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// 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
}