Merge pull request 'master' (#101) from Alienjack/AxibugEmuOnline:master into master

Reviewed-on: sin365/AxibugEmuOnline#101
This commit is contained in:
sin365 2025-06-16 10:59:28 +08:00
commit 59968bbd1f
6 changed files with 202 additions and 0 deletions

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using System.Collections.Generic;
namespace AxibugEmuOnline.Client.Filters
{
public class CRT_EasyMode : FilterChainEffect
{
protected override void DefinePasses(ref List<PassDefine> passes)
{
passes.Add(PassDefine.Create(
"Filter/crt-easymode", scaleModeX: EnumScaleMode.Viewport, scaleModeY: EnumScaleMode.Viewport
));
}
public override string Name => nameof(CRT_EasyMode);
}
}

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Shader "Filter/crt-easymode"
{
Properties
{
BRIGHT_BOOST("BRIGHT_BOOST",Float) = 1.2
DILATION("DILATION",Float) = 1.0
GAMMA_INPUT("GAMMA_INPUT",Float) = 2.0
GAMMA_OUTPUT("GAMMA_OUTPUT",Float) = 1.8
MASK_SIZE("MASK_SIZE",Float) = 1.0
MASK_STAGGER("MASK_STAGGER",Float) = 0.0
MASK_STRENGTH("MASK_STRENGTH",Float) = 0.3
MASK_DOT_HEIGHT("MASK_DOT_HEIGHT",Float) = 1.0
MASK_DOT_WIDTH("MASK_DOT_WIDTH",Float) = 1.0
SCANLINE_CUTOFF("SCANLINE_CUTOFF",Float) = 400.0
SCANLINE_BEAM_WIDTH_MAX("SCANLINE_BEAM_WIDTH_MAX",Float) = 1.5
SCANLINE_BEAM_WIDTH_MIN("SCANLINE_BEAM_WIDTH_MIN",Float) = 1.5
SCANLINE_BRIGHT_MAX("SCANLINE_BRIGHT_MAX",Float) = 0.65
SCANLINE_BRIGHT_MIN("SCANLINE_BRIGHT_MIN",Float) = 0.35
SCANLINE_STRENGTH("SCANLINE_STRENGTH",Float) = 1.0
SHARPNESS_H("SHARPNESS_H",Float) = 0.5
SHARPNESS_V("SHARPNESS_V",Float) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment main
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
float BRIGHT_BOOST;
float DILATION;
float GAMMA_INPUT;
float GAMMA_OUTPUT;
float MASK_SIZE;
float MASK_STAGGER;
float MASK_STRENGTH;
float MASK_DOT_HEIGHT;
float MASK_DOT_WIDTH;
float SCANLINE_CUTOFF;
float SCANLINE_BEAM_WIDTH_MAX;
float SCANLINE_BEAM_WIDTH_MIN;
float SCANLINE_BRIGHT_MAX;
float SCANLINE_BRIGHT_MIN;
float SCANLINE_STRENGTH;
float SHARPNESS_H;
float SHARPNESS_V;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
#define TEX2D(c) dilate(tex2D(Source, c))
#define PI 3.141592653589
vec4 dilate(vec4 col)
{
vec4 x = mix(vec4(1.0,1.0,1.0,1.0), col, DILATION);
return col * x;
}
float curve_distance(float x, float sharp)
{
/*
apply half-circle s-curve to distance for sharper (more pixelated) interpolation
single line formula for Graph Toy:
0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
*/
float x_step = step(0.5, x);
float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
return mix(x, curve, sharp);
}
mat4x4 get_color_matrix(vec2 co, vec2 dx)
{
return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
}
vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
{
vec4 col = mul(color_matrix,coeffs);
vec4 sample_min = min(color_matrix[1], color_matrix[2]);
vec4 sample_max = max(color_matrix[1], color_matrix[2]);
col = clamp(col, sample_min, sample_max);
return col.rgb;
}
vec4 main (v2f IN) : SV_Target
{
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec2 pix_co = vTexCoord * SourceSize.xy - vec2(0.5, 0.5);
vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * SourceSize.zw;
vec2 dist = fract(pix_co);
float curve_x;
vec3 col, col2;
#if TRUE
curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
coeffs = FIX(coeffs);
coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
coeffs /= dot(coeffs, vec4(1.0));
col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
#else
curve_x = curve_distance(dist.x, SHARPNESS_H);
col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
#endif
col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V));
col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0)));
float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
float mask = 1.0 - MASK_STRENGTH;
vec2 mod_fac = floor(vTexCoord * OutputSize.xy * SourceSize.xy / (SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
vec3 mask_weight;
if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
else mask_weight = vec3(mask, mask, 1.0);
if (SourceSize.y >= SCANLINE_CUTOFF)
scan_weight = 1.0;
col2 = col.rgb;
col *= vec3(scan_weight,scan_weight,scan_weight);
col = mix(col, col2, scan_bright);
col *= mask_weight;
col = pow(col, vec3(1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT));
col = col* BRIGHT_BOOST;
vec4 FragColor = vec4(col, 1.0);
return FragColor;
}
ENDCG
}
}
}

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#define fract frac #define fract frac
#define mix lerp #define mix lerp
#define mod(x,y) x%y #define mod(x,y) x%y
#define mat4x4 float4x4
float sinc(float x) { if (x == 0) { return 1.0; } else { return sin(x) / x; } } float sinc(float x) { if (x == 0) { return 1.0; } else { return sin(x) / x; } }