HeavenStudioPlus/Assets/X-PostProcessing/Effects/TiltShiftBlurV2/Shader/TiltShiftBlurV2.shader
wookywok f14d2a423f Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

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Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

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
}
}
}