mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 07:18:00 +01:00
183 lines
5.6 KiB
Text
183 lines
5.6 KiB
Text
|
//
|
||
|
// Kino/Bloom v2 - Bloom filter for Unity
|
||
|
//
|
||
|
// Copyright (C) 2015, 2016 Keijiro Takahashi
|
||
|
//
|
||
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
// of this software and associated documentation files (the "Software"), to deal
|
||
|
// in the Software without restriction, including without limitation the rights
|
||
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
// copies of the Software, and to permit persons to whom the Software is
|
||
|
// furnished to do so, subject to the following conditions:
|
||
|
//
|
||
|
// The above copyright notice and this permission notice shall be included in
|
||
|
// all copies or substantial portions of the Software.
|
||
|
//
|
||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||
|
// THE SOFTWARE.
|
||
|
//
|
||
|
Shader "Hidden/Post FX/Bloom"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("", 2D) = "" {}
|
||
|
_BaseTex ("", 2D) = "" {}
|
||
|
_AutoExposure ("", 2D) = "" {}
|
||
|
}
|
||
|
|
||
|
CGINCLUDE
|
||
|
|
||
|
#pragma target 3.0
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "Bloom.cginc"
|
||
|
#include "Common.cginc"
|
||
|
|
||
|
sampler2D _BaseTex;
|
||
|
float2 _BaseTex_TexelSize;
|
||
|
|
||
|
sampler2D _AutoExposure;
|
||
|
|
||
|
float _PrefilterOffs;
|
||
|
float _Threshold;
|
||
|
float3 _Curve;
|
||
|
float _SampleScale;
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Vertex shaders
|
||
|
|
||
|
struct VaryingsMultitex
|
||
|
{
|
||
|
float4 pos : SV_POSITION;
|
||
|
float2 uvMain : TEXCOORD0;
|
||
|
float2 uvBase : TEXCOORD1;
|
||
|
};
|
||
|
|
||
|
VaryingsMultitex VertMultitex(AttributesDefault v)
|
||
|
{
|
||
|
VaryingsMultitex o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
|
||
|
o.uvBase = o.uvMain;
|
||
|
|
||
|
#if UNITY_UV_STARTS_AT_TOP
|
||
|
if (_BaseTex_TexelSize.y < 0.0)
|
||
|
o.uvBase.y = 1.0 - o.uvBase.y;
|
||
|
#endif
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Fragment shaders
|
||
|
|
||
|
half4 FetchAutoExposed(sampler2D tex, float2 uv)
|
||
|
{
|
||
|
float autoExposure = 1.0;
|
||
|
uv = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST);
|
||
|
autoExposure = tex2D(_AutoExposure, uv).r;
|
||
|
return tex2D(tex, uv) * autoExposure;
|
||
|
}
|
||
|
|
||
|
half4 FragPrefilter(VaryingsDefault i) : SV_Target
|
||
|
{
|
||
|
float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs;
|
||
|
|
||
|
#if ANTI_FLICKER
|
||
|
float3 d = _MainTex_TexelSize.xyx * float3(1.0, 1.0, 0.0);
|
||
|
half4 s0 = SafeHDR(FetchAutoExposed(_MainTex, uv));
|
||
|
half3 s1 = SafeHDR(FetchAutoExposed(_MainTex, uv - d.xz).rgb);
|
||
|
half3 s2 = SafeHDR(FetchAutoExposed(_MainTex, uv + d.xz).rgb);
|
||
|
half3 s3 = SafeHDR(FetchAutoExposed(_MainTex, uv - d.zy).rgb);
|
||
|
half3 s4 = SafeHDR(FetchAutoExposed(_MainTex, uv + d.zy).rgb);
|
||
|
half3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
|
||
|
#else
|
||
|
half4 s0 = SafeHDR(FetchAutoExposed(_MainTex, uv));
|
||
|
half3 m = s0.rgb;
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_COLORSPACE_GAMMA
|
||
|
m = GammaToLinearSpace(m);
|
||
|
#endif
|
||
|
|
||
|
// Pixel brightness
|
||
|
half br = Brightness(m);
|
||
|
|
||
|
// Under-threshold part: quadratic curve
|
||
|
half rq = clamp(br - _Curve.x, 0.0, _Curve.y);
|
||
|
rq = _Curve.z * rq * rq;
|
||
|
|
||
|
// Combine and apply the brightness response curve.
|
||
|
m *= max(rq, br - _Threshold) / max(br, 1e-5);
|
||
|
|
||
|
return EncodeHDR(m);
|
||
|
}
|
||
|
|
||
|
half4 FragDownsample1(VaryingsDefault i) : SV_Target
|
||
|
{
|
||
|
#if ANTI_FLICKER
|
||
|
return EncodeHDR(DownsampleAntiFlickerFilter(_MainTex, i.uvSPR, _MainTex_TexelSize.xy));
|
||
|
#else
|
||
|
return EncodeHDR(DownsampleFilter(_MainTex, i.uvSPR, _MainTex_TexelSize.xy));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
half4 FragDownsample2(VaryingsDefault i) : SV_Target
|
||
|
{
|
||
|
return EncodeHDR(DownsampleFilter(_MainTex, i.uvSPR, _MainTex_TexelSize.xy));
|
||
|
}
|
||
|
|
||
|
half4 FragUpsample(VaryingsMultitex i) : SV_Target
|
||
|
{
|
||
|
half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase));
|
||
|
half3 blur = UpsampleFilter(_MainTex, i.uvMain, _MainTex_TexelSize.xy, _SampleScale);
|
||
|
return EncodeHDR(base + blur);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
ZTest Always Cull Off ZWrite Off
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma multi_compile __ ANTI_FLICKER
|
||
|
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
|
||
|
#pragma vertex VertDefault
|
||
|
#pragma fragment FragPrefilter
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma multi_compile __ ANTI_FLICKER
|
||
|
#pragma vertex VertDefault
|
||
|
#pragma fragment FragDownsample1
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex VertDefault
|
||
|
#pragma fragment FragDownsample2
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex VertMultitex
|
||
|
#pragma fragment FragUpsample
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|