FiE-Game/Assets/Cinematic Effects/MotionBlur/Resources/Combine.shader

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// Amplify Motion - Full-scene Motion Blur for Unity Pro
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
Shader "Hidden/Amplify Motion/Combine" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MotionTex ("Motion (RGB)", 2D) = "white" {}
_CameraMotionTex ("Motion (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _MotionTex;
sampler2D _BlurredTex;
float4 _MainTex_TexelSize;
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul( UNITY_MATRIX_MVP, v.vertex );
o.uv.xy = v.texcoord.xy;
o.uv.zw = v.texcoord.xy;
#if defined( UNITY_UV_STARTS_AT_TOP )
if ( _MainTex_TexelSize.y < 0 )
o.uv.w = 1 - o.uv.w;
#endif
return o;
}
ENDCG
SubShader {
ZTest Always Cull Off ZWrite Off Fog { Mode off }
// Combine source RGB and motion object ID
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
half4 frag( v2f i ) : SV_Target
{
return half4( tex2D( _MainTex, i.uv.xy ).xyz, tex2D( _MotionTex, i.uv.zw ).a + 0.0000001f ); // hack to trick Unity into behaving
}
ENDCG
}
// Combine motion blurred lowres and non-blurred full res (mobile mode)
Pass {
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
half4 frag( v2f i ) : SV_Target
{
half4 source = tex2D( _MainTex, i.uv.xy );
half mag = 2 * tex2D( _MotionTex, i.uv.zw ).z;
return half4( source.rgb, 1 - saturate( mag * 1.5 ) );
}
ENDCG
}
}
Fallback Off
}