不行啊不行啊,真特么不行啊
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using System.Collections.Generic;
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using UnityEngine;
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[Strip(RuntimePlatform.PSP2)]
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public class Crtglow_Lanczos : FilterChainEffect
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{
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protected override void DefinePasses(ref List<PassDefine> passes)
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{
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/Linearize",
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sRGB: true
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/Lanczos_horiz",
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scaleModeX: EnumScaleMode.Viewport,
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scaleModeY: EnumScaleMode.Source,
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scaleX: 1f, scaleY: 1f,
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sRGB: true
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/Gauss_vert",
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scaleModeX: EnumScaleMode.Viewport, scaleModeY: EnumScaleMode.Viewport,
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scaleX: 1f, scaleY: 1f,
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sRGB: true,
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outputAlias: "CRTPass"
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/threshold",
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sRGB: true
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/blur_horiz",
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filterMode: FilterMode.Bilinear,
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scaleModeX: EnumScaleMode.Source, scaleModeY: EnumScaleMode.Source,
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scaleX: 0.25f, scaleY: 0.25f,
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sRGB: true
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/blur_vert",
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filterMode: FilterMode.Bilinear,
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sRGB: true
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/blur_vert",
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filterMode: FilterMode.Bilinear,
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sRGB: true
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));
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passes.Add(PassDefine.Create(
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"Filter/RetroArch/Glow/blur_vert",
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filterMode: FilterMode.Bilinear,
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scaleModeX: EnumScaleMode.Viewport, scaleModeY: EnumScaleMode.Viewport
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));
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}
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public override string Name => "Crtglow-lanczos";
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}
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fileFormatVersion: 2
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guid: cd61170a32c41f64293333eec3eb28af
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Shader "Filter/RetroArch/Glow/Lanczos_horiz"
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{
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Properties
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{
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../FilterChain.cginc"
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float2 pixNoAndDataOne : COLOR;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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o.pixNoAndDataOne.x = o.uv.x * SourceSize.x;
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o.pixNoAndDataOne.y = SourceSize.z;
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return o;
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}
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fixed4 frag (v2f IN) : SV_Target
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{
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float data_pix_no = IN.pixNoAndDataOne.x;
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float data_one = IN.pixNoAndDataOne.y;
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase - 0.5;
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vec2 tex = vec2((texel + 0.5) * SourceSize.z, vTexCoord.y);
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vec3 col = vec3(0,0,0);
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for (int i = -2; i <= 2; i++)
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{
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float phase = base_phase - float(i);
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if (abs(phase) < 2.0)
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{
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float g = sinc(phase) * sinc(0.5 * phase);
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col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
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}
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}
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return vec4(col, 1.0);
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: 0ea45f89136f5e54b9a11b91e01c1fda
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Filter/RetroArch/Glow/Linearize"
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{
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Properties
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{
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INPUT_GAMMA("Input Gamma",float) = 4.5
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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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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#include "../FilterChain.cginc"
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float INPUT_GAMMA;
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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fixed4 frag (v2f IN) : SV_Target
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{
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vec3 color = texture(Source, vTexCoord);
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vec4 FragColor = vec4(pow(color, vec3(INPUT_GAMMA,INPUT_GAMMA,INPUT_GAMMA)), 1.0);
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return FragColor;
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: c290b6ece8e4b724ebbf1be718265107
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Filter/RetroArch/Glow/blur_horiz"
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{
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Properties
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{
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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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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#include "../FilterChain.cginc"
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#define GLOW_FALLOFF 0.35
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#define TAPS 4
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#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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fixed4 frag (v2f IN) : SV_Target
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{
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vec3 col = vec3(0,0,0);
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float dx = 4.0 * SourceSize.z; // Mipmapped
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float k_total = 0.0;
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for (int i = -TAPS; i <= TAPS; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
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}
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return vec4(col / k_total, 1.0);
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: 55a2d5339c0bfcc48a7270d5b54a33b7
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Filter/RetroArch/Glow/blur_vert"
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{
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Properties
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{
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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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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#include "../FilterChain.cginc"
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#define GLOW_FALLOFF 0.35
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#define TAPS 4
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#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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fixed4 frag (v2f IN) : SV_Target
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{
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vec3 col = vec3(0,0,0);
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float dy = SourceSize.w;
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float k_total = 0.0;
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for (int i = -TAPS; i <= TAPS; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
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}
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return vec4(col / k_total, 1.0);
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}
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ENDCG
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}
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}
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}
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Shader "Filter/RetroArch/Glow/Gauss_vert"
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{
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Properties
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{
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BOOST("Color Boost",float) = 1.0
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../FilterChain.cginc"
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float BOOST;
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float3 custom : COLOR;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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o.custom.xy = o.uv * SourceSize.xy - vec2(0.0, 0.5);
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o.custom.z = SourceSize.w;
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return o;
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}
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#define CRT_GEOM_BEAM 1
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vec3 beam(vec3 color, float dist)
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{
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#if CRT_GEOM_BEAM
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vec3 wid = 2.0 + 2.0 * pow(color, vec3(4,4,4));
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float weight = abs(dist) * 3.333333333;
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vec3 weights = vec3(weight,weight,weight);
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return 2.0 * color * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#else
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float reciprocal_width = 4.0;
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vec3 x = dist * reciprocal_width;
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return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
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#endif
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}
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fixed4 frag (v2f IN) : SV_Target
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{
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float2 data_pix_no = IN.custom.xy;
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float data_one = IN.custom.z;
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vec2 texel = floor(data_pix_no);
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float phase = data_pix_no.y - texel.y;
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vec2 tex = vec2(texel + 0.5) * SourceSize.zw;
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vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb;
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vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb;
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float dist0 = phase;
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float dist1 = 1.0 - phase;
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vec3 scanline = vec3(0,0,0);
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scanline += beam(top, dist0);
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scanline += beam(bottom, dist1);
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return vec4(BOOST * scanline * 0.869565217391304, 1.0);
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: 14c80468e38008142b70410db214910a
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,205 +0,0 @@
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Shader "Filter/RetroArch/Glow/resolve"
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{
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Properties
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{
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BLOOM_STRENGTH("BLOOM_STRENGTH",float) = 0.45
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OUTPUT_GAMMA("Monitor Gamma",float) = 2.2
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CURVATURE("Curvature",float) = 0
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warpX("Curvature X-Axis",float) = 0.031
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warpY("Curvature Y-Axis",float) = 0.041
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cornersize("Corner Size",float) = 0.01
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cornersmooth("Corner Smoothness",float) = 1000
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noise_amt("Noise Amount",float) = 1.0
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shadowMask("Mask Effect",float) = 0.0
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maskDark("maskDark",float) = 0.5
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maskLight("maskLight",float) = 1.5
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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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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#include "../FilterChain.cginc"
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#define iTime mod(float(FrameCount) / 60.0, 600.0)
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#define fragCoord (vTexCoord.xy * OutputSize.xy)
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// For debugging
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#define BLOOM_ONLY 0
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#define CRT_PASS CRTPass
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sampler2D CRTPass;
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float BLOOM_STRENGTH;
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float OUTPUT_GAMMA;
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float CURVATURE;
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float warpX;
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float warpY;
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float cornersize;
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float cornersmooth;
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float noise_amt;
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float shadowMask;
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float maskDark;
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float maskLight;
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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// Convert from linear to sRGB.
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vec4 Srgb(vec4 c){
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float temp = 1.0/2.2;
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return pow(c, vec4(temp,temp,temp,temp));
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}
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// Convert from sRGB to linear.
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float Linear(float c){return pow(c, 2.2);}
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float rand(vec2 n) {
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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}
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float noise(vec2 p){
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vec2 ip = floor(p);
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vec2 u = fract(p);
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u = u*u*(3.0-2.0*u);
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float res = mix(
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mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
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mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
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return res*res;
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}
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const vec2 corner_aspect = vec2(1.0, 0.75);
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5,0.5)) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0,1.0) - coord) * corner_aspect;
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vec2 cdist = vec2(cornersize,cornersize);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0);
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}
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vec2 Warp(float Distortion,vec2 position,vec2 texCoord){
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float offset_x = noise(sin(position.xy) * float(mod(FrameCount, 361.)));
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float offset_y = noise(cos(position.yx) * float(mod(FrameCount, 873.)));
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vec2 noisecoord = texCoord + vec2(offset_x, offset_y) * 0.001 * noise_amt;
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vec2 curvedCoords = noisecoord * 2.0 - 1.0;
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float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
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curvedCoords = curvedCoords / curvedCoordsDistance;
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float temp = 1.0-(curvedCoordsDistance/1.4142135623730950488016887242097);
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float2 powP1 = float2(temp,temp);
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float powP2 = 1.0 / (1.0 + Distortion * 0.2 );
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curvedCoords = curvedCoords * (1.0-pow(powP1,powP2));
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curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515,0.29289321881345247559915563789515),(1.0/(vec2(1.0,1.0)+Distortion*0.2))));
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curvedCoords = curvedCoords * 0.5 + 0.5;
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return curvedCoords;
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}
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// Shadow mask.
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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|
||||
// 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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f56f4a93b57b7f54d850c59d6368f37a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d41324e881de00c45b527d919ed2b636
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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;
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ace07ab80f4936646b7e77f33057ebe3
|
||||
guid: 3e3772f57abeaa24dbb402e7a11fc45f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e05c280f6b465c4a8d7aba4faabb22f
|
||||
guid: 8e9191ac23b05c14fa2a62f037ce8261
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
@ -0,0 +1,69 @@
|
||||
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);
|
||||
}
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7302f16df724bf54baf807ca65d60d93
|
Loading…
Reference in New Issue
Block a user