//---------------------------------------------------------------------------------------------------------- // 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/TentBlur" { HLSLINCLUDE #include "../../../Shaders/StdLib.hlsl" #include "../../../Shaders/XPostProcessing.hlsl" half4 _BlurOffset; // 9-tap tent filter half4 TentFilter_9Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize) { float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0); half4 s; s = SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.xy); s += SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.wy) * 2.0; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.zy); // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw) * 2.0; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv) * 4.0; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw) * 2.0; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy); s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.wy) * 2.0; // 1 MAD s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy); return s * (1.0 / 16.0); } float4 FragTentBlur(VaryingsDefault i): SV_Target { return TentFilter_9Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _BlurOffset.xy).rgba; } float4 FragCombine(VaryingsDefault i): SV_Target { return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragTentBlur ENDHLSL } Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragCombine ENDHLSL } } }