mirror of
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>
81 lines
2 KiB
Text
81 lines
2 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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Shader "Hidden/X-PostProcessing/DualTentBlur"
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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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half4 _BlurOffset;
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// 9-tap tent filter
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half4 TentFilter_9Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
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{
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float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
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half4 s;
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s = SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.xy);
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.wy) * 2.0; // 1 MAD
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv - d.zy); // 1 MAD
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw) * 2.0; // 1 MAD
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv) * 4.0; // 1 MAD
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw) * 2.0; // 1 MAD
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy);
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.wy) * 2.0; // 1 MAD
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s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy);
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return s * (1.0 / 16.0);
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}
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float4 FragTentBlur(VaryingsDefault i): SV_Target
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{
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return TentFilter_9Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _BlurOffset.xy).rgba;
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}
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float4 FragCombine(VaryingsDefault i): SV_Target
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{
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return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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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
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragTentBlur
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ENDHLSL
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}
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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 FragCombine
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ENDHLSL
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}
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}
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}
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