mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-28 00:07:58 +01:00
114 lines
3.7 KiB
Text
114 lines
3.7 KiB
Text
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// Amplify Motion - Full-scene Motion Blur for Unity Pro
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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Shader "Hidden/Amplify Motion/GPUSkinDeform" {
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Properties { }
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CGINCLUDE
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#pragma target 3.0
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#pragma glsl
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#include "UnityCG.cginc"
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sampler2D _AM_BONE_TEX;
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sampler2D _AM_BONE_INDEX_TEX;
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sampler2D _AM_BASE_VERTEX0_TEX;
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sampler2D _AM_BASE_VERTEX1_TEX;
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sampler2D _AM_BASE_VERTEX2_TEX;
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sampler2D _AM_BASE_VERTEX3_TEX;
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float4 _AM_BONE_TEXEL_SIZE;
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float4 _AM_BONE_TEXEL_HALFSIZE;
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float4x4 _AM_WORLD_TO_LOCAL_MATRIX;
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inline float4x4 fetch_bone( float index )
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{
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float4 row0 = tex2Dlod( _AM_BONE_TEX, float4( float2( index, 0 ) * _AM_BONE_TEXEL_SIZE.xy + _AM_BONE_TEXEL_HALFSIZE.xy, 0, 0 ) );
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float4 row1 = tex2Dlod( _AM_BONE_TEX, float4( float2( index, 1 ) * _AM_BONE_TEXEL_SIZE.xy + _AM_BONE_TEXEL_HALFSIZE.xy, 0, 0 ) );
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float4 row2 = tex2Dlod( _AM_BONE_TEX, float4( float2( index, 2 ) * _AM_BONE_TEXEL_SIZE.xy + _AM_BONE_TEXEL_HALFSIZE.xy, 0, 0 ) );
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float4 row3 = tex2Dlod( _AM_BONE_TEX, float4( float2( index, 3 ) * _AM_BONE_TEXEL_SIZE.xy + _AM_BONE_TEXEL_HALFSIZE.xy, 0, 0 ) );
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return float4x4( row0, row1, row2, row3 );
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}
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ENDCG
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SubShader {
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ZTest Always Cull Off ZWrite Off Fog { Mode off }
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// 1 weight per-vertex
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Pass {
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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float4 frag( v2f_img i ) : SV_Target
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{
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float4 boneIndices = tex2Dlod( _AM_BONE_INDEX_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex0 = tex2Dlod( _AM_BASE_VERTEX0_TEX, float4( i.uv, 0, 0 ) );
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float4x4 bone0 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.x ) );
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float4 deformedVertex;
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deformedVertex = mul( bone0, baseVertex0 );
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return float4( deformedVertex.xyz, 1 );
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}
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ENDCG
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}
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// 2 weights per-vertex
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Pass {
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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float4 frag( v2f_img i ) : SV_Target
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{
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float4 boneIndices = tex2Dlod( _AM_BONE_INDEX_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex0 = tex2Dlod( _AM_BASE_VERTEX0_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex1 = tex2Dlod( _AM_BASE_VERTEX1_TEX, float4( i.uv, 0, 0 ) );
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float4x4 bone0 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.x ) );
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float4x4 bone1 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.y ) );
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float4 deformedVertex;
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deformedVertex = mul( bone0, baseVertex0 );
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deformedVertex += mul( bone1, baseVertex1 );
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return float4( deformedVertex.xyz, 1 );
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}
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ENDCG
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}
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// 4 weights per-vertex
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Pass {
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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float4 frag( v2f_img i ) : SV_Target
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{
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float4 boneIndices = tex2Dlod( _AM_BONE_INDEX_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex0 = tex2Dlod( _AM_BASE_VERTEX0_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex1 = tex2Dlod( _AM_BASE_VERTEX1_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex2 = tex2Dlod( _AM_BASE_VERTEX2_TEX, float4( i.uv, 0, 0 ) );
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float4 baseVertex3 = tex2Dlod( _AM_BASE_VERTEX3_TEX, float4( i.uv, 0, 0 ) );
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float4x4 bone0 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.x ) );
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float4x4 bone1 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.y ) );
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float4x4 bone2 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.z ) );
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float4x4 bone3 = mul( _AM_WORLD_TO_LOCAL_MATRIX, fetch_bone( boneIndices.w ) );
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float4 deformedVertex;
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deformedVertex = mul( bone0, baseVertex0 );
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deformedVertex += mul( bone1, baseVertex1 );
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deformedVertex += mul( bone2, baseVertex2 );
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deformedVertex += mul( bone3, baseVertex3 );
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return float4( deformedVertex.xyz, 1 );
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}
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ENDCG
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}
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}
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}
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