FiE-Game/Assets/Cinematic Effects/MotionBlur/Resources/Depth.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/Depth" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MotionTex ("Motion (RGB)", 2D) = "white" {}
}
CGINCLUDE
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
#include "UnityCG.cginc"
sampler2D _CameraDepthTexture;
float4 _CameraDepthTexture_TexelSize;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _MotionTex;
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 uv0 : TEXCOORD1;
float4 uv1 : TEXCOORD2;
float4 uv2 : TEXCOORD3;
float4 uv3 : TEXCOORD4;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul( UNITY_MATRIX_MVP, v.vertex );
const float4 texels = float4( _MainTex_TexelSize.xy, _CameraDepthTexture_TexelSize.xy );
const float4 offsets[ 4 ] = {
float4( 0.5, 0.5, 0.5, 0.5 ),
float4( 1.5, 0.5, 1.5, 0.5 ),
float4( 1.5, 1.5, 1.5, 1.5 ),
float4( 0.5, 1.5, 0.5, 1.5 )
};
o.uv = v.texcoord.xyxy;
o.uv0 = v.texcoord.xyxy + texels * offsets[ 0 ];
o.uv1 = v.texcoord.xyxy + texels * offsets[ 1 ];
o.uv2 = v.texcoord.xyxy + texels * offsets[ 2 ];
o.uv3 = v.texcoord.xyxy + texels * offsets[ 3 ];
#if UNITY_UV_STARTS_AT_TOP
if ( _MainTex_TexelSize.y < 0 )
{
o.uv.w = 1 - o.uv.w;
o.uv0.w = 1 - o.uv0.w;
o.uv1.w = 1 - o.uv1.w;
o.uv2.w = 1 - o.uv2.w;
o.uv3.w = 1 - o.uv3.w;
}
#endif
return o;
}
ENDCG
SubShader {
ZTest Always Cull Off ZWrite Off Fog { Mode off }
// Straight Copy
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag( v2f i ) : SV_Target
{
float depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.zw );
return ( depth == 1.0 ) ? ( 1.0 ).xxxx : EncodeFloatRGBA( depth );
}
ENDCG
}
// 4-Tap MinZ Depth Downsampling
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag( v2f i ) : SV_Target
{
float depth0 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv0.zw );
float depth1 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv1.zw );
float depth2 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2.zw );
float depth3 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv3.zw );
float depth = depth0;
depth = ( depth1 < depth ) ? depth1 : depth;
depth = ( depth2 < depth ) ? depth2 : depth;
depth = ( depth3 < depth ) ? depth3 : depth;
return depth.xxxx;
}
ENDCG
}
// 4-Tap Depth-Aware (MinZ) Combined Downsampling
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag( v2f i ) : SV_Target
{
float depth0 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv0.zw );
float depth1 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv1.zw );
float depth2 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2.zw );
float depth3 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv3.zw );
half4 combo0 = half4( tex2D( _MainTex, i.uv0.xy ).xyz, tex2D( _MotionTex, i.uv0.zw ).a + 0.0000001 );
half4 combo1 = half4( tex2D( _MainTex, i.uv1.xy ).xyz, tex2D( _MotionTex, i.uv1.zw ).a + 0.0000001 );
half4 combo2 = half4( tex2D( _MainTex, i.uv2.xy ).xyz, tex2D( _MotionTex, i.uv2.zw ).a + 0.0000001 );
half4 combo3 = half4( tex2D( _MainTex, i.uv3.xy ).xyz, tex2D( _MotionTex, i.uv3.zw ).a + 0.0000001 );
half4 combo = combo0;
float depth = depth0;
combo = ( depth1 < depth ) ? combo1 : combo;
depth = ( depth1 < depth ) ? depth1 : depth;
combo = ( depth2 < depth ) ? combo2 : combo;
depth = ( depth2 < depth ) ? depth2 : depth;
combo = ( depth3 < depth ) ? combo3 : combo;
depth = ( depth3 < depth ) ? depth3 : depth;
return combo;
}
ENDCG
}
}
Fallback Off
}