滤镜参数可调
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@ -1,3 +1,5 @@
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using AxibugEmuOnline.Client;
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using AxibugEmuOnline.Client.ClientCore;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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@ -5,7 +7,51 @@ using UnityEngine.Rendering.PostProcessing;
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[PostProcess(typeof(FixingPixelArtGrilleRenderer), PostProcessEvent.BeforeStack, "Filter/FixingPixelArtGrille")]
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public sealed class FixingPixelArtGrille : PostProcessEffectSettings
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{
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// 在这里可以添加效果的参数
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public ParameterOverride<EnumMaskStyle> MaskStyle = new ParameterOverride<EnumMaskStyle> { value = EnumMaskStyle.ApertureGrille };
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[Tooltip("Emulated input resolution\nOptimize for resize")]
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public Vector2Parameter DrawResolution = new Vector2Parameter
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{
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value = new Vector2(272, 240)
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};
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[Tooltip("Hardness of scanline")]
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[Range(-32, 0)]
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public FloatParameter HardScan = new FloatParameter { value = -10 };
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[Tooltip("Hardness of pixels in scanline")]
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[Range(-6, 0)]
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public FloatParameter HardPix = new FloatParameter { value = -2 };
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[Tooltip("Hardness of short vertical bloom")]
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[Range(-8, 0)]
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public FloatParameter HardBloomScan = new FloatParameter { value = -4.0f };
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[Tooltip("Hardness of short horizontal bloom")]
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[Range(-4, 0)]
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public FloatParameter HardBloomPix = new FloatParameter { value = -1.5f };
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[Tooltip("Amount of small bloom effect")]
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[Range(0, 1)]
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public FloatParameter BloomAmount = new FloatParameter { value = 1 / 16f };
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[Tooltip("Display warp")]
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public Vector2Parameter Warp = new Vector2Parameter { value = new Vector2(1f / 64f, 1f / 24f) };
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[Tooltip("Amount of shadow mask Light")]
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[Range(1, 3)]
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public FloatParameter MaskLight = new FloatParameter { value = 1.5f };
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[Range(0.1f, 1)]
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[Tooltip("Amount of shadow mask Dark")]
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public FloatParameter MaskDrak = new FloatParameter { value = 0.5f };
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public enum EnumMaskStyle
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{
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TVStyle,
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ApertureGrille,
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StretchedVGA,
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VGAStyle
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}
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}
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public sealed class FixingPixelArtGrilleRenderer : PostProcessEffectRenderer<FixingPixelArtGrille>
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@ -21,6 +67,39 @@ public sealed class FixingPixelArtGrilleRenderer : PostProcessEffectRenderer<Fix
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public override void Render(PostProcessRenderContext context)
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{
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material.SetVector("_iResolution", new Vector4(Screen.width, Screen.height, 0, 0));
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var res = settings.DrawResolution;
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material.SetVector("_res", new Vector4(res.value.x, res.value.y, 0, 0));
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material.SetFloat("_hardScan", settings.HardScan.value);
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material.SetFloat("_hardPix", settings.HardPix.value);
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material.SetFloat("_hardBloomScan", settings.HardBloomScan.value);
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material.SetFloat("_hardBloomPix", settings.HardBloomPix.value);
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material.SetFloat("_bloomAmount", settings.BloomAmount.value);
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material.SetVector("_warp", settings.Warp.value);
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material.SetFloat("_maskDark", settings.MaskDrak.value);
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material.SetFloat("_maskLight", settings.MaskLight.value);
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material.DisableKeyword("_MASKSTYLE_VGASTYLE");
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material.DisableKeyword("_MASKSTYLE_TVSTYLE");
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material.DisableKeyword("_MASKSTYLE_APERTUREGRILLE");
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material.DisableKeyword("_MASKSTYLE_STRETCHEDVGA");
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switch (settings.MaskStyle.value)
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{
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case FixingPixelArtGrille.EnumMaskStyle.VGAStyle:
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material.EnableKeyword("_MASKSTYLE_VGASTYLE");
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break;
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case FixingPixelArtGrille.EnumMaskStyle.TVStyle:
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material.EnableKeyword("_MASKSTYLE_TVSTYLE");
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break;
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case FixingPixelArtGrille.EnumMaskStyle.ApertureGrille:
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material.EnableKeyword("_MASKSTYLE_APERTUREGRILLE");
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break;
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case FixingPixelArtGrille.EnumMaskStyle.StretchedVGA:
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material.EnableKeyword("_MASKSTYLE_STRETCHEDVGA");
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break;
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}
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context.command.Blit(context.source, context.destination, material);
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}
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}
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@ -11,6 +11,7 @@ Shader "PostEffect/FixingPixcelArtGrille"
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{
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CGPROGRAM
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#pragma shader_feature_local _MASKSTYLE_TVSTYLE _MASKSTYLE_APERTUREGRILLE _MASKSTYLE_STRETCHEDVGA _MASKSTYLE_VGASTYLE
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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@ -33,48 +34,48 @@ Shader "PostEffect/FixingPixcelArtGrille"
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// Please take and use, change, or whatever.
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//
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#define iResolution float2(1920,1080)
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float2 _iResolution = float2(1920,1080);
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// Emulated input resolution.
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// Optimize for resize.
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#define res (float2(272.0,240.0)*1.5)
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float2 _res = float2(272.0,240.0);
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// Hardness of scanline.
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// -8.0 = soft
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// -16.0 = medium
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#define hardScan -10.0
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float _hardScan = -10.0;
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// Hardness of pixels in scanline.
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// -2.0 = soft
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// -4.0 = hard
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#define hardPix -2.0
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float _hardPix =-2.0;
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// Hardness of short vertical bloom.
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// Hardness of short vertical bloom.
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// -1.0 = wide to the point of clipping (bad)
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// -1.5 = wide
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// -4.0 = not very wide at all
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#define hardBloomScan -4.0
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float _hardBloomScan = -4.0;
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// Hardness of short horizontal bloom.
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// -0.5 = wide to the point of clipping (bad)
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// -1.0 = wide
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// -2.0 = not very wide at all
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#define hardBloomPix -1.5
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float _hardBloomPix = -1.5;
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// Amount of small bloom effect.
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// 1.0/1.0 = only bloom
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// 1.0/16.0 = what I think is a good amount of small bloom
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// 0.0 = no bloom
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#define bloomAmount 1.0/1.0
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float _bloomAmount = 1.0/16.0;
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// Display warp.
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// 0.0 = none
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// 1.0/8.0 = extreme
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#define warp float2(1.0/64.0,1.0/24.0)
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// 1.0/8.0 = extreme
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float2 _warp = float2(1.0/64.0,1.0/24.0);
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// Amount of shadow mask.
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#define maskDark 0.5
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#define maskLight 1.5
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float _maskDark = 0.5;
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float _maskLight = 1.5;
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//------------------------------------------------------------------------
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@ -92,23 +93,18 @@ float3 ToLinear(float3 c){return float3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(
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float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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float3 ToSrgb(float3 c){return float3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
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// Testing only, something to help generate a dark signal for bloom test.
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// Set to zero, or remove Test() if using this shader.
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#if 1
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float3 Test(float3 c){return c*(1.0/64.0)+c*c*c;}
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#else
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float3 Test(float3 c){return c;}
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#endif
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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float3 Fetch( float2 pos,float2 off){
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pos=floor(pos*res+off)/res;
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pos=floor(pos*_res+off)/_res;
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if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return float3(0.0,0.0,0.0);
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return Test(ToLinear(tex2D(_MainTex,pos.xy).rgb));}
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// Distance in emulated pixels to nearest texel.
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float2 Dist(float2 pos){pos=pos*res;return -((pos-floor(pos))-float2(0.5,0.5));}
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float2 Dist(float2 pos){pos=pos*_res;return -((pos-floor(pos))-float2(0.5,0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
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@ -120,7 +116,7 @@ float3 Horz3(float2 pos,float off){
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float3 d=Fetch(pos,float2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float scale=_hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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@ -136,7 +132,7 @@ float3 Horz5(float2 pos,float off){
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float3 e=Fetch(pos,float2( 2.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float scale=_hardPix;
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float wa=Gaus(dst-2.0,scale);
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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@ -156,7 +152,7 @@ float3 Horz7(float2 pos,float off){
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float3 g=Fetch(pos,float2( 3.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardBloomPix;
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float scale=_hardBloomPix;
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float wa=Gaus(dst-3.0,scale);
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float wb=Gaus(dst-2.0,scale);
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float wc=Gaus(dst-1.0,scale);
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@ -170,12 +166,12 @@ float3 Horz7(float2 pos,float off){
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// Return scanline weight.
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float Scan(float2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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return Gaus(dst+off,_hardScan);}
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// Return scanline weight for bloom.
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float BloomScan(float2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardBloomScan);}
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return Gaus(dst+off,_hardBloomScan);}
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// Allow nearest three lines to effect pixel.
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float3 Tri(float2 pos){
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@ -205,62 +201,58 @@ float3 Bloom(float2 pos){
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float2 Warp(float2 pos){
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pos=pos*2.0-1.0;
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pos*=float2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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pos*=float2(1.0+(pos.y*pos.y)*_warp.x,1.0+(pos.x*pos.x)*_warp.y);
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return pos*0.5+0.5;}
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#if 0
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// Very compressed TV style shadow mask.
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float3 Mask(float2 pos){
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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float3 mask=float3(maskDark,maskDark,maskDark);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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mask*=line;
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return mask;}
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#endif
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#if 1
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// Aperture-grille.
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float3 Mask(float2 pos){
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pos.x=fract(pos.x/3.0);
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float3 mask=float3(maskDark,maskDark,maskDark);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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return mask;}
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#endif
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#if 0
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// Stretched VGA style shadow mask (same as prior shaders).
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float3 Mask(float2 pos){
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pos.x+=pos.y*3.0;
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float3 mask=float3(maskDark,maskDark,maskDark);
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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return mask;}
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#endif
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#if 0
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#if defined(_MASKSTYLE_TVSTYLE)
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// Very compressed TV style shadow mask.
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float3 Mask(float2 pos){
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float lineee=_maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5) lineee=_maskDark;
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pos.x=fract(pos.x/3.0);
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float3 mask=float3(_maskDark,_maskDark,_maskDark);
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if(pos.x<0.333)mask.r=_maskLight;
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else if(pos.x<0.666)mask.g=_maskLight;
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else mask.b=_maskLight;
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mask*=lineee;
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return mask;
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}
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#elif defined(_MASKSTYLE_APERTUREGRILLE)
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// Aperture-grille.
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float3 Mask(float2 pos){
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pos.x=fract(pos.x/3.0);
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float3 mask=float3(_maskDark,_maskDark,_maskDark);
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if(pos.x<0.333)mask.r=_maskLight;
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else if(pos.x<0.666)mask.g=_maskLight;
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else mask.b=_maskLight;
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return mask;}
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#elif defined(_MASKSTYLE_STRETCHEDVGA)
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// Stretched VGA style shadow mask (same as prior shaders).
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float3 Mask(float2 pos){
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pos.x+=pos.y*3.0;
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float3 mask=float3(_maskDark,_maskDark,_maskDark);
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=_maskLight;
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else if(pos.x<0.666)mask.g=_maskLight;
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else mask.b=_maskLight;
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return mask;}
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#elif defined(_MASKSTYLE_VGASTYLE)
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// VGA style shadow mask.
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float3 Mask(float2 pos){
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pos.xy=floor(pos.xy*float2(1.0,0.5));
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pos.x+=pos.y*3.0;
|
||||
float3 mask=float3(maskDark,maskDark,maskDark);
|
||||
float3 mask=float3(_maskDark,_maskDark,_maskDark);
|
||||
pos.x=fract(pos.x/6.0);
|
||||
if(pos.x<0.333)mask.r=maskLight;
|
||||
else if(pos.x<0.666)mask.g=maskLight;
|
||||
else mask.b=maskLight;
|
||||
return mask;}
|
||||
if(pos.x<0.333)mask.r=_maskLight;
|
||||
else if(pos.x<0.666)mask.g=_maskLight;
|
||||
else mask.b=_maskLight;
|
||||
return mask;}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
// Draw dividing bars.
|
||||
float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
|
||||
|
||||
@ -268,11 +260,11 @@ float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
|
||||
float4 mainImage(float2 fragCoord){
|
||||
|
||||
float4 fragColor = float4(1,1,1,1);
|
||||
float2 pos=Warp(fragCoord.xy/iResolution.xy);
|
||||
float2 pos=Warp(fragCoord.xy/_iResolution.xy);
|
||||
|
||||
fragColor.rgb=Tri(pos)*Mask(fragCoord.xy);
|
||||
|
||||
fragColor.rgb+=Bloom(pos)*bloomAmount;
|
||||
fragColor.rgb+=Bloom(pos)*_bloomAmount;
|
||||
|
||||
fragColor.a=1.0;
|
||||
fragColor.rgb=ToSrgb(fragColor.rgb);
|
||||
@ -288,7 +280,7 @@ float2 pos=Warp(fragCoord.xy/iResolution.xy);
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float2 pos = iResolution.xy*i.uv;
|
||||
float2 pos = _iResolution.xy*i.uv;
|
||||
fixed4 col = mainImage(pos);
|
||||
return col;
|
||||
}
|
||||
|
@ -1,6 +1,20 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &-3536514882628332180
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 8e6292b2c06870d4495f009f912b9600, type: 3}
|
||||
m_Name: GameCamera Profile
|
||||
m_EditorClassIdentifier:
|
||||
settings:
|
||||
- {fileID: 8004032914748422304}
|
||||
--- !u!114 &8004032914748422304
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
@ -16,17 +30,33 @@ MonoBehaviour:
|
||||
enabled:
|
||||
overrideState: 1
|
||||
value: 1
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 8e6292b2c06870d4495f009f912b9600, type: 3}
|
||||
m_Name: GameCamera Profile
|
||||
m_EditorClassIdentifier:
|
||||
settings:
|
||||
- {fileID: -3536514882628332180}
|
||||
MaskStyle:
|
||||
overrideState: 0
|
||||
value: 3
|
||||
DrawResolution:
|
||||
overrideState: 0
|
||||
value: {x: 272, y: 240}
|
||||
HardScan:
|
||||
overrideState: 0
|
||||
value: -10
|
||||
HardPix:
|
||||
overrideState: 0
|
||||
value: -2
|
||||
HardBloomScan:
|
||||
overrideState: 0
|
||||
value: -4.06
|
||||
HardBloomPix:
|
||||
overrideState: 0
|
||||
value: -1.15
|
||||
BloomAmount:
|
||||
overrideState: 0
|
||||
value: 0.483
|
||||
Warp:
|
||||
overrideState: 0
|
||||
value: {x: 0.12, y: 0.04}
|
||||
MaskLight:
|
||||
overrideState: 0
|
||||
value: 3
|
||||
MaskDrak:
|
||||
overrideState: 0
|
||||
value: 0.1
|
||||
|
@ -98,7 +98,6 @@ namespace AxibugEmuOnline.Client
|
||||
public static IKeyListener GetKey(int controllerInput, EnumButtonType nesConBtnType)
|
||||
{
|
||||
string configKey = $"NES_{controllerInput}_{nesConBtnType}";
|
||||
|
||||
if (PlayerPrefs.HasKey(configKey))
|
||||
{
|
||||
return new KeyListener(PlayerPrefs.GetString(configKey));
|
||||
|
@ -199,6 +199,7 @@ namespace AxibugEmuOnline.Client
|
||||
UnityEditor.EditorUtility.SetDirty(db);
|
||||
UnityEditor.AssetDatabase.SaveAssets();
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user