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112 lines
2.6 KiB
112 lines
2.6 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Colorful FX - Unity Asset
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// Copyright (c) 2015 - Thomas Hourdel
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// http://www.thomashourdel.com
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Shader "Hidden/Colorful/Bilateral Gaussian Blur"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Direction ("Direction (XY)", Vector) = (0, 0, 0, 0)
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_Threshold ("Threshold", Float) = 0
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_Amount ("Blend factor (Float)", Float) = 1.0
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}
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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// (0) Blur
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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 fragmentoption ARB_precision_hint_fastest
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#pragma exclude_renderers flash
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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half2 _Direction;
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half _Threshold;
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struct fInput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 uv1 : TEXCOORD1;
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float4 uv2 : TEXCOORD2;
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};
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fInput vert(appdata_img v)
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{
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fInput o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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float2 d1 = 1.3846153846 * _Direction;
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float2 d2 = 3.2307692308 * _Direction;
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o.uv1 = float4(o.uv + d1, o.uv - d1);
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o.uv2 = float4(o.uv + d2, o.uv - d2);
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return o;
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}
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half4 frag(fInput i) : SV_Target
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{
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const half2 uvs[4] = { i.uv1.xy, i.uv1.zw, i.uv2.xy, i.uv2.zw };
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half depth = Linear01Depth(tex2D(_CameraDepthTexture, i.uv).x);
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half4 accum = tex2D(_MainTex, i.uv) * 0.2270270270;
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half accumWeight = 0.2270270270;
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half4 depthTmp;
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depthTmp.x = Linear01Depth(tex2D(_CameraDepthTexture, uvs[0]).x);
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depthTmp.y = Linear01Depth(tex2D(_CameraDepthTexture, uvs[1]).x);
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depthTmp.z = Linear01Depth(tex2D(_CameraDepthTexture, uvs[2]).x);
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depthTmp.w = Linear01Depth(tex2D(_CameraDepthTexture, uvs[3]).x);
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half4 diff = abs(depth - depthTmp);
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half4 weight = (1.0 - step(_Threshold, diff)) * half4(0.3162162162, 0.3162162162, 0.0702702703, 0.0702702703);
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for (int i = 0; i < 4; i++)
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{
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accum += weight[i] * tex2D(_MainTex, uvs[i]);
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accumWeight += weight[i];
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}
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return accum / accumWeight;
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}
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ENDCG
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}
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// (1) Composite if _Amount is in ]0;1[
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _Blurred;
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half _Amount;
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half4 frag(v2f_img i) : SV_Target
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{
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half4 oc = tex2D(_MainTex, i.uv);
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half4 bc = tex2D(_Blurred, i.uv);
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return lerp(oc, bc, _Amount);
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}
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ENDCG
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}
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}
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FallBack off
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}
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