FiE-Game/Assets/AmplifyBloom/Resources/Bloom.shader

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2023-07-19 19:11:02 +02:00
// Amplify Bloom - Advanced Bloom Post-Effect for Unity
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
Shader "Hidden/AmplifyBloom"
{
Properties
{
_MainTex ( " ", 2D ) = "black" {}
_AnamorphicRTS0 ( " ",2D ) = "black"{}
_AnamorphicRTS1 ( " ",2D ) = "black"{}
_AnamorphicRTS2 ( " ",2D ) = "black"{}
_AnamorphicRTS3 ( " ",2D ) = "black"{}
_AnamorphicRTS4 ( " ",2D ) = "black"{}
_AnamorphicRTS5 ( " ",2D ) = "black"{}
_AnamorphicRTS6 ( " ",2D ) = "black"{}
_AnamorphicRTS7 ( " ",2D ) = "black"{}
_LensFlareLUT( " ",2D ) = "black"{}
}
CGINCLUDE
#pragma target 3.0
#include "UnityCG.cginc"
#include "BloomLib.cginc"
#pragma multi_compile __ AB_HIGH_PRECISION
uniform float4 _MainTex_TexelSize;// x - 1/width y - 1/height z- width w - height
struct v2f_img_custom
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
#if UNITY_UV_STARTS_AT_TOP
float4 uv2 : TEXCOORD1;
#endif
};
v2f_img_custom vert_img_custom ( appdata_img v )
{
v2f_img_custom o;
o.pos = mul ( UNITY_MATRIX_MVP, v.vertex );
o.uv = float4( v.texcoord.xy, 1, 1 );
#ifdef UNITY_HALF_TEXEL_OFFSET
o.uv.y += _MainTex_TexelSize.y;
#endif
#if UNITY_UV_STARTS_AT_TOP
o.uv2 = float4( v.texcoord.xy, 1, 1 );
if ( _MainTex_TexelSize.y < 0.0 )
o.uv.y = 1.0 - o.uv.y;
#endif
return o;
}
#include "BloomFrag.cginc"
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
Pass//0
{
Name "frag_threshold"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_threshold
ENDCG
}
Pass//1
{
Name "frag_thresholdMask"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_thresholdMask
ENDCG
}
Pass//2
{
Name "frag_anamorphicGlare"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_anamorphicGlare
ENDCG
}
Pass//3
{
Name "frag_lensFlare0"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lensFlare0
ENDCG
}
Pass//4
{
Name "frag_lensFlare1"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lensFlare1
ENDCG
}
Pass//5
{
Name "frag_lensFlare2"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lensFlare2
ENDCG
}
Pass//6
{
Name "frag_lensFlare3"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lensFlare3
ENDCG
}
Pass//7
{
Name "frag_lensFlare4"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lensFlare4
ENDCG
}
Pass//8
{
Name "frag_lensFlare5"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_lensFlare5
ENDCG
}
Pass//9
{
Name "frag_downsamplerNoWeightedAvg"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_downsamplerNoWeightedAvg
ENDCG
}
Pass//10
{
Name "frag_downsampler_with_karis"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_downsampler_with_karis
ENDCG
}
Pass//11
{
Name "frag_downsampler_without_karis"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_downsampler_without_karis
ENDCG
}
Pass//12
{
Name "frag_downsampler_temp_filter_with_karis"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_downsampler_temp_filter_with_karis
ENDCG
}
Pass//13
{
Name "frag_downsampler_temp_filter_without_karis"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_downsampler_temp_filter_without_karis
ENDCG
}
Pass//14
{
Name "frag_horizontal_gaussian_blur"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_horizontal_gaussian_blur
ENDCG
}
Pass//15
{
Name "frag_vertical_gaussian_blur"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_vertical_gaussian_blur
ENDCG
}
Pass//16
{
Name "frag_vertical_gaussian_blur_temp_filter"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_vertical_gaussian_blur_temp_filter
ENDCG
}
Pass//17
{
Name "frag_upscaleTentFirstPass"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_upscaleTentFirstPass
ENDCG
}
Pass//18
{
Name "frag_upscaleTent"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_upscaleTent
ENDCG
}
Pass//19
{
Name "frag_weightedAddPS1"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS1
ENDCG
}
Pass//20
{
Name "frag_weightedAddPS2"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS2
ENDCG
}
Pass//21
{
Name "frag_weightedAddPS3"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS3
ENDCG
}
Pass//22
{
Name "frag_weightedAddPS4"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS4
ENDCG
}
Pass//23
{
Name "frag_weightedAddPS5"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS5
ENDCG
}
Pass//24
{
Name "frag_weightedAddPS6"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS6
ENDCG
}
Pass//25
{
Name "frag_weightedAddPS7"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS7
ENDCG
}
Pass//26
{
Name "frag_weightedAddPS8"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_weightedAddPS8
ENDCG
}
Pass//27
{
Name "frag_BokehFiltering"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_BokehFiltering
ENDCG
}
Pass//28
{
Name "frag_BokehComposition2S"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_BokehComposition2S
ENDCG
}
Pass//29
{
Name "frag_BokehComposition3S"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_BokehComposition3S
ENDCG
}
Pass//30
{
Name "frag_BokehComposition4S"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_BokehComposition4S
ENDCG
}
Pass//31
{
Name "frag_BokehComposition5S"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_BokehComposition5S
ENDCG
}
Pass//32
{
Name "frag_BokehComposition6S"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_BokehComposition6S
ENDCG
}
Pass//33
{
Name "frag_decode"
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_decode
ENDCG
}
}
}