shader实验中

This commit is contained in:
ALIENJACK\alien 2024-12-26 20:34:56 +08:00
parent 710359f538
commit c254f0f5bb
16 changed files with 1168 additions and 6 deletions

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Shader "Hidden/TEMPLATE"
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#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f i) : SV_Target
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float4 mainImage( float2 fragCoord )
{
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Shader "Filter/RetroArch/Glow"
{
Properties
{
_MainTex ("Texture", 2D) = "white"
_gamma("Input Gamma option: 2.4/2.0/2.6/0.02",float) = 2.4
_horiz_gauss_width("Gaussian Width option: 0.5/0.4/0.6/0.02",float) = 0.5
_BOOST("Color Boost option: 1.0/0.5/1.5/0.02",float) = 1.0
_GLOW_WHITEPOINT("Glow Whitepoint option: 1.0/0.5/1.1/0.02",float) = 1.0
_GLOW_ROLLOFF("Glow Rolloff option: 3.0 1.2 6.0 0.1",float) = 3.0
_BLOOM_STRENGTH("Glow Strength option: 0.45/0.0/0.8/0.05",float) = 0.45
_OUTPUT_GAMMA("Monitor Gamma option: 2.2/1.8/2.6/0.02",float) = 2.2
}
SubShader
{
Pass
{
Name "linearize"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
half _gamma;
sampler2D _MainTex;
float2 _iResolution;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag(v2f i) : SV_Target
{
fixed3 color = tex2D(_MainTex,i.uv);
fixed4 result = fixed4(pow(color,_gamma),1.0);
return result;
}
ENDCG
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Pass
{
Name "gauss_horiz"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
#define INV_SQRT_2_PI 0.38
sampler2D _MainTex;
float2 _iResolution;
float _horiz_gauss_width;
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
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// Higher value, more centered glow.
// Lower values might need more taps.
#define GLOW_FALLOFF 0.35
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#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;
}
}
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