master #79

Merged
sin365 merged 4 commits from Alienjack/AxibugEmuOnline:master into master 2025-01-03 15:42:08 +08:00
24 changed files with 538 additions and 1020 deletions

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@ -14,6 +14,7 @@ namespace AxibugEmuOnline.Client
[SerializeField]
GameObject IMPORTENT;
#if UNITY_EDITOR
public bool bTest = false;

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@ -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;

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@ -1,5 +1,5 @@
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@ -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;

View File

@ -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);

View File

@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 28e36f59e5007bc45bf2ab9d1ad62a02
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 59751f7f4dc560f47b438056fbc26701
guid: 3e3772f57abeaa24dbb402e7a11fc45f
folderAsset: yes
DefaultImporter:
externalObjects: {}

View File

@ -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
}
}
}

View File

@ -1,5 +1,5 @@
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guid: 8e9191ac23b05c14fa2a62f037ce8261
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@ -1,4 +1,4 @@
using Assets.Script.AppMain.Filter;
using Assets.Script.AppMain.Filter;
using AxibugEmuOnline.Client;
using UnityEngine;
using UnityEngine.Rendering;

View File

@ -1,2 +1,2 @@
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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}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
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- _BOOST: 0.4
- _GLOW_ROLLOFF: 2.2
- _GLOW_WHITEPOINT: 0.4
- _OUTPUT_GAMMA: 2.2
- _gamma: 11
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@ -1,4 +0,0 @@
// Higher value, more centered glow.
// Lower values might need more taps.
#define GLOW_FALLOFF 0.35
#define TAPS 4

View File

@ -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);
}

View File

@ -1,5 +1,5 @@
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@ -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;
}

View File

@ -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

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m_VideoShadersIncludeMode: 1
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@ -34,9 +34,6 @@ GraphicsSettings:
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m_PreloadShadersBatchTimeLimit: -1
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}

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@ -47,7 +47,7 @@ PlayerSettings:
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defaultScreenHeightWeb: 600
m_StereoRenderingPath: 0
m_ActiveColorSpace: 0
m_ActiveColorSpace: 1
unsupportedMSAAFallback: 0
m_SpriteBatchMaxVertexCount: 65535
m_SpriteBatchVertexThreshold: 300