FiE-Game/Assets/PostProcessing/Resources/Shaders/FXAA.shader

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2023-07-24 21:52:50 +02:00
Shader "Hidden/Post FX/FXAA"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "Common.cginc"
#include "UberSecondPass.cginc"
#pragma multi_compile __ GRAIN
#pragma multi_compile __ DITHERING
#if defined(SHADER_API_PS3)
#define FXAA_PS3 1
// Shaves off 2 cycles from the shader
#define FXAA_EARLY_EXIT 0
#elif defined(SHADER_API_XBOX360)
#define FXAA_360 1
// Shaves off 10ms from the shader's execution time
#define FXAA_EARLY_EXIT 1
#elif defined(SHADER_API_SWITCH)
#define FXAA_QUALITY__PRESET 10
#define FXAA_PC 1
#else
#define FXAA_PC 1
#endif
#define FXAA_HLSL_3 1
#ifndef FXAA_QUALITY__PRESET
#define FXAA_QUALITY__PRESET 39
#endif
#define FXAA_GREEN_AS_LUMA 1
#pragma target 3.0
#include "FXAA3.cginc"
float3 _QualitySettings;
float4 _ConsoleSettings;
half4 Frag(VaryingsDefault i) : SV_Target
{
const float4 consoleUV = i.uv.xyxy + 0.5 * float4(-_MainTex_TexelSize.xy, _MainTex_TexelSize.xy);
const float4 consoleSubpixelFrame = _ConsoleSettings.x * float4(-1.0, -1.0, 1.0, 1.0) *
_MainTex_TexelSize.xyxy;
const float4 consoleSubpixelFramePS3 = float4(-2.0, -2.0, 2.0, 2.0) * _MainTex_TexelSize.xyxy;
const float4 consoleSubpixelFrameXBOX = float4(8.0, 8.0, -4.0, -4.0) * _MainTex_TexelSize.xyxy;
#if defined(SHADER_API_XBOX360)
const float4 consoleConstants = float4(1.0, -1.0, 0.25, -0.25);
#else
const float4 consoleConstants = float4(0.0, 0.0, 0.0, 0.0);
#endif
half4 color = FxaaPixelShader(
UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST),
UnityStereoScreenSpaceUVAdjust(consoleUV, _MainTex_ST),
_MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy,
consoleSubpixelFrame, consoleSubpixelFramePS3, consoleSubpixelFrameXBOX,
_QualitySettings.x, _QualitySettings.y, _QualitySettings.z,
_ConsoleSettings.y, _ConsoleSettings.z, _ConsoleSettings.w, consoleConstants);
color.rgb = UberSecondPass(color.rgb, i.uv);
return half4(color.rgb, 1.0);
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDCG
}
}
}