// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/FogVolumeBloom" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Bloom ("Bloom (RGB)", 2D) = "black" {} } CGINCLUDE #include "UnityCG.cginc" #pragma shader_feature BLOOM sampler2D _MainTex; sampler2D _Bloom; sampler2D RT_FogVolumeConvolution, _source; uniform half4 _MainTex_TexelSize; half4 _MainTex_ST; uniform half _Saturation; uniform half4 _Parameter; uniform half4 _OffsetsA; uniform half4 _OffsetsB; half _Falloff; #define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w #define THRESHHOLD _Parameter.z struct v2f_simple { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; #if UNITY_UV_STARTS_AT_TOP half2 uv2 : TEXCOORD1; #endif }; v2f_simple vertBloom ( appdata_img v ) { v2f_simple o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); #if UNITY_UV_STARTS_AT_TOP o.uv2 = o.uv; if (_MainTex_TexelSize.y < 0.0) o.uv.y = 1.0 - o.uv.y; #endif return o; } struct v2f_tap { float4 pos : SV_POSITION; half2 uv20 : TEXCOORD0; half2 uv21 : TEXCOORD1; half2 uv22 : TEXCOORD2; half2 uv23 : TEXCOORD3; }; v2f_tap vert4Tap ( appdata_img v ) { v2f_tap o; o.pos = UnityObjectToClipPos (v.vertex); o.uv20 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST); o.uv21 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h), _MainTex_ST); o.uv22 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h), _MainTex_ST); o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h), _MainTex_ST); return o; } fixed4 fragBloom ( v2f_simple i ) : SV_Target { float2 uv = i.uv; #if UNITY_UV_STARTS_AT_TOP uv = i.uv2; #endif fixed4 BlurredFV = tex2D(_MainTex, uv); fixed Density = min(1, tex2D(RT_FogVolumeConvolution, uv).a * _Falloff); fixed4 Scene = tex2D(_source, uv); fixed4 Blended = lerp(Scene, BlurredFV, Density); #ifdef BLOOM fixed4 Bloom = tex2D(_Bloom, uv); Blended += Bloom*Density; #endif return Blended; } fixed4 fragBlend(v2f_simple i) : SV_Target { return 1; } fixed4 fragDownsample ( v2f_tap i ) : SV_Target { fixed4 color = tex2D (_MainTex, i.uv20); color += tex2D (_MainTex, i.uv21); color += tex2D (_MainTex, i.uv22); color += tex2D (_MainTex, i.uv23); return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY; } // weight curves static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; struct v2f_withBlurCoords8 { float4 pos : SV_POSITION; half4 uv : TEXCOORD0; half2 offs : TEXCOORD1; }; struct v2f_withBlurCoordsSGX { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; half4 offs[3] : TEXCOORD1; }; v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) { v2f_withBlurCoords8 o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; return o; } v2f_withBlurCoords8 vertBlurVertical (appdata_img v) { v2f_withBlurCoords8 o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; return o; } half FOV_compensation; half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target { half2 uv = i.uv.xy; half2 netFilterWidth = i.offs*FOV_compensation; half2 coords = uv - netFilterWidth * 3.0; half4 color = 0; for( int l = 0; l < 7; l++ ) { half4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(coords, _MainTex_ST)); // added casting for ps4 tap.rgb = lerp((half)Luminance(tap.rgb), (half3)tap.rgb, (half3)_Saturation); color += tap * curve4[l]; coords += netFilterWidth; } return color; } v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; half offsetMagnitude = _MainTex_TexelSize.x * _Parameter.x; o.offs[0] = v.texcoord.xyxy + offsetMagnitude * half4(-3.0h, 0.0h, 3.0h, 0.0h); o.offs[1] = v.texcoord.xyxy + offsetMagnitude * half4(-2.0h, 0.0h, 2.0h, 0.0h); o.offs[2] = v.texcoord.xyxy + offsetMagnitude * half4(-1.0h, 0.0h, 1.0h, 0.0h); return o; } v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); half offsetMagnitude = _MainTex_TexelSize.y * _Parameter.x; o.offs[0] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -3.0h, 0.0h, 3.0h); o.offs[1] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -2.0h, 0.0h, 2.0h); o.offs[2] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -1.0h, 0.0h, 1.0h); return o; } half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target { half2 uv = i.uv.xy; half4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)) * curve4[3]; for( int l = 0; l < 3; l++ ) { half4 tapA = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.offs[l].xy, _MainTex_ST)); half4 tapB = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.offs[l].zw, _MainTex_ST)); color += (tapA + tapB) * curve4[l]; } return color; } ENDCG SubShader { /* Stencil { Ref 2 Comp Equal }*/ ZTest Off Cull Off ZWrite Off Blend Off // 0 Pass { CGPROGRAM #pragma vertex vertBloom #pragma fragment fragBloom ENDCG } // 1 Pass { CGPROGRAM #pragma vertex vert4Tap #pragma fragment fragDownsample ENDCG } // 2 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurVertical #pragma fragment fragBlur8 ENDCG } // 3 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurHorizontal #pragma fragment fragBlur8 ENDCG } // alternate blur // 4 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurVerticalSGX #pragma fragment fragBlurSGX ENDCG } // 5 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBlurHorizontalSGX #pragma fragment fragBlurSGX ENDCG } // 6 Pass { ZTest Always Cull Off CGPROGRAM #pragma vertex vertBloom #pragma fragment fragBlend ENDCG } } FallBack Off }