mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 22:07:31 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
105 lines
2.3 KiB
Text
105 lines
2.3 KiB
Text
|
|
//----------------------------------------------------------------------------------------------------------
|
|
// 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
|
|
//----------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
// reference 1 : https://www.shadertoy.com/view/4d2Xzw
|
|
// reference 2 : https://github.com/imclab/TiltShift
|
|
|
|
Shader "Hidden/X-PostProcessing/TiltShiftBlurV2"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "../../../Shaders/StdLib.hlsl"
|
|
#include "../../../Shaders/XPostProcessing.hlsl"
|
|
|
|
|
|
half3 _Gradient;
|
|
half4 _GoldenRot;
|
|
half4 _Distortion;
|
|
half4 _Params;
|
|
|
|
#define _Offset _Gradient.x
|
|
#define _Area _Gradient.y
|
|
#define _Spread _Gradient.z
|
|
#define _CubicDistortion _Distortion.x
|
|
#define _DistortionScale _Distortion.y
|
|
#define _Iteration _Params.x
|
|
#define _Radius _Params.y
|
|
#define _PixelSize _Params.zw
|
|
|
|
float TiltShiftMask(float2 uv)
|
|
{
|
|
float centerY = uv.y * 2.0 - 1.0 + _Offset; // [0,1] -> [-1,1]
|
|
return pow(abs(centerY * _Area), _Spread);
|
|
}
|
|
|
|
half4 FragPreview(VaryingsDefault i): SV_Target
|
|
{
|
|
return TiltShiftMask(i.texcoord);
|
|
}
|
|
|
|
half4 TiltShiftBlur(VaryingsDefault i)
|
|
{
|
|
half2x2 rot = half2x2(_GoldenRot);
|
|
half4 accumulator = 0.0;
|
|
half4 divisor = 0.0;
|
|
|
|
half r = 1.0;
|
|
half2 angle = half2(0.0, _Radius * saturate(TiltShiftMask(i.texcoord)));
|
|
|
|
for (int j = 0; j < _Iteration; j ++)
|
|
{
|
|
r += 1.0 / r;
|
|
angle = mul(rot, angle);
|
|
half4 bokeh = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord + _PixelSize * (r - 1.0) * angle));
|
|
accumulator += bokeh * bokeh;
|
|
divisor += bokeh;
|
|
}
|
|
return accumulator / divisor;
|
|
}
|
|
|
|
half4 Frag(VaryingsDefault i): SV_Target
|
|
{
|
|
return TiltShiftBlur(i);
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
// Pass 0 - Tilt Shift
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment Frag
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
|
|
// Pass 1 - Preview
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragPreview
|
|
|
|
ENDHLSL
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|