FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader

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2023-07-24 21:52:50 +02:00
Shader "Hidden/ChromaticAberration" {
Properties {
_MainTex ("Base", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
half4 _MainTex_ST;
half _ChromaticAberration;
half _AxialAberration;
half _Luminance;
half2 _BlurDistance;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 fragDs(v2f i) : SV_Target
{
half4 c = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy + _MainTex_TexelSize.xy * 0.5, _MainTex_ST));
c += tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy - _MainTex_TexelSize.xy * 0.5, _MainTex_ST));
c += tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy + _MainTex_TexelSize.xy * float2(0.5,-0.5), _MainTex_ST));
c += tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy - _MainTex_TexelSize.xy * float2(0.5,-0.5), _MainTex_ST));
return c/4.0;
}
half4 frag(v2f i) : SV_Target
{
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
half2 uvG = uv - _MainTex_TexelSize.xy * _ChromaticAberration * coords * coordDot;
half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST));
#if SHADER_API_D3D9
// Work around Cg's code generation bug for D3D9 pixel shaders :(
color.g = color.g * 0.0001 + tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uvG, _MainTex_ST)).g;
#else
color.g = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uvG, _MainTex_ST)).g;
#endif
return color;
}
// squeezing into SM2.0 with 9 samples:
static const int SmallDiscKernelSamples = 9;
static const half2 SmallDiscKernel[SmallDiscKernelSamples] =
{
half2(-0.926212,-0.40581),
half2(-0.695914,0.457137),
half2(-0.203345,0.820716),
half2(0.96234,-0.194983),
half2(0.473434,-0.480026),
half2(0.519456,0.767022),
half2(0.185461,-0.893124),
half2(0.89642,0.412458),
half2(-0.32194,-0.932615),
};
half4 fragComplex(v2f i) : SV_Target
{
half2 coords = i.uv;
half2 uv = i.uv;
// corner heuristic
coords = (coords - 0.5h) * 2.0h;
half coordDot = dot (coords,coords);
half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST));
half tangentialStrength = _ChromaticAberration * coordDot * coordDot;
half maxOfs = clamp(max(_AxialAberration, tangentialStrength), _BlurDistance.x, _BlurDistance.y);
// we need a blurred sample tap for advanced aberration
// NOTE: it's relatively important that input is HDR
// and if you do have a proper HDR setup, lerping .rb might yield better results than .g
// (see below)
half4 blurredTap = color * 0.1h;
for(int l=0; l < SmallDiscKernelSamples; l++)
{
half2 sampleUV = uv + SmallDiscKernel[l].xy * _MainTex_TexelSize.xy * maxOfs;
half3 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV, _MainTex_ST)).rgb;
blurredTap.rgb += tap;
}
blurredTap.rgb /= (float)SmallDiscKernelSamples + 0.2h;
// debug:
//return blurredTap;
half lumDiff = Luminance(abs(blurredTap.rgb-color.rgb));
half isEdge = saturate(_Luminance * lumDiff);
// debug #2:
//return isEdge;
color.rb = lerp(color.rb, blurredTap.rb, isEdge);
return color;
}
ENDCG
Subshader {
// 0: box downsample
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragDs
ENDCG
}
// 1: simple chrom aberration
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
// 2: simulates more chromatic aberration effects
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragComplex
ENDCG
}
}
Fallback off
} // shader