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@ -14,6 +14,7 @@ namespace AxibugEmuOnline.Client
|
||||
[SerializeField]
|
||||
GameObject IMPORTENT;
|
||||
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public bool bTest = false;
|
||||
|
@ -0,0 +1,17 @@
|
||||
#define vec2 float2
|
||||
#define vec3 float3
|
||||
#define vec4 float4
|
||||
#define texture(tex,uv) tex2D(tex,uv)
|
||||
#define vTexCoord IN.uv
|
||||
#define fract frac
|
||||
#define mix lerp
|
||||
#define mod(x,y) x%y
|
||||
|
||||
float sinc(float x) { if (x == 0) { return 1.0; } else { return sin(x) / x; } }
|
||||
|
||||
sampler2D Original;
|
||||
float4 OriginalSize;
|
||||
sampler2D Source;
|
||||
float4 SourceSize;
|
||||
float4 OutputSize;
|
||||
float FrameCount;
|
@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
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guid: 8e15245c3d9a7ba4ab348d97af4d5cea
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guid: b1fa889ae5b319140943db562bd5fc94
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
@ -1,18 +1,21 @@
|
||||
using AxibugEmuOnline.Client;
|
||||
using Assets.Script.AppMain.Filter;
|
||||
using AxibugEmuOnline.Client;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
||||
public abstract class FilterChainEffect : FilterEffect
|
||||
{
|
||||
#region SealedForDisable
|
||||
protected sealed override string ShaderName => null;
|
||||
protected sealed override void OnInit(Material renderMat) { }
|
||||
protected sealed override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
|
||||
{
|
||||
|
||||
public sealed override void Render(Texture src, RenderTexture result)
|
||||
{
|
||||
OnRenderer(src, result);
|
||||
}
|
||||
protected sealed override void OnRenderer(Material renderMat, Texture src, RenderTexture result) { }
|
||||
#endregion
|
||||
|
||||
List<PassDefine> m_passes = new List<PassDefine>();
|
||||
@ -21,8 +24,11 @@ public abstract class FilterChainEffect : FilterEffect
|
||||
static int OriginalSize;
|
||||
static int Source;
|
||||
static int SourceSize;
|
||||
static int FrameCount;
|
||||
static int OutputSize;
|
||||
|
||||
List<int> m_passOutputTexNames = new List<int>();
|
||||
List<int> m_passOutputTexSizes = new List<int>();
|
||||
|
||||
static FilterChainEffect()
|
||||
{
|
||||
@ -30,6 +36,8 @@ public abstract class FilterChainEffect : FilterEffect
|
||||
OriginalSize = Shader.PropertyToID(nameof(OriginalSize));
|
||||
Source = Shader.PropertyToID(nameof(Source));
|
||||
SourceSize = Shader.PropertyToID(nameof(SourceSize));
|
||||
FrameCount = Shader.PropertyToID(nameof(FrameCount));
|
||||
OutputSize = Shader.PropertyToID(nameof(OutputSize));
|
||||
}
|
||||
|
||||
protected sealed override void Init()
|
||||
@ -39,8 +47,12 @@ public abstract class FilterChainEffect : FilterEffect
|
||||
{
|
||||
m_passes[i].Init(i);
|
||||
m_passOutputTexNames.Add(Shader.PropertyToID(m_passes[i].NormalOutputTextureName));
|
||||
if (m_passes[i].AliasOutputTextureName != null)
|
||||
m_passOutputTexNames.Add(Shader.PropertyToID(m_passes[i].AliasOutputTextureName));
|
||||
m_passOutputTexSizes.Add(Shader.PropertyToID($"{m_passes[i].NormalOutputTextureName}Size"));
|
||||
if (m_passes[i].AliasOutputTextureName != null)
|
||||
{
|
||||
m_passOutputTexNames.Add(Shader.PropertyToID(m_passes[i].AliasOutputTextureName));
|
||||
m_passOutputTexSizes.Add(Shader.PropertyToID($"{m_passes[i].AliasOutputTextureName}Size"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -55,18 +67,30 @@ 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);
|
||||
pass.Mat.SetTexture(Source, lastoutput);
|
||||
pass.Mat.SetVector(SourceSize, new Vector4(lastoutput.width, lastoutput.height, 1f / lastoutput.width, 1f / lastoutput.height));
|
||||
foreach (var existoutput in m_passOutputTexNames)
|
||||
pass.Mat.SetVector(SourceSize, new Vector4(lastoutput.width, lastoutput.height, 1f / lastoutput.width, 1f / lastoutput.height));
|
||||
pass.Mat.SetFloat(FrameCount, Time.frameCount);
|
||||
|
||||
for (int index = 0; index < m_passOutputTexNames.Count; index++)
|
||||
{
|
||||
if (pass.Mat.HasTexture(existoutput) && m_outputCaches.TryGetValue(existoutput, out var passOutput))
|
||||
pass.Mat.SetTexture(existoutput, passOutput);
|
||||
var existoutput = m_passOutputTexNames[index];
|
||||
var existoutputSize = m_passOutputTexSizes[index];
|
||||
if (m_outputCaches.TryGetValue(existoutput, out var passOutput))
|
||||
{
|
||||
if (pass.Mat.HasTexture(existoutput))
|
||||
pass.Mat.SetTexture(existoutput, passOutput);
|
||||
if (pass.Mat.HasVector(existoutputSize))
|
||||
pass.Mat.SetVector(existoutputSize, new Vector4(passOutput.width, passOutput.height, 1f / passOutput.width, 1f / passOutput.height));
|
||||
}
|
||||
}
|
||||
|
||||
var output = pass.GetOutput(input, lastoutput, finalOut);
|
||||
var output = pass.GetOutput(input, lastoutput, finalOut);
|
||||
|
||||
pass.Mat.SetVector(OutputSize, new Vector4(output.width, output.height, 1f / output.width, 1f / output.height));
|
||||
|
||||
m_outputCaches[pass.NormalOutputTextureName_PID] = output;
|
||||
if (pass.AliasOutputTextureName != null) m_outputCaches[pass.AliasOutputTextureName_PID] = output;
|
||||
@ -77,22 +101,27 @@ 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);
|
||||
|
||||
public class PassDefine
|
||||
{
|
||||
{
|
||||
public string ShaderName { get; private set; }
|
||||
public FilterMode FilterMode { get; private set; }
|
||||
public TextureWrapMode WrapMode { get; private set; }
|
||||
public EnumScaleMode ScaleMode { get; private set; }
|
||||
public EnumScaleMode ScaleModeX { get; private set; }
|
||||
public EnumScaleMode ScaleModeY { get; private set; }
|
||||
public float ScaleX { get; private set; }
|
||||
public float ScaleY { get; private set; }
|
||||
public string AliasOutputTextureName { get; private set; }
|
||||
public int AliasOutputTextureName_PID { get; private set; }
|
||||
public string NormalOutputTextureName { get; private set; }
|
||||
public int NormalOutputTextureName_PID { get; private set; }
|
||||
public bool sRGB { get; private set; }
|
||||
|
||||
private PassDefine() { }
|
||||
|
||||
@ -100,8 +129,9 @@ public abstract class FilterChainEffect : FilterEffect
|
||||
string shaderName,
|
||||
FilterMode filterMode = FilterMode.Point,
|
||||
TextureWrapMode wrapMode = TextureWrapMode.Clamp,
|
||||
EnumScaleMode scaleMode = EnumScaleMode.Source, float scaleX = 1f, float scaleY = 1f,
|
||||
string outputAlias = null
|
||||
EnumScaleMode scaleModeX = EnumScaleMode.Source, EnumScaleMode scaleModeY = EnumScaleMode.Source, float scaleX = 1f, float scaleY = 1f,
|
||||
string outputAlias = null,
|
||||
bool sRGB = false
|
||||
)
|
||||
{
|
||||
return new PassDefine()
|
||||
@ -109,15 +139,36 @@ public abstract class FilterChainEffect : FilterEffect
|
||||
ShaderName = shaderName,
|
||||
FilterMode = filterMode,
|
||||
WrapMode = wrapMode,
|
||||
ScaleMode = scaleMode,
|
||||
ScaleModeX = scaleModeX,
|
||||
ScaleModeY = scaleModeY,
|
||||
ScaleX = scaleX,
|
||||
ScaleY = scaleY,
|
||||
AliasOutputTextureName = outputAlias,
|
||||
sRGB = sRGB,
|
||||
};
|
||||
}
|
||||
|
||||
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 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));
|
||||
@ -131,23 +182,35 @@ public abstract class FilterChainEffect : FilterEffect
|
||||
internal RenderTexture GetOutput(Texture original, Texture source, Texture final)
|
||||
{
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
switch (ScaleMode)
|
||||
switch (ScaleModeX)
|
||||
{
|
||||
case EnumScaleMode.Viewport:
|
||||
width = (int)(final.width * ScaleX);
|
||||
height = (int)(final.height * ScaleY);
|
||||
break;
|
||||
case EnumScaleMode.Source:
|
||||
width = (int)(source.width * ScaleX);
|
||||
height = (int)(source.height * ScaleY);
|
||||
break;
|
||||
case EnumScaleMode.Absolute:
|
||||
width = (int)ScaleX;
|
||||
break;
|
||||
}
|
||||
int height = 0;
|
||||
switch (ScaleModeY)
|
||||
{
|
||||
case EnumScaleMode.Viewport:
|
||||
height = (int)(final.height * ScaleY);
|
||||
break;
|
||||
case EnumScaleMode.Source:
|
||||
height = (int)(source.height * ScaleY);
|
||||
break;
|
||||
case EnumScaleMode.Absolute:
|
||||
height = (int)ScaleY;
|
||||
break;
|
||||
}
|
||||
var rt = RenderTexture.GetTemporary(width, height);
|
||||
|
||||
//if (sRGB) format = GraphicsFormat.R8G8B8A8_SRGB;
|
||||
var rt = RenderTexture.GetTemporary(width, height, 0, GraphicsFormat.R8G8B8A8_UNorm, 1);
|
||||
|
||||
rt.wrapMode = WrapMode;
|
||||
rt.filterMode = FilterMode;
|
||||
|
||||
|
@ -63,7 +63,7 @@ namespace AxibugEmuOnline.Client
|
||||
}
|
||||
}
|
||||
|
||||
public void Render(Texture src, RenderTexture result)
|
||||
public virtual void Render(Texture src, RenderTexture result)
|
||||
{
|
||||
m_material.SetVector(m_iResolutionID, new Vector4(result.width, result.height));
|
||||
OnRenderer(m_material, src, result);
|
||||
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28e36f59e5007bc45bf2ab9d1ad62a02
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59751f7f4dc560f47b438056fbc26701
|
||||
guid: 3e3772f57abeaa24dbb402e7a11fc45f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
|
@ -1,394 +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;
|
||||
};
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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: d9ec870308fa2594badb4f3036d36fd5
|
||||
guid: 8e9191ac23b05c14fa2a62f037ce8261
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
@ -1,4 +1,4 @@
|
||||
using Assets.Script.AppMain.Filter;
|
||||
using Assets.Script.AppMain.Filter;
|
||||
using AxibugEmuOnline.Client;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb6622dcbc754b744bb70f1655c3e526
|
||||
guid: 7302f16df724bf54baf807ca65d60d93
|
@ -1,41 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: RetroArch_Glow
|
||||
m_Shader: {fileID: 4800000, guid: d9ec870308fa2594badb4f3036d36fd5, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _BLOOM_STRENGTH: 0.45
|
||||
- _BOOST: 0.4
|
||||
- _GLOW_ROLLOFF: 2.2
|
||||
- _GLOW_WHITEPOINT: 0.4
|
||||
- _OUTPUT_GAMMA: 2.2
|
||||
- _gamma: 11
|
||||
- _horiz_gauss_width: 0.4
|
||||
m_Colors: []
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5965751351debd6499aa27660a1bc92e
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,4 +0,0 @@
|
||||
// Higher value, more centered glow.
|
||||
// Lower values might need more taps.
|
||||
#define GLOW_FALLOFF 0.35
|
||||
#define TAPS 4
|
@ -1,9 +1,8 @@
|
||||
|
||||
Shader "Hidden/TEMPLATE"
|
||||
Shader "HIDDEN/FILTERTEMPLATE"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||||
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
@ -13,9 +12,9 @@ Shader "Hidden/TEMPLATE"
|
||||
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
#include "UnityCG.cginc"
|
||||
#include "../FilterChain.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
@ -23,7 +22,7 @@ Shader "Hidden/TEMPLATE"
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
fixed4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
return fixed4(1,1,1,1);
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7053096623e85d842aa0a92bcc9944ea
|
||||
guid: 3480f0318898c9b4c88c90b2545cf4c7
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
@ -32,6 +32,8 @@
|
||||
_Power2("Power",Float)=50.0
|
||||
_Frequency2("Frequency",Float)=2.1
|
||||
_Speed2("Speed",Float)=0.3
|
||||
|
||||
_Gamma("GAMMA",float) = 2.2
|
||||
}
|
||||
|
||||
SubShader
|
||||
@ -152,6 +154,8 @@
|
||||
float _Frequency2;
|
||||
float _Speed2;
|
||||
|
||||
float _Gamma;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
float2 uv= IN.texcoord;
|
||||
@ -196,6 +200,8 @@
|
||||
clip (fragColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
fragColor = pow(fragColor,1/_Gamma);
|
||||
|
||||
return fragColor;
|
||||
}
|
||||
|
||||
|
@ -1,50 +0,0 @@
|
||||
#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
|
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40d1396d19f4da44f98dd2fcf6f0bc56
|
@ -25,7 +25,7 @@ GraphicsSettings:
|
||||
m_LensFlare:
|
||||
m_Mode: 1
|
||||
m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_VideoShadersIncludeMode: 2
|
||||
m_VideoShadersIncludeMode: 1
|
||||
m_AlwaysIncludedShaders:
|
||||
- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
|
||||
@ -34,9 +34,6 @@ GraphicsSettings:
|
||||
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 4800000, guid: 5dd9160e7dde4dd4db07347ce4780217, type: 3}
|
||||
- {fileID: 4800000, guid: 57c38351364c92e45aef2dc17245b3ce, type: 3}
|
||||
- {fileID: 4800000, guid: bab7d8f2e62367743930d118a37e824a, type: 3}
|
||||
m_PreloadedShaders: []
|
||||
m_PreloadShadersBatchTimeLimit: -1
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||
|
@ -47,7 +47,7 @@ PlayerSettings:
|
||||
defaultScreenWidthWeb: 960
|
||||
defaultScreenHeightWeb: 600
|
||||
m_StereoRenderingPath: 0
|
||||
m_ActiveColorSpace: 0
|
||||
m_ActiveColorSpace: 1
|
||||
unsupportedMSAAFallback: 0
|
||||
m_SpriteBatchMaxVertexCount: 65535
|
||||
m_SpriteBatchVertexThreshold: 300
|
||||
|
Loading…
Reference in New Issue
Block a user