2 halfPixelSize = pixelSize * 0.5;
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half4 blur = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(halfPixelSize.x, -pixelSize.y));
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blur += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(-pixelSize.x, -halfPixelSize.y));
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blur += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(pixelSize.x, halfPixelSize.y));
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blur += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + half2(-halfPixelSize.x, pixelSize.y));
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blur *= 0.25;
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half4 sceneColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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half4 lumaStrength = half4(0.222, 0.707, 0.071, 0.0) * _Strength;
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half4 sharp = sceneColor - blur;
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sceneColor += clamp(dot(sharp, lumaStrength), -_Threshold, _Threshold);
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return sceneColor;
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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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