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97 lines
1.9 KiB
97 lines
1.9 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unity Shaders Book/Chapter 12/Bloom" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Bloom ("Bloom (RGB)", 2D) = "black" {}
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_LuminanceThreshold ("Luminance Threshold", Float) = 0.5
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_BlurSize ("Blur Size", Float) = 1.0
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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sampler2D _Bloom;
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float _LuminanceThreshold;
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float _BlurSize;
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struct v2f {
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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v2f vertExtractBright(appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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fixed luminance(fixed4 color) {
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return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
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}
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fixed4 fragExtractBright(v2f i) : SV_Target {
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fixed4 c = tex2D(_MainTex, i.uv);
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fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);
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return c * val;
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}
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struct v2fBloom {
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float4 pos : SV_POSITION;
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half4 uv : TEXCOORD0;
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};
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v2fBloom vertBloom(appdata_img v) {
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v2fBloom o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv.xy = v.texcoord;
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o.uv.zw = v.texcoord;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0.0)
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o.uv.w = 1.0 - o.uv.w;
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#endif
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return o;
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}
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fixed4 fragBloom(v2fBloom i) : SV_Target {
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return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom, i.uv.zw);
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}
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ENDCG
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ZTest Always Cull Off ZWrite Off
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Pass {
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CGPROGRAM
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#pragma vertex vertExtractBright
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#pragma fragment fragExtractBright
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ENDCG
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}
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UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"
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UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"
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Pass {
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CGPROGRAM
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#pragma vertex vertBloom
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#pragma fragment fragBloom
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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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