不行啊不行啊,真特么不行啊

This commit is contained in:
ALIENJACK/alien 2025-01-02 23:33:49 +08:00
parent ccc638defb
commit dbf79fc936
21 changed files with 496 additions and 667 deletions

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@ -1,57 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
[Strip(RuntimePlatform.PSP2)]
public class Crtglow_Lanczos : FilterChainEffect
{
protected override void DefinePasses(ref List<PassDefine> passes)
{
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/Linearize",
sRGB: true
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/Lanczos_horiz",
scaleModeX: EnumScaleMode.Viewport,
scaleModeY: EnumScaleMode.Source,
scaleX: 1f, scaleY: 1f,
sRGB: true
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/Gauss_vert",
scaleModeX: EnumScaleMode.Viewport, scaleModeY: EnumScaleMode.Viewport,
scaleX: 1f, scaleY: 1f,
sRGB: true,
outputAlias: "CRTPass"
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/threshold",
sRGB: true
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/blur_horiz",
filterMode: FilterMode.Bilinear,
scaleModeX: EnumScaleMode.Source, scaleModeY: EnumScaleMode.Source,
scaleX: 0.25f, scaleY: 0.25f,
sRGB: true
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/blur_vert",
filterMode: FilterMode.Bilinear,
sRGB: true
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/blur_vert",
filterMode: FilterMode.Bilinear,
sRGB: true
));
passes.Add(PassDefine.Create(
"Filter/RetroArch/Glow/blur_vert",
filterMode: FilterMode.Bilinear,
scaleModeX: EnumScaleMode.Viewport, scaleModeY: EnumScaleMode.Viewport
));
}
public override string Name => "Crtglow-lanczos";
}

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fileFormatVersion: 2
guid: cd61170a32c41f64293333eec3eb28af

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@ -1,71 +0,0 @@
Shader "Filter/RetroArch/Glow/Lanczos_horiz"
{
Properties
{
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float2 pixNoAndDataOne : COLOR;
};
v2f vert( appdata_img v )
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
o.pixNoAndDataOne.x = o.uv.x * SourceSize.x;
o.pixNoAndDataOne.y = SourceSize.z;
return o;
}
fixed4 frag (v2f IN) : SV_Target
{
float data_pix_no = IN.pixNoAndDataOne.x;
float data_one = IN.pixNoAndDataOne.y;
float texel = floor(data_pix_no);
float phase = data_pix_no - texel;
float base_phase = phase - 0.5;
vec2 tex = vec2((texel + 0.5) * SourceSize.z, vTexCoord.y);
vec3 col = vec3(0,0,0);
for (int i = -2; i <= 2; i++)
{
float phase = base_phase - float(i);
if (abs(phase) < 2.0)
{
float g = sinc(phase) * sinc(0.5 * phase);
col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
}
}
return vec4(col, 1.0);
}
ENDCG
}
}
}

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@ -1,41 +0,0 @@
Shader "Filter/RetroArch/Glow/Linearize"
{
Properties
{
INPUT_GAMMA("Input Gamma",float) = 4.5
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
float INPUT_GAMMA;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f IN) : SV_Target
{
vec3 color = texture(Source, vTexCoord);
vec4 FragColor = vec4(pow(color, vec3(INPUT_GAMMA,INPUT_GAMMA,INPUT_GAMMA)), 1.0);
return FragColor;
}
ENDCG
}
}
}

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@ -1,9 +0,0 @@
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@ -1,49 +0,0 @@
Shader "Filter/RetroArch/Glow/blur_horiz"
{
Properties
{
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
#define GLOW_FALLOFF 0.35
#define TAPS 4
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f IN) : SV_Target
{
vec3 col = vec3(0,0,0);
float dx = 4.0 * SourceSize.z; // Mipmapped
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
}
return vec4(col / k_total, 1.0);
}
ENDCG
}
}
}

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fileFormatVersion: 2
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defaultTextures: []
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@ -1,49 +0,0 @@
Shader "Filter/RetroArch/Glow/blur_vert"
{
Properties
{
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
#define GLOW_FALLOFF 0.35
#define TAPS 4
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f IN) : SV_Target
{
vec3 col = vec3(0,0,0);
float dy = SourceSize.w;
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
}
return vec4(col / k_total, 1.0);
}
ENDCG
}
}
}

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@ -1,90 +0,0 @@
Shader "Filter/RetroArch/Glow/Gauss_vert"
{
Properties
{
BOOST("Color Boost",float) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
float BOOST;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float3 custom : COLOR;
};
v2f vert( appdata_img v )
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
o.custom.xy = o.uv * SourceSize.xy - vec2(0.0, 0.5);
o.custom.z = SourceSize.w;
return o;
}
#define CRT_GEOM_BEAM 1
vec3 beam(vec3 color, float dist)
{
#if CRT_GEOM_BEAM
vec3 wid = 2.0 + 2.0 * pow(color, vec3(4,4,4));
float weight = abs(dist) * 3.333333333;
vec3 weights = vec3(weight,weight,weight);
return 2.0 * color * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#else
float reciprocal_width = 4.0;
vec3 x = dist * reciprocal_width;
return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
#endif
}
fixed4 frag (v2f IN) : SV_Target
{
float2 data_pix_no = IN.custom.xy;
float data_one = IN.custom.z;
vec2 texel = floor(data_pix_no);
float phase = data_pix_no.y - texel.y;
vec2 tex = vec2(texel + 0.5) * SourceSize.zw;
vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb;
vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb;
float dist0 = phase;
float dist1 = 1.0 - phase;
vec3 scanline = vec3(0,0,0);
scanline += beam(top, dist0);
scanline += beam(bottom, dist1);
return vec4(BOOST * scanline * 0.869565217391304, 1.0);
}
ENDCG
}
}
}

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@ -1,9 +0,0 @@
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@ -1,205 +0,0 @@
Shader "Filter/RetroArch/Glow/resolve"
{
Properties
{
BLOOM_STRENGTH("BLOOM_STRENGTH",float) = 0.45
OUTPUT_GAMMA("Monitor Gamma",float) = 2.2
CURVATURE("Curvature",float) = 0
warpX("Curvature X-Axis",float) = 0.031
warpY("Curvature Y-Axis",float) = 0.041
cornersize("Corner Size",float) = 0.01
cornersmooth("Corner Smoothness",float) = 1000
noise_amt("Noise Amount",float) = 1.0
shadowMask("Mask Effect",float) = 0.0
maskDark("maskDark",float) = 0.5
maskLight("maskLight",float) = 1.5
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
#define iTime mod(float(FrameCount) / 60.0, 600.0)
#define fragCoord (vTexCoord.xy * OutputSize.xy)
// For debugging
#define BLOOM_ONLY 0
#define CRT_PASS CRTPass
sampler2D CRTPass;
float BLOOM_STRENGTH;
float OUTPUT_GAMMA;
float CURVATURE;
float warpX;
float warpY;
float cornersize;
float cornersmooth;
float noise_amt;
float shadowMask;
float maskDark;
float maskLight;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// Convert from linear to sRGB.
vec4 Srgb(vec4 c){
float temp = 1.0/2.2;
return pow(c, vec4(temp,temp,temp,temp));
}
// Convert from sRGB to linear.
float Linear(float c){return pow(c, 2.2);}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(vec2 p){
vec2 ip = floor(p);
vec2 u = fract(p);
u = u*u*(3.0-2.0*u);
float res = mix(
mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
return res*res;
}
const vec2 corner_aspect = vec2(1.0, 0.75);
float corner(vec2 coord)
{
coord = (coord - vec2(0.5,0.5)) + vec2(0.5, 0.5);
coord = min(coord, vec2(1.0,1.0) - coord) * corner_aspect;
vec2 cdist = vec2(cornersize,cornersize);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0);
}
vec2 Warp(float Distortion,vec2 position,vec2 texCoord){
float offset_x = noise(sin(position.xy) * float(mod(FrameCount, 361.)));
float offset_y = noise(cos(position.yx) * float(mod(FrameCount, 873.)));
vec2 noisecoord = texCoord + vec2(offset_x, offset_y) * 0.001 * noise_amt;
vec2 curvedCoords = noisecoord * 2.0 - 1.0;
float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
curvedCoords = curvedCoords / curvedCoordsDistance;
float temp = 1.0-(curvedCoordsDistance/1.4142135623730950488016887242097);
float2 powP1 = float2(temp,temp);
float powP2 = 1.0 / (1.0 + Distortion * 0.2 );
curvedCoords = curvedCoords * (1.0-pow(powP1,powP2));
curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515,0.29289321881345247559915563789515),(1.0/(vec2(1.0,1.0)+Distortion*0.2))));
curvedCoords = curvedCoords * 0.5 + 0.5;
return curvedCoords;
}
// Shadow mask.
vec3 Mask(vec2 pos)
{
vec3 mask = vec3(maskDark, maskDark, maskDark);
// Very compressed TV style shadow mask.
if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark;
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (params.shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = params.maskLight;
else if (pos.x < 0.666) mask.g = params.maskLight;
else mask.b = params.maskLight;
}
// VGA style shadow mask.
else if (params.shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = params.maskLight;
else if (pos.x < 0.666) mask.g = params.maskLight;
else mask.b = params.maskLight;
}
return mask;
}
fixed4 frag (v2f IN) : SV_Target
{
float Distortion = vec2(warpX, warpY) * 15;
float4 FragColor = float4(0,0,0,1);
vec2 pp = vTexCoord.xy;
pp = (params.CURVATURE > 0.5) ? Warp(IN.pos,pp) : pp;
#if BLOOM_ONLY
vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb;
#else
vec3 source = 1.15 * texture(CRT_PASS, pp).rgb;
vec3 bloom = texture(Source, pp).rgb;
source += params.BLOOM_STRENGTH * bloom;
#endif
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / params.OUTPUT_GAMMA)), 1.0);
/* TODO/FIXME - hacky clamp fix */
if ( pp.x > 0.0001 && pp.x < 0.9999 && pp.y > 0.0001 && pp.y < 0.9999)
FragColor.rgb = FragColor.rgb;
else
FragColor.rgb = vec3(0.0);
FragColor.rgb *= (params.CURVATURE > 0.5) ? corner(pp) : 1.0;
if (params.shadowMask > 0.0)
FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2));
return FragColor;
}
ENDCG
}
}
}

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@ -1,9 +0,0 @@
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@ -1,42 +0,0 @@
Shader "Filter/RetroArch/Glow/threshold"
{
Properties
{
GLOW_WHITEPOINT("Glow Whitepoint",float) = 1.0
GLOW_ROLLOFF("Glow Rolloff",float) = 3.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "../FilterChain.cginc"
float GLOW_WHITEPOINT;
float GLOW_ROLLOFF;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
fixed4 frag (v2f IN) : SV_Target
{
vec3 color = 1.15 * texture(Source, vTexCoord).rgb;
vec3 factor = clamp(color / GLOW_WHITEPOINT, 0.0, 1.0);
return vec4(pow(factor, vec3(GLOW_ROLLOFF,GLOW_ROLLOFF,GLOW_ROLLOFF)), 1.0);
}
ENDCG
}
}
}

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@ -1,9 +0,0 @@
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@ -1,4 +1,6 @@
using AxibugEmuOnline.Client;
using Assets.Script.AppMain.Filter;
using AxibugEmuOnline.Client;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
@ -65,6 +67,7 @@ public abstract class FilterChainEffect : FilterEffect
for (int i = 0; i < m_passes.Count; i++)
{
var pass = m_passes[i];
pass.OnRender();
pass.Mat.SetTexture(Original, input);
pass.Mat.SetVector(OriginalSize, originalSize);
@ -98,6 +101,9 @@ public abstract class FilterChainEffect : FilterEffect
}
Graphics.Blit(lastoutput, finalOut);
foreach (var rt in m_outputCaches.Values)
RenderTexture.ReleaseTemporary(rt);
}
protected abstract void DefinePasses(ref List<PassDefine> passes);
@ -142,10 +148,27 @@ public abstract class FilterChainEffect : FilterEffect
};
}
private Dictionary<string, FilterParameter> m_linkingParams = new Dictionary<string, FilterParameter>();
public PassDefine SetParameters(string shaderValName, FilterParameter para)
{
m_linkingParams[shaderValName] = para;
return this;
}
public int PassIndex { get; private set; }
public Material Mat { get; private set; }
public void OnRender()
{
foreach (var item in m_linkingParams)
{
var valType = item.Value.ValueType;
var val = item.Value.Value;
var paraName = item.Key;
if (valType == typeof(float))
Mat.SetFloat(paraName, (float)val);
}
}
internal void Init(int passIndex)
{
Mat = new Material(Shader.Find(ShaderName));
@ -185,9 +208,8 @@ public abstract class FilterChainEffect : FilterEffect
break;
}
GraphicsFormat format = GraphicsFormat.R8G8B8A8_UNorm;
if (sRGB) format = GraphicsFormat.R8G8B8A8_SRGB;
var rt = RenderTexture.GetTemporary(width, height, 0, format, 1);
//if (sRGB) format = GraphicsFormat.R8G8B8A8_SRGB;
var rt = RenderTexture.GetTemporary(width, height, 0, GraphicsFormat.R8G8B8A8_UNorm, 1);
rt.wrapMode = WrapMode;
rt.filterMode = FilterMode;

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@ -1,5 +1,5 @@
fileFormatVersion: 2
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guid: 3e3772f57abeaa24dbb402e7a11fc45f
folderAsset: yes
DefaultImporter:
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@ -0,0 +1,396 @@
Shader "Filter/RetroArch/MattiasCRTWithGlow"
{
Properties
{
_MainTex ("Texture", 2D) = "white"
_gamma("Input Gamma option: 2.4/2.0/2.6/0.02",float) = 11
_horiz_gauss_width("Gaussian Width option: 0.5/0.4/0.6/0.02",float) = 0.4
_BOOST("Color Boost option: 1.0/0.5/1.5/0.02",float) = 0.4
_GLOW_WHITEPOINT("Glow Whitepoint option: 1.0/0.5/1.1/0.02",float) = 0.4
_GLOW_ROLLOFF("Glow Rolloff option: 3.0 1.2 6.0 0.1",float) = 2.2
_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
}
Pass
{
Name "MattiasCRT"
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float2 _iResolution;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
float2 curve(float2 uv)
{
uv = (uv - 0.5) * 2.0;
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
float4 mainImage( float2 fragCoord )
{
float4 fragColor = float4(0,0,0,1);
float2 q = fragCoord.xy / _iResolution.xy;
float2 uv = q;
uv = curve( uv );
float x = sin(0.3*_Time+uv.y*21.0)*sin(0.7*_Time+uv.y*29.0)*sin(0.3+0.33*_Time+uv.y*31.0)*0.0017;
float3 col;
col.r = tex2D(_MainTex,float2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
col.g = tex2D(_MainTex,float2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
col.b = tex2D(_MainTex,float2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
col.r += 0.08*tex2D(_MainTex,0.75*float2(x+0.025, -0.027)+float2(uv.x+0.001,uv.y+0.001)).x;
col.b += 0.08*tex2D(_MainTex,0.75*float2(x+-0.02, -0.018)+float2(uv.x-0.002,uv.y+0.000)).z;
col.g += 0.05*tex2D(_MainTex,0.75*float2(x+-0.022, -0.02)+float2(uv.x+0.000,uv.y-0.002)).y;
col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);
float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
col *= pow(vig,0.3);
col *= float3(0.95,1.05,0.95);
col *= 2.8;
float scans = clamp( 0.35+0.35*sin(3.5*_Time+uv.y*_iResolution.y*1.5), 0.0, 1.0);
float s = pow(scans,1.7);
col = col*( 0.4+0.7*s) ;
col *= 1.0+0.01*sin(110.0*_Time);
if (uv.x < 0.0 || uv.x > 1.0)
col *= 0.0;
if (uv.y < 0.0 || uv.y > 1.0)
col *= 0.0;
col*=1.0-0.65*clamp((fragCoord.x % 2.0 -1.0 )*2.0,0.0,1.0);
float comp = smoothstep( 0.1, 0.9, sin(_Time) );
fragColor = float4(col,1.0);
return fragColor;
}
fixed4 frag(v2f i) : SV_Target
{
float2 pos = _iResolution.xy*i.uv;
fixed4 col = mainImage(pos);
return col;
}
ENDCG
}
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;
};
#define GLOW_FALLOFF 1
#define TAPS 1
#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;
};
#define GLOW_FALLOFF 1
#define TAPS 1
#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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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 6e05c280f6b465c4a8d7aba4faabb22f
guid: 8e9191ac23b05c14fa2a62f037ce8261
ShaderImporter:
externalObjects: {}
defaultTextures: []

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using Assets.Script.AppMain.Filter;
using AxibugEmuOnline.Client;
using UnityEngine;
using UnityEngine.Rendering;
[Strip(RuntimePlatform.PSP2)]
public class RetroArchMattiasCRTGlow : FilterEffect
{
public override string Name => nameof(RetroArchMattiasCRTGlow);
protected override string ShaderName => "Filter/RetroArch/MattiasCRTWithGlow";
[Range(0.02f, 20f)]
public FloatParameter InputGamma = new FloatParameter(11);
[Range(0.02f, 1f)]
public FloatParameter GaussianWidth = new FloatParameter(0.4f);
[Range(0.02f, 1f)]
public FloatParameter ColorBoost = new FloatParameter(0.4f);
[Range(0.02f, 1f)]
public FloatParameter GlowWhitePoint = new FloatParameter(0.4f);
[Range(0.1f, 6f)]
public FloatParameter GlowRolloff = new FloatParameter(2.2f);
[Range(0.05f, 0.8f)]
public FloatParameter GlowStrength = new FloatParameter(0.45f);
[Range(0.02f, 2.6f)]
public FloatParameter MonitorGamma = new FloatParameter(2.2f);
int m_gamma_ID = Shader.PropertyToID("_gamma");
int m_horiz_gauss_width_ID = Shader.PropertyToID("_horiz_gauss_width");
int m_BOOST_ID = Shader.PropertyToID("_BOOST");
int m_GLOW_WHITEPOINT_ID = Shader.PropertyToID("_GLOW_WHITEPOINT");
int m_GLOW_ROLLOFF_ID = Shader.PropertyToID("_GLOW_ROLLOFF");
int m_BLOOM_STRENGTH_ID = Shader.PropertyToID("_BLOOM_STRENGTH");
int m_OUTPUT_GAMMA_ID = Shader.PropertyToID("_OUTPUT_GAMMA");
CommandBuffer m_multipPassCmd;
int m_wrapRT;
protected override void OnInit(Material renderMat)
{
m_multipPassCmd = new CommandBuffer();
m_wrapRT = Shader.PropertyToID($"{Name}.WrapRT");
}
protected override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
{
m_multipPassCmd.Clear();
m_multipPassCmd.GetTemporaryRT(m_wrapRT, result.width, result.height);
renderMat.SetFloat(m_gamma_ID, InputGamma.GetValue());
renderMat.SetFloat(m_horiz_gauss_width_ID, GaussianWidth.GetValue());
renderMat.SetFloat(m_BOOST_ID, ColorBoost.GetValue());
renderMat.SetFloat(m_GLOW_WHITEPOINT_ID, GlowWhitePoint.GetValue());
renderMat.SetFloat(m_GLOW_ROLLOFF_ID, GlowRolloff.GetValue());
renderMat.SetFloat(m_BLOOM_STRENGTH_ID, GlowStrength.GetValue());
renderMat.SetFloat(m_OUTPUT_GAMMA_ID, MonitorGamma.GetValue());
m_multipPassCmd.Blit(src, result);
for (int i = 0; i < renderMat.shader.passCount; i++)
{
m_multipPassCmd.Blit(result, m_wrapRT, renderMat, i);
m_multipPassCmd.Blit(m_wrapRT, result);
}
m_multipPassCmd.ReleaseTemporaryRT(m_wrapRT);
Graphics.ExecuteCommandBuffer(m_multipPassCmd);
}
}

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fileFormatVersion: 2
guid: 7302f16df724bf54baf807ca65d60d93