HeavenStudioPlus/Assets/X-PostProcessing/Shaders/Sampling.hlsl

92 lines
4.5 KiB
HLSL

#ifndef UNITY_POSTFX_SAMPLING
#define UNITY_POSTFX_SAMPLING
#include "StdLib.hlsl"
// Better, temporally stable box filtering
// [Jimenez14] http://goo.gl/eomGso
// . . . . . . .
// . A . B . C .
// . . D . E . .
// . F . G . H .
// . . I . J . .
// . K . L . M .
// . . . . . . .
half4 DownsampleBox13Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
{
half4 A = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, -1.0)));
half4 B = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.0, -1.0)));
half4 C = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, -1.0)));
half4 D = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-0.5, -0.5)));
half4 E = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.5, -0.5)));
half4 F = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, 0.0)));
half4 G = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv ));
half4 H = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, 0.0)));
half4 I = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-0.5, 0.5)));
half4 J = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.5, 0.5)));
half4 K = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, 1.0)));
half4 L = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.0, 1.0)));
half4 M = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, 1.0)));
half2 div = (1.0 / 4.0) * half2(0.5, 0.125);
half4 o = (D + E + I + J) * div.x;
o += (A + B + G + F) * div.y;
o += (B + C + H + G) * div.y;
o += (F + G + L + K) * div.y;
o += (G + H + M + L) * div.y;
return o;
}
// Standard box filtering
half4 DownsampleBox4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
{
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
half4 s;
s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy)));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy)));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)));
return s * (1.0 / 4.0);
}
// 9-tap bilinear upsampler (tent filter)
half4 UpsampleTent(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float4 sampleScale)
{
float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
half4 s;
s = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.xy));
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.wy)) * 2.0;
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.zy));
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)) * 2.0;
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv )) * 4.0;
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)) * 2.0;
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy));
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.wy)) * 2.0;
s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy));
return s * (1.0 / 16.0);
}
// Standard box filtering
half4 UpsampleBox(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float4 sampleScale)
{
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
half4 s;
s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy)));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy)));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)));
return s * (1.0 / 4.0);
}
#endif // UNITY_POSTFX_SAMPLING