mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-02 01:47:58 +01:00
190 lines
6.8 KiB
Text
190 lines
6.8 KiB
Text
|
Shader "Hidden/FXAA II" {
|
||
|
Properties {
|
||
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||
|
}
|
||
|
|
||
|
SubShader {
|
||
|
Pass {
|
||
|
ZTest Always Cull Off ZWrite Off
|
||
|
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#include "UnityCG.cginc"
|
||
|
#pragma target 3.0
|
||
|
|
||
|
#define FXAA_HLSL_3 1
|
||
|
|
||
|
/*============================================================================
|
||
|
|
||
|
FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
|
||
|
|
||
|
============================================================================*/
|
||
|
|
||
|
/*============================================================================
|
||
|
API PORTING
|
||
|
============================================================================*/
|
||
|
#ifndef FXAA_GLSL_120
|
||
|
#define FXAA_GLSL_120 0
|
||
|
#endif
|
||
|
#ifndef FXAA_GLSL_130
|
||
|
#define FXAA_GLSL_130 0
|
||
|
#endif
|
||
|
#ifndef FXAA_HLSL_3
|
||
|
#define FXAA_HLSL_3 0
|
||
|
#endif
|
||
|
#ifndef FXAA_HLSL_4
|
||
|
#define FXAA_HLSL_4 0
|
||
|
#endif
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
#if FXAA_GLSL_120
|
||
|
// Requires,
|
||
|
// #version 120
|
||
|
// #extension GL_EXT_gpu_shader4 : enable
|
||
|
#define int2 ivec2
|
||
|
#define float2 vec2
|
||
|
#define float3 vec3
|
||
|
#define float4 vec4
|
||
|
#define FxaaInt2 ivec2
|
||
|
#define FxaaFloat2 vec2
|
||
|
#define FxaaSat(a) clamp((a), 0.0, 1.0)
|
||
|
#define FxaaTex sampler2D
|
||
|
#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
|
||
|
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
|
||
|
#endif
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
#if FXAA_GLSL_130
|
||
|
// Requires "#version 130" or better
|
||
|
#define int2 ivec2
|
||
|
#define float2 vec2
|
||
|
#define float3 vec3
|
||
|
#define float4 vec4
|
||
|
#define FxaaInt2 ivec2
|
||
|
#define FxaaFloat2 vec2
|
||
|
#define FxaaSat(a) clamp((a), 0.0, 1.0)
|
||
|
#define FxaaTex sampler2D
|
||
|
#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
|
||
|
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
|
||
|
#endif
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
#if FXAA_HLSL_3
|
||
|
#define int2 float2
|
||
|
#define FxaaInt2 float2
|
||
|
#define FxaaFloat2 float2
|
||
|
#define FxaaSat(a) saturate((a))
|
||
|
#define FxaaTex sampler2D
|
||
|
#define FxaaTexLod0(t, p) tex2Dlod(t, float4(UnityStereoScreenSpaceUVAdjust(p, _MainTex_ST), 0.0, 0.0))
|
||
|
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(UnityStereoScreenSpaceUVAdjust(p + (o * r), _MainTex_ST), 0, 0))
|
||
|
#endif
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
#if FXAA_HLSL_4
|
||
|
#define FxaaInt2 int2
|
||
|
#define FxaaFloat2 float2
|
||
|
#define FxaaSat(a) saturate((a))
|
||
|
struct FxaaTex { SamplerState smpl; Texture2D tex; };
|
||
|
#define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, UnityStereoScreenSpaceUVAdjust(p, _MainTex_ST), 0.0)
|
||
|
#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, UnityStereoScreenSpaceUVAdjust(p, _MainTex_ST), 0.0, o)
|
||
|
#endif
|
||
|
|
||
|
|
||
|
/*============================================================================
|
||
|
|
||
|
VERTEX SHADER
|
||
|
|
||
|
============================================================================*/
|
||
|
float4 FxaaVertexShader(
|
||
|
float2 pos, // Both x and y range {-1.0 to 1.0 across screen}.
|
||
|
float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight}
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
#define FXAA_SUBPIX_SHIFT (1.0/4.0)
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float4 posPos;
|
||
|
posPos.xy = (pos.xy * 0.5) + 0.5;
|
||
|
posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
|
||
|
return posPos; }
|
||
|
|
||
|
/*============================================================================
|
||
|
|
||
|
PIXEL SHADER
|
||
|
|
||
|
============================================================================*/
|
||
|
half4 _MainTex_ST;
|
||
|
|
||
|
float3 FxaaPixelShader(
|
||
|
float4 posPos, // Output of FxaaVertexShader interpolated across screen.
|
||
|
FxaaTex tex, // Input texture.
|
||
|
float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}.
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
#define FXAA_REDUCE_MIN (1.0/128.0)
|
||
|
#define FXAA_REDUCE_MUL (1.0/8.0)
|
||
|
#define FXAA_SPAN_MAX 8.0
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
|
||
|
float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
|
||
|
float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
|
||
|
float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
|
||
|
float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float3 luma = float3(0.299, 0.587, 0.114);
|
||
|
float lumaNW = dot(rgbNW, luma);
|
||
|
float lumaNE = dot(rgbNE, luma);
|
||
|
float lumaSW = dot(rgbSW, luma);
|
||
|
float lumaSE = dot(rgbSE, luma);
|
||
|
float lumaM = dot(rgbM, luma);
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
||
|
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float2 dir;
|
||
|
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
|
||
|
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float dirReduce = max(
|
||
|
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
|
||
|
FXAA_REDUCE_MIN);
|
||
|
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
|
||
|
dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
|
||
|
max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
|
||
|
dir * rcpDirMin)) * rcpFrame.xy;
|
||
|
/*--------------------------------------------------------------------------*/
|
||
|
float3 rgbA = (1.0/2.0) * (
|
||
|
FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
|
||
|
FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
|
||
|
float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
|
||
|
FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
|
||
|
FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
|
||
|
float lumaB = dot(rgbB, luma);
|
||
|
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
|
||
|
return rgbB; }
|
||
|
|
||
|
|
||
|
struct v2f {
|
||
|
float4 pos : SV_POSITION;
|
||
|
float4 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
float4 _MainTex_TexelSize;
|
||
|
|
||
|
v2f vert (appdata_img v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
|
||
|
float4 frag (v2f i) : SV_Target
|
||
|
{
|
||
|
return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Fallback off
|
||
|
}
|