mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
193 lines
No EOL
7.3 KiB
GLSL
193 lines
No EOL
7.3 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/Oil Painting"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_NormalMap ("Normal Map", 2D) = "bump" {}
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_NormalWeight ("Normal Weight", Range(0, 10)) = 0.5
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_Radius ("Radius", Range(0, 10)) = 0
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[KeywordEnum(Low, Medium, High)] _Samples ("Sample amount", Float) = 0
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_BlurSize("Blur Size", Range(0, 0.1)) = 0
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_StandardDeviation("Standard Deviation", Range(0, 0.1)) = 0.02
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_VignetteIntensity("Vignette Intensity", Range(0, 1)) = 0.5
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_VignetteSmoothness("Vignette Smoothness", Range(0, 1)) = 0.2
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}
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SubShader
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{
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#define PI 3.14159265359
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#define E 2.71828182846
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#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
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float _BlurSize;
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float _StandardDeviation;
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float _VignetteIntensity;
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float _VignetteSmoothness;
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float _NormalWeight;
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#if _SAMPLES_LOW
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#define SAMPLES 10
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#elif _SAMPLES_MEDIUM
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#define SAMPLES 30
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#else
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#define SAMPLES 100
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#endif
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struct v2f
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{
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _NormalMap;
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float4 _MainTex_ST;
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float vignette(float2 uv, float intensity, float smoothness)
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{
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float2 position = uv - 0.5;
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float distance = length(position);
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float vignette = smoothstep(smoothness, smoothness - intensity, distance);
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return vignette;
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}
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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int _Radius;
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float4 _MainTex_TexelSize;
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float4 frag(v2f i) : SV_Target
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{
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float3 normal = UnpackNormal(tex2D(_NormalMap, i.uv));
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half2 uv = i.uv;
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float3 col;
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float4 color = tex2D(_MainTex, uv);
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//kuwahara with normal influence
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float3 mean[4] = {
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{0, 0, 0},
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{0, 0, 0},
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{0, 0, 0},
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{0, 0, 0}
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};
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float3 sigma[4] = {
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{0, 0, 0},
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{0, 0, 0},
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{0, 0, 0},
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{0, 0, 0}
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};
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float2 start[4] = {{-_Radius, -_Radius}, {-_Radius, 0}, {0, -_Radius}, {0, 0}};
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float2 pos;
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float normalInfluence;
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for (int k = 0; k < 4; k++)
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{
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for (int i = 0; i <= _Radius; i++)
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{
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for (int j = 0; j <= _Radius; j++)
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{
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float2 kernelDirection = float2(i - 1, j - 1);
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kernelDirection = normalize(kernelDirection);
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normalInfluence = dot(normal, kernelDirection);
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//float weightedVariance = variance + normalInfluence * _NormalWeight;
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pos = float2(i, j) + start[k];
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col = tex2Dlod(_MainTex, float4(
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uv + float2(pos.x * _MainTex_TexelSize.x, pos.y * _MainTex_TexelSize.y),
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0., 0.)).rgb;
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mean[k] += col;
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sigma[k] += col * col;
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}
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}
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}
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float sigma2;
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float n = pow(_Radius + 1, 2);
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float min = 1;
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for (int l = 0; l < 4; l++)
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{
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mean[l] /= n;
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sigma[l] = abs(sigma[l] / n - mean[l] * mean[l]);
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sigma2 = sigma[l].r + sigma[l].g + sigma[l].b;
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if (sigma2 < min + normalInfluence * _NormalWeight)
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{
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min = sigma2;
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color.rgb = mean[l].rgb;
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}
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}
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// blur
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//failsafe so we can use turn off the blur by setting the deviation to 0
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if (_StandardDeviation != 0)
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{
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float invAspect = _ScreenParams.y / _ScreenParams.x;
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float sum = SAMPLES;
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float sum2 = SAMPLES;
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float3 col2;
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//iterate over blur samples
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for (float index = 0; index < SAMPLES; index++)
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{
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//get the offset of the sample
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float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize;
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//get uv coordinate of sample
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float2 uv = i.uv + float2(0, offset);
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//calculate the result of the gaussian function
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float stDevSquared = _StandardDeviation * _StandardDeviation;
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float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(
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E, -((offset * offset) / (2 * stDevSquared)));
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//add result to sum
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sum += gauss;
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//multiply color with influence from gaussian function and add it to sum color
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col += tex2D(_MainTex, uv) * gauss;
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}
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//divide the sum of values by the amount of samples
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color.rgb = lerp(color.rgb, col / sum, 0.5);
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for (float index = 0; index < SAMPLES; index++)
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{
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//get the offset of the sample
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float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize * invAspect;
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//get uv coordinate of sample
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float2 uv = i.uv + float2(offset, 0);
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//calculate the result of the gaussian function
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float stDevSquared = _StandardDeviation * _StandardDeviation;
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float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(
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E, -((offset * offset) / (2 * stDevSquared)));
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//add result to sum
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sum2 += gauss;
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//multiply color with influence from gaussian function and add it to sum color
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col2 += tex2D(_MainTex, uv) * gauss;
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}
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//divide the sum of values by the amount of samples
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color.rgb = lerp(color.rgb , col2 / sum2, 0.5);
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}
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float vignetteEffect = vignette(i.uv, _VignetteIntensity, _VignetteSmoothness);
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color.rgb = color.rgb * vignetteEffect;
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return color;
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}
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ENDCG
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}
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}
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} |