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554
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_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
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9ec870308fa2594badb4f3036d36fd5
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,4 @@
|
||||
// Higher value, more centered glow.
|
||||
// Lower values might need more taps.
|
||||
#define GLOW_FALLOFF 0.35
|
||||
#define TAPS 4
|
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e15245c3d9a7ba4ab348d97af4d5cea
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
50
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs
Normal file
50
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs
Normal file
@ -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
|
2
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta
Normal file
2
AxibugEmuOnline.Client/Assets/Script/TestFilter.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40d1396d19f4da44f98dd2fcf6f0bc56
|
Loading…
Reference in New Issue
Block a user