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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/FogVolumeDensityFilter" {
Properties{ _MainTex("", any) = "" {} }
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
half FOV_compensation;
//half _Distortion = -0.01;
sampler2D RT_FogVolumeConvolution, RT_FogVolume, _source;
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy*FOV_compensation;
o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy*FOV_compensation;
o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1)*FOV_compensation;
o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1)*FOV_compensation;
return o;
}
half4 frag(v2f i) : SV_Target{
//distortion experiment
/*half4 FV = tex2D(RT_FogVolumeConvolution, i.uv);
half4 TexturedFogVolumes = tex2D(RT_FogVolume, i.uv);
half Distortion = FV.a * _Distortion * TexturedFogVolumes.a + 1;
half4 color = tex2D(_MainTex, (i.taps[0]-0.5)* Distortion + 0.5);
color += tex2D(_MainTex, (i.taps[1] - 0.5)* Distortion + 0.5);
color += tex2D(_MainTex, (i.taps[2] - 0.5)* Distortion + 0.5);
color += tex2D(_MainTex, (i.taps[3] - 0.5)* Distortion + 0.5);*/
half4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
return color *.25;
}
ENDCG
SubShader {
Pass{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}