AxibugEmuOnline/AxibugEmuOnline.Client.PSVita/Assets/com.unity.postprocessing@2.3.0/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasing.shader

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Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing"
{
HLSLINCLUDE
#pragma exclude_renderers d3d11_9x
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Edge detection (Low)
Pass
{
HLSLPROGRAM
#pragma vertex VertEdge
#pragma fragment FragEdge
#define SMAA_PRESET_LOW
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// 1 - Edge detection (Medium)
Pass
{
HLSLPROGRAM
#pragma vertex VertEdge
#pragma fragment FragEdge
#define SMAA_PRESET_MEDIUM
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// 2 - Edge detection (High)
Pass
{
HLSLPROGRAM
#pragma vertex VertEdge
#pragma fragment FragEdge
#define SMAA_PRESET_HIGH
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// 3 - Blend Weights Calculation (Low)
Pass
{
HLSLPROGRAM
#pragma vertex VertBlend
#pragma fragment FragBlend
#define SMAA_PRESET_LOW
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// 4 - Blend Weights Calculation (Medium)
Pass
{
HLSLPROGRAM
#pragma vertex VertBlend
#pragma fragment FragBlend
#define SMAA_PRESET_MEDIUM
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// 5 - Blend Weights Calculation (High)
Pass
{
HLSLPROGRAM
#pragma vertex VertBlend
#pragma fragment FragBlend
#define SMAA_PRESET_HIGH
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// 6 - Neighborhood Blending
Pass
{
HLSLPROGRAM
#pragma vertex VertNeighbor
#pragma fragment FragNeighbor
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
}
}