diff --git a/AxibugEmuOnline.Client/Assets/Script/AppMain/Manager/AppSettings/Filter/CRT-Easymode/CRT_easymode.shader b/AxibugEmuOnline.Client/Assets/Script/AppMain/Manager/AppSettings/Filter/CRT-Easymode/CRT_easymode.shader index 0b501e4f..1b2a8da0 100644 --- a/AxibugEmuOnline.Client/Assets/Script/AppMain/Manager/AppSettings/Filter/CRT-Easymode/CRT_easymode.shader +++ b/AxibugEmuOnline.Client/Assets/Script/AppMain/Manager/AppSettings/Filter/CRT-Easymode/CRT_easymode.shader @@ -3,23 +3,23 @@ Shader "Filter/crt-easymode" { Properties { - BRIGHT_BOOST("BRIGHT_BOOST",Float) = 1.2 - DILATION("DILATION",Float) = 1.0 - GAMMA_INPUT("GAMMA_INPUT",Float) = 2.0 - GAMMA_OUTPUT("GAMMA_OUTPUT",Float) = 1.8 - MASK_SIZE("MASK_SIZE",Float) = 1.0 - MASK_STAGGER("MASK_STAGGER",Float) = 0.0 - MASK_STRENGTH("MASK_STRENGTH",Float) = 0.3 - MASK_DOT_HEIGHT("MASK_DOT_HEIGHT",Float) = 1.0 - MASK_DOT_WIDTH("MASK_DOT_WIDTH",Float) = 1.0 - SCANLINE_CUTOFF("SCANLINE_CUTOFF",Float) = 400.0 - SCANLINE_BEAM_WIDTH_MAX("SCANLINE_BEAM_WIDTH_MAX",Float) = 1.5 - SCANLINE_BEAM_WIDTH_MIN("SCANLINE_BEAM_WIDTH_MIN",Float) = 1.5 - SCANLINE_BRIGHT_MAX("SCANLINE_BRIGHT_MAX",Float) = 0.65 - SCANLINE_BRIGHT_MIN("SCANLINE_BRIGHT_MIN",Float) = 0.35 - SCANLINE_STRENGTH("SCANLINE_STRENGTH",Float) = 1.0 - SHARPNESS_H("SHARPNESS_H",Float) = 0.5 - SHARPNESS_V("SHARPNESS_V",Float) = 1.0 + BRIGHT_BOOST("BRIGHT_BOOST", Float) = 1.2 + DILATION("DILATION", Float) = 1.0 + GAMMA_INPUT("GAMMA_INPUT", Float) = 2.0 + GAMMA_OUTPUT("GAMMA_OUTPUT", Float) = 1.8 + MASK_SIZE("MASK_SIZE", Float) = 1.0 + MASK_STAGGER("MASK_STAGGER", Float) = 0.0 + MASK_STRENGTH("MASK_STRENGTH", Float) = 0.3 + MASK_DOT_HEIGHT("MASK_DOT_HEIGHT", Float) = 1.0 + MASK_DOT_WIDTH("MASK_DOT_WIDTH", Float) = 1.0 + SCANLINE_CUTOFF("SCANLINE_CUTOFF", Float) = 400.0 + SCANLINE_BEAM_WIDTH_MAX("SCANLINE_BEAM_WIDTH_MAX", Float) = 1.5 + SCANLINE_BEAM_WIDTH_MIN("SCANLINE_BEAM_WIDTH_MIN", Float) = 1.5 + SCANLINE_BRIGHT_MAX("SCANLINE_BRIGHT_MAX", Float) = 0.65 + SCANLINE_BRIGHT_MIN("SCANLINE_BRIGHT_MIN", Float) = 0.35 + SCANLINE_STRENGTH("SCANLINE_STRENGTH", Float) = 1.0 + SHARPNESS_H("SHARPNESS_H", Float) = 0.5 + SHARPNESS_V("SHARPNESS_V", Float) = 1.0 } SubShader { @@ -29,7 +29,7 @@ Shader "Filter/crt-easymode" #pragma vertex vert_img #pragma fragment main #include "UnityCG.cginc" - #include "../FilterChain.cginc" + #include "../FilterChain.cginc" float BRIGHT_BOOST; float DILATION; @@ -47,7 +47,7 @@ Shader "Filter/crt-easymode" float SCANLINE_BRIGHT_MIN; float SCANLINE_STRENGTH; float SHARPNESS_H; - float SHARPNESS_V; + float SHARPNESS_V; struct v2f { @@ -60,19 +60,18 @@ Shader "Filter/crt-easymode" vec4 dilate(vec4 col) { - vec4 x = mix(vec4(1.0,1.0,1.0,1.0), col, DILATION); - + vec4 x = mix(vec4(1.0, 1.0, 1.0, 1.0), col, DILATION); return col * x; } float curve_distance(float x, float sharp) { - /* - apply half-circle s-curve to distance for sharper (more pixelated) interpolation - single line formula for Graph Toy: + /* + apply half - circle s - curve to distance for sharper (more pixelated) interpolation + single line formula for Graph Toy : 0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x) - */ + */ float x_step = step(0.5, x); float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x); @@ -82,12 +81,13 @@ Shader "Filter/crt-easymode" mat4x4 get_color_matrix(vec2 co, vec2 dx) { + return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx)); } vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) { - vec4 col = mul(color_matrix,coeffs); + vec4 col = mul(color_matrix, coeffs); vec4 sample_min = min(color_matrix[1], color_matrix[2]); vec4 sample_max = max(color_matrix[1], color_matrix[2]); @@ -107,25 +107,25 @@ Shader "Filter/crt-easymode" vec3 col, col2; #if TRUE - curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H); + curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H); - vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); + vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); - coeffs = FIX(coeffs); - coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs); - coeffs /= dot(coeffs, vec4(1.0)); + coeffs = FIX(coeffs); + coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs); + coeffs /= dot(coeffs, vec4(1.0)); - col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx)); - col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx)); + col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx)); + col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx)); #else - curve_x = curve_distance(dist.x, SHARPNESS_H); + curve_x = curve_distance(dist.x, SHARPNESS_H); - col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x); - col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x); + col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x); + col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x); #endif col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V)); - col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0))); + col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0), GAMMA_INPUT / (DILATION + 1.0), GAMMA_INPUT / (DILATION + 1.0))); float luma = dot(vec3(0.2126, 0.7152, 0.0722), col); float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5; @@ -139,19 +139,19 @@ Shader "Filter/crt-easymode" vec3 mask_weight; if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); - else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); - else mask_weight = vec3(mask, mask, 1.0); + else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); + else mask_weight = vec3(mask, mask, 1.0); if (SourceSize.y >= SCANLINE_CUTOFF) - scan_weight = 1.0; + scan_weight = 1.0; col2 = col.rgb; - col *= vec3(scan_weight,scan_weight,scan_weight); + col *= vec3(scan_weight, scan_weight, scan_weight); col = mix(col, col2, scan_bright); col *= mask_weight; - col = pow(col, vec3(1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT)); + col = pow(col, vec3(1.0 / GAMMA_OUTPUT, 1.0 / GAMMA_OUTPUT, 1.0 / GAMMA_OUTPUT)); - col = col* BRIGHT_BOOST; + col = col * BRIGHT_BOOST; vec4 FragColor = vec4(col, 1.0); @@ -161,6 +161,3 @@ Shader "Filter/crt-easymode" } } } - - -