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