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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
101 lines
2.1 KiB
Text
101 lines
2.1 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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// reference : https://www.shadertoy.com/view/4d2Xzw
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Shader "Hidden/X-PostProcessing/IrisBlurV2"
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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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half3 _Gradient;
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half4 _GoldenRot;
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half4 _Params;
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#define _Offset _Gradient.xy
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#define _AreaSize _Gradient.z
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#define _Iteration _Params.x
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#define _Radius _Params.y
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#define _PixelSize _Params.zw
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float IrisMask(float2 uv)
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{
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float2 center = uv * 2.0 - 1.0 + _Offset; // [0,1] -> [-1,1]
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return dot(center, center) * _AreaSize;
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}
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half4 FragPreview(VaryingsDefault i): SV_Target
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{
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return IrisMask(i.texcoord);
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}
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half4 IrisBlur(VaryingsDefault i)
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{
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half2x2 rot = half2x2(_GoldenRot);
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half4 accumulator = 0.0;
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half4 divisor = 0.0;
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half r = 1.0;
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half2 angle = half2(0.0, _Radius * saturate(IrisMask(i.texcoord)));
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for (int j = 0; j < _Iteration; j ++)
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{
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r += 1.0 / r;
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angle = mul(rot, angle);
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half4 bokeh = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord + _PixelSize * (r - 1.0) * angle));
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accumulator += bokeh * bokeh;
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divisor += bokeh;
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}
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return accumulator / divisor;
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}
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half4 Frag(VaryingsDefault i): SV_Target
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{
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return IrisBlur(i);
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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 0 - IrisBlur
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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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// Pass 1 - Preview
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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 FragPreview
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ENDHLSL
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}
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}
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}
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