mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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92962fef26
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
147 lines
4.2 KiB
Text
147 lines
4.2 KiB
Text
//----------------------------------------------------------------------------------------------------------
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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/DualKawaseBlur"
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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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uniform float4 _MainTex_ST;
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uniform half _Offset;
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struct v2f_DownSample
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{
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float4 vertex: SV_POSITION;
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float2 texcoord: TEXCOORD0;
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float2 uv: TEXCOORD1;
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float4 uv01: TEXCOORD2;
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float4 uv23: TEXCOORD3;
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};
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struct v2f_UpSample
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{
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float4 vertex: SV_POSITION;
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float2 texcoord: TEXCOORD0;
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float4 uv01: TEXCOORD1;
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float4 uv23: TEXCOORD2;
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float4 uv45: TEXCOORD3;
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float4 uv67: TEXCOORD4;
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};
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v2f_DownSample Vert_DownSample(AttributesDefault v)
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{
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v2f_DownSample o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex);
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_MainTex_TexelSize *= 0.5;
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o.uv = uv;
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o.uv01.xy = uv - _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//top right
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o.uv01.zw = uv + _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//bottom left
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o.uv23.xy = uv - float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//top left
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o.uv23.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//bottom right
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return o;
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}
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half4 Frag_DownSample(v2f_DownSample i): SV_Target
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{
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half4 sum = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv) * 4;
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw);
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return sum * 0.125;
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}
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v2f_UpSample Vert_UpSample(AttributesDefault v)
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{
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v2f_UpSample o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex);
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_MainTex_TexelSize *= 0.5;
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_Offset = float2(1 + _Offset, 1 + _Offset);
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o.uv01.xy = uv + float2(-_MainTex_TexelSize.x * 2, 0) * _Offset;
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o.uv01.zw = uv + float2(-_MainTex_TexelSize.x, _MainTex_TexelSize.y) * _Offset;
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o.uv23.xy = uv + float2(0, _MainTex_TexelSize.y * 2) * _Offset;
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o.uv23.zw = uv + _MainTex_TexelSize * _Offset;
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o.uv45.xy = uv + float2(_MainTex_TexelSize.x * 2, 0) * _Offset;
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o.uv45.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _Offset;
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o.uv67.xy = uv + float2(0, -_MainTex_TexelSize.y * 2) * _Offset;
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o.uv67.zw = uv - _MainTex_TexelSize * _Offset;
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return o;
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}
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half4 Frag_UpSample(v2f_UpSample i): SV_Target
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{
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half4 sum = 0;
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw) * 2;
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw) * 2;
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.xy);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv45.zw) * 2;
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv67.xy);
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sum += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv67.zw) * 2;
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return sum * 0.0833;
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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 Vert_DownSample
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#pragma fragment Frag_DownSample
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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 Vert_UpSample
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#pragma fragment Frag_UpSample
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ENDHLSL
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}
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}
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}
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