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struct v2f + { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + fixed4 gauss_horiz(v2f IN){ + float one = 1.0/_iResolution.x; + float pix_no = _iResolution.x*IN.uv.x; + float texel = floor(pix_no); + float phase = pix_no-texel; + float base_phase = phase - 0.5; + float2 tex = float2((texel+0.5)/_iResolution.x,IN.uv.y); + + #define TEX(off_x) tex2D(_MainTex, IN.uv + float2(float(off_x) * one, 0.0)).rgb + + float3 col = float3(0,0,0); + for(int i=-2;i<=2;i++){ + float phase = base_phase - float(i); + float g = INV_SQRT_2_PI * exp(-0.5 * phase * phase / (_horiz_gauss_width * _horiz_gauss_width)) / _horiz_gauss_width; + col+=TEX(i)*g; + } + + return fixed4(col,1); + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 color=gauss_horiz(i); + + return color; + } + ENDCG + } + + Pass + { + Name "gauss_vert" + + CGPROGRAM + + #pragma shader_feature_local _CRT_GEOM_ON _CRT_GEOM_OFF + + #include "UnityCG.cginc" + #pragma vertex vert_img + #pragma fragment frag + + sampler2D _MainTex; + float2 _iResolution; + float _BOOST; + + struct v2f + { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + float3 beam(float3 color,float dist){ + #if CRT_GEOM_BEAM + float3 wid = 2.0 + 2.0 * pow(color, 4.0); + float3 weights = float3(abs(dist) / 0.3); + return 2.0 * color * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); + #else + const float width = 0.25; + float3 x = dist / width; + return 2.0 * color * exp(-0.5 * x * x) / width; + #endif + } + + fixed4 frag(v2f IN) : SV_Target + { + float2 pix_no = IN.uv*_iResolution - float2(0,0.5); + float one = 1.0/ _iResolution.y; + + #define TEX(off_y) tex2D(_MainTex, IN.uv + float2(0.0, off_y * one)).rgb + + float2 texel = floor(pix_no); + float phase = pix_no.y - texel.y; + float2 tex = float2(texel + 0.5) / _iResolution; + + float3 top = TEX(0); + float3 bottom = TEX(1); + + float dist0 = phase; + float dist1 = 1.0 - phase; + + float3 scanline = float3(0,0,0); + + scanline += beam(top, dist0); + scanline += beam(bottom, dist1); + + return float4(_BOOST * scanline / 1.15, 1.0); + } + ENDCG + } + + Pass + { + Name "threshold" + + CGPROGRAM + + #include "UnityCG.cginc" + #pragma vertex vert_img + #pragma fragment frag + + sampler2D _MainTex; + float2 _iResolution; + + float _GLOW_WHITEPOINT; + float _GLOW_ROLLOFF; + + struct v2f + { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + float4 frag(v2f IN) : SV_Target + { + float3 color = 1.15*tex2D(_MainTex,IN.uv).rgb; + float3 factor = saturate(color / _GLOW_WHITEPOINT); + return float4(pow(factor,_GLOW_ROLLOFF),1.0); + } + ENDCG + } + + Pass + { + Name "blur_horiz" + + CGPROGRAM + + #include "UnityCG.cginc" + #pragma vertex vert_img + #pragma fragment frag + + sampler2D _MainTex; + float2 _iResolution; + + struct v2f + { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + #include "blur_params.cginc" + #define kernel(x) exp(-GLOW_FALLOFF * (x) * (x)) + + float4 frag(v2f IN) : SV_Target + { + float3 col = float3(0,0,0); + float dx = 4.0 / _iResolution.x; // Mipmapped + + float k_total = 0.0; + for (int i = -TAPS; i <= TAPS; i++) + { + float k = kernel(i); + k_total += k; + col += k * tex2D(_MainTex, IN.uv + float2(float(i) * dx, 0.0)).rgb; + } + return float4(col / k_total, 1.0); + } + ENDCG + } + + Pass + { + Name "blur_vert" + + CGPROGRAM + + #include "UnityCG.cginc" + #pragma vertex vert_img + #pragma fragment frag + + sampler2D _MainTex; + float2 _iResolution; + + struct v2f + { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + #include "blur_params.cginc" + #define kernel(x) exp(-GLOW_FALLOFF * (x) * (x)) + + float4 frag(v2f IN) : SV_Target + { + float3 col = float3(0,0,0); + float dy = 1.0 / _iResolution.y; + + float k_total = 0.0; + for (int i = -TAPS; i <= TAPS; i++) + { + float k = kernel(i); + k_total += k; + col += k * tex2D(_MainTex, IN.uv + float2(0.0, float(i) * dy)).rgb; + } + return float4(col / k_total, 1.0); + } + ENDCG + } + + Pass + { + Name "resolve" + + CGPROGRAM + + #include "UnityCG.cginc" + #pragma vertex vert_img + #pragma fragment frag + + sampler2D _MainTex; + sampler2D _Source; + float2 _iResolution; + + float _BLOOM_STRENGTH; + float _OUTPUT_GAMMA; + + struct v2f + { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + float4 frag(v2f IN) : SV_Target + { + #if 1 + float3 source = _BLOOM_STRENGTH * tex2D(_MainTex,IN.uv).rgb; + #else + float3 source = 1.15 * tex2D(_Source,IN.uv).rgb; + float3 bloom = tex2D(_MainTex,IN.uv).rgb; + source += _BLOOM_STRENGTH * bloom; + #endif + return float4(pow(saturate(source), 1.0 / _OUTPUT_GAMMA), 1.0); + } + ENDCG + } + } +} + + + diff --git a/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/RetroArch_Glow.shader.meta b/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/RetroArch_Glow.shader.meta new file mode 100644 index 0000000..4957da8 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/RetroArch_Glow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d9ec870308fa2594badb4f3036d36fd5 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/blur_params.cginc b/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/blur_params.cginc new file mode 100644 index 0000000..120c234 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/blur_params.cginc @@ -0,0 +1,4 @@ +// Higher value, more centered glow. +// Lower values might need more taps. +#define GLOW_FALLOFF 0.35 +#define TAPS 4 \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/blur_params.cginc.meta b/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/blur_params.cginc.meta new file mode 100644 index 0000000..8d5d2cd --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/RetroArch_Glow/blur_params.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8e15245c3d9a7ba4ab348d97af4d5cea +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/TestFilter.cs b/AxibugEmuOnline.Client/Assets/Script/TestFilter.cs new file mode 100644 index 0000000..da04536 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/TestFilter.cs @@ -0,0 +1,50 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.UI; + +[ExecuteInEditMode] +public class TestFilter : MonoBehaviour +{ + public Material filterMat; + public RawImage img; + public Texture2D source; + + private RenderTexture rt; + private RenderTexture rtWrap; + + private void Update() + { + if (rt == null) + { + rt = RenderTexture.GetTemporary(Screen.width, Screen.height); + rtWrap = RenderTexture.GetTemporary(Screen.width, Screen.height); + } + else if (rt.width != Screen.width || rt.height != Screen.height) + { + RenderTexture.ReleaseTemporary(rt); + RenderTexture.ReleaseTemporary(rtWrap); + + rt = RenderTexture.GetTemporary(Screen.width, Screen.height); + rtWrap = RenderTexture.GetTemporary(Screen.width, Screen.height); + } + + filterMat.SetVector("_iResolution", new Vector2(rt.width, rt.height)); + filterMat.SetTexture("_Source", source); + + CommandBuffer cmd = new CommandBuffer(); + { + cmd.Blit(source, rt); + for (int i = 0; i < filterMat.shader.passCount; i++) + { + cmd.Blit(rt, rtWrap, filterMat, i); + cmd.Blit(rtWrap, rt); + } + } + Graphics.ExecuteCommandBuffer(cmd); + //cmd.Release(); + + img.texture = rt; + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta b/AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta new file mode 100644 index 0000000..c1453a5 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 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