// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/DepthOfField/MedianFilter"
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{
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Properties
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{
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_MainTex ("-", 2D) = "black"
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}
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CGINCLUDE
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#pragma target 3.0
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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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uniform half4 _MainTex_TexelSize;
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uniform half4 _MainTex_ST;
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uniform float4 _Offsets;
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///////////////////////////////////////////////////////////////////////////////
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// Verter Shaders and declaration
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///////////////////////////////////////////////////////////////////////////////
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struct v2f
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{
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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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.y = 1.0 - o.uv.y;
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#endif
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return o;
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}
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///////////////////////////////////////////////////////////////////////////////
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float4 fragCocMedian3 (v2f i) : SV_Target
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{
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// TODO: Use med3 on GCN architecture.
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half4 A = tex2Dlod(_MainTex, half4(i.uv, 0.0, 0.0));
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half3 B = tex2Dlod(_MainTex, half4(i.uv + _Offsets.xy * _MainTex_TexelSize.xy, 0.0, 0.0)).rgb;
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half3 C = tex2Dlod(_MainTex, half4(i.uv - _Offsets.xy * _MainTex_TexelSize.xy, 0.0, 0.0)).rgb;
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half3 minAB = min(A.rgb,B);
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half3 maxAB = max(A.rgb,B);
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half3 temp = min(C, maxAB);
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half3 median = max(minAB, temp);
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return half4(lerp(A.rgb, median, A.a * A.a), A.a);
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}
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/*/////////////////////////////////////////////////////////////////////////////
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3x3 Median
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Morgan McGuire and Kyle Whitson
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http://graphics.cs.williams.edu
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Copyright (c) Morgan McGuire and Williams College, 2006
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
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#define mn3(a, b, c) s2(a, b); s2(a, c);
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#define mx3(a, b, c) s2(b, c); s2(a, c);
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#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b);
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#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d);
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#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e);
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#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f);
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float4 fragCocMedian3x3 (v2f i) : SV_Target
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{
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half4 center = tex2Dlod(_MainTex, half4(i.uv + half2(0, 0) * _MainTex_TexelSize.xy,0,0));
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half3 v[9];
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// Add the pixels which make up our window to the pixel array.
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v[0] = tex2Dlod(_MainTex, half4(i.uv + half2(-1, -1) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[1] = tex2Dlod(_MainTex, half4(i.uv + half2(-1, 0) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[2] = tex2Dlod(_MainTex, half4(i.uv + half2(-1, 1) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[3] = tex2Dlod(_MainTex, half4(i.uv + half2( 0, -1) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[4] = center.rgb;
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v[5] = tex2Dlod(_MainTex, half4(i.uv + half2( 0, 1) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[6] = tex2Dlod(_MainTex, half4(i.uv + half2( 1, -1) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[7] = tex2Dlod(_MainTex, half4(i.uv + half2( 1, 0) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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v[8] = tex2Dlod(_MainTex, half4(i.uv + half2( 1, 1) * _MainTex_TexelSize.xy, 0, 0)).rgb;
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half3 temp;
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// TODO: use med3 on GCN architecture.
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// Starting with a subset of size 6, remove the min and max each time
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mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
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mnmx5(v[1], v[2], v[3], v[4], v[6]);
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mnmx4(v[2], v[3], v[4], v[7]);
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mnmx3(v[3], v[4], v[8]);
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return half4(lerp(center.rgb, v[4], center.a*center.a), center.a);
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}
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#undef s2
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#undef mn3
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#undef mx3
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#undef mnmx3
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#undef mnmx4
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#undef mnmx5
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#undef mnmx6
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///////////////////////////////////////////////////////////////////////////////
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off Fog { Mode Off } Lighting Off Blend Off
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// 0
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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 fragCocMedian3
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ENDCG
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}
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// 1
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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 fragCocMedian3x3
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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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