mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-28 00:07:58 +01:00
237 lines
9.2 KiB
HLSL
237 lines
9.2 KiB
HLSL
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// Amplify Motion - Full-scene Motion Blur for Unity Pro
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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#ifndef AMPLIFY_MOTION_BLUR_SHARED_INCLUDED
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#define AMPLIFY_MOTION_BLUR_SHARED_INCLUDED
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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sampler2D _CameraDepthTexture;
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float4 _CameraDepthTexture_TexelSize;
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sampler2D _DepthTex;
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float4 _DepthTex_TexelSize;
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sampler2D _MotionTex;
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half4 _AM_BLUR_STEP;
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half2 _AM_DEPTH_THRESHOLD;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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};
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v2f vert( appdata_img v )
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{
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v2f o = ( v2f ) 0;
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o.pos = mul( UNITY_MATRIX_MVP, v.vertex );
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o.uv.xy = v.texcoord.xy;
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o.uv.zw = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if ( _MainTex_TexelSize.y < 0 )
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o.uv.w = 1 - o.uv.w;
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#endif
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return o;
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}
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half4 frag_mobile( v2f i ) : SV_Target
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{
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// 3-TAP
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half3 motion = tex2D( _MotionTex, i.uv.zw ).xyz;
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half4 color = tex2D( _MainTex, i.uv.xy );
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half4 accum = half4( color.xyz, 1 );
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half ref_depth = saturate( DecodeFloatRGBA( tex2D( _DepthTex, i.uv.xy ) ) );
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half ref_id = color.a;
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half id = floor( color.a * 255 + 0.5 );
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half ref_isobj = ( id > 1 ) * ( id < 254 );
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half2 dir_step = _AM_BLUR_STEP.xy * ( motion.xy * 2.0 - 1.0 ) * motion.z;
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half sample_depth0 = saturate( DecodeFloatRGBA( tex2D( _DepthTex, i.uv.xy - dir_step ) ) );
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half sample_depth1 = saturate( DecodeFloatRGBA( tex2D( _DepthTex, i.uv.xy + dir_step ) ) );
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half4 sample_color0 = tex2D( _MainTex, i.uv.xy - dir_step );
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half4 sample_color1 = tex2D( _MainTex, i.uv.xy + dir_step );
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half2 sample_depth = half2( sample_depth0, sample_depth1 );
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half2 sample_id = half2( sample_color0.a, sample_color1.a );
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half2 depth_test = sample_depth > ( ref_depth.xx - _AM_DEPTH_THRESHOLD.xx );
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half2 obj_test = ref_isobj.xx * ( sample_id == ref_id.xx );
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half2 sample_test = saturate( depth_test + obj_test );
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accum += sample_test.x * half4( sample_color0.xyz, 1 );
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accum += sample_test.y * half4( sample_color1.xyz, 1 );
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return half4( accum.xyz / accum.w, ref_id );
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}
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half4 frag_sm2( v2f i ) : SV_Target
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{
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// 5-TAP
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half3 motion = tex2D( _MotionTex, i.uv.zw ).xyz;
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half4 color = tex2D( _MainTex, i.uv.xy );
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half4 accum = half4( color.xyz, 1 );
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half ref_depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy );
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half ref_id = color.a;
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half id = floor( color.a * 255 + 0.5 );
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half ref_isobj = ( id > 1 ) * ( id < 254 );
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half2 dir_step = _AM_BLUR_STEP.xy * ( motion.xy * 2.0 - 1.0 ) * motion.z;
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half2 dir_step1 = dir_step * 0.5;
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half sample_depth0 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step );
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half sample_depth1 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step1 );
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half sample_depth2 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step1 );
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half sample_depth3 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step );
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half4 sample_color0 = tex2D( _MainTex, i.uv.xy - dir_step );
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half4 sample_color1 = tex2D( _MainTex, i.uv.xy - dir_step1 );
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half4 sample_color2 = tex2D( _MainTex, i.uv.xy + dir_step1 );
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half4 sample_color3 = tex2D( _MainTex, i.uv.xy + dir_step );
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half4 sample_depth = half4( sample_depth0, sample_depth1, sample_depth2, sample_depth3 );
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half4 sample_id = half4( sample_color0.a, sample_color1.a, sample_color2.a, sample_color3.a );
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half4 depth_test = sample_depth > ( ref_depth.xxxx - _AM_DEPTH_THRESHOLD.xxxx );
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half4 obj_test = ref_isobj.xxxx * ( sample_id == ref_id.xxxx );
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half4 sample_test = saturate( depth_test + obj_test );
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accum += sample_test.x * half4( sample_color0.xyz, 1 );
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accum += sample_test.y * half4( sample_color1.xyz, 1 );
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accum += sample_test.z * half4( sample_color2.xyz, 1 );
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accum += sample_test.w * half4( sample_color3.xyz, 1 );
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return half4( accum.xyz / accum.w, ref_id );
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}
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half4 frag_sm3( v2f i ) : SV_Target
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{
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// 9-TAP
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half3 motion = tex2D( _MotionTex, i.uv.zw ).xyz;
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half4 color = tex2D( _MainTex, i.uv.xy );
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half4 accum = half4( color.xyz, 1 );
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half ref_depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy );
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half ref_id = color.a;
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half id = floor( color.a * 255 + 0.5 );
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half ref_isobj = ( id > 1 ) * ( id < 254 );
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half2 dir_step = _AM_BLUR_STEP.xy * ( motion.xy * 2.0 - 1.0 ) * motion.z;
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half2 dir_step1 = dir_step * 0.75;
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half2 dir_step2 = dir_step * 0.50;
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half2 dir_step3 = dir_step * 0.25;
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half sample_depth0 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step );
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half sample_depth1 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step1 );
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half sample_depth2 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step2 );
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half sample_depth3 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step3 );
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half sample_depth4 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step3 );
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half sample_depth5 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step2 );
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half sample_depth6 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step1 );
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half sample_depth7 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step );
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half4 sample_depthA = half4( sample_depth0, sample_depth1, sample_depth2, sample_depth3 );
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half4 sample_depthB = half4( sample_depth4, sample_depth5, sample_depth6, sample_depth7 );
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half4 diffA = ref_depth.xxxx - sample_depthA;
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half4 diffB = ref_depth.xxxx - sample_depthB;
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half4 diff_testA = diffA < _AM_DEPTH_THRESHOLD.xxxx;
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half4 diff_testB = diffB < _AM_DEPTH_THRESHOLD.xxxx;
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half4 sample_testA = diff_testA - diff_testA * saturate( diffA * _AM_DEPTH_THRESHOLD.yyyy );
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half4 sample_testB = diff_testB - diff_testB * saturate( diffB * _AM_DEPTH_THRESHOLD.yyyy );
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half4 sample_color0 = tex2D( _MainTex, i.uv.xy - dir_step * sample_testA.x );
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half4 sample_color1 = tex2D( _MainTex, i.uv.xy - dir_step1 * sample_testA.y );
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half4 sample_color2 = tex2D( _MainTex, i.uv.xy - dir_step2 * sample_testA.z );
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half4 sample_color3 = tex2D( _MainTex, i.uv.xy - dir_step3 * sample_testA.w );
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half4 sample_color4 = tex2D( _MainTex, i.uv.xy + dir_step3 * sample_testB.x );
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half4 sample_color5 = tex2D( _MainTex, i.uv.xy + dir_step2 * sample_testB.y );
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half4 sample_color6 = tex2D( _MainTex, i.uv.xy + dir_step1 * sample_testB.z );
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half4 sample_color7 = tex2D( _MainTex, i.uv.xy + dir_step * sample_testB.w );
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half4 sample_idA = half4( sample_color0.a, sample_color1.a, sample_color2.a, sample_color3.a );
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half4 sample_idB = half4( sample_color4.a, sample_color5.a, sample_color6.a, sample_color7.a );
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half4 obj_testA = ref_isobj.xxxx * ( sample_idA == ref_id.xxxx );
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half4 obj_testB = ref_isobj.xxxx * ( sample_idB == ref_id.xxxx );
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sample_testA = saturate( sample_testA + obj_testA );
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sample_testB = saturate( sample_testB + obj_testB );
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accum += sample_testA.x * half4( sample_color0.xyz, 1 );
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accum += sample_testA.y * half4( sample_color1.xyz, 1 );
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accum += sample_testA.z * half4( sample_color2.xyz, 1 );
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accum += sample_testA.w * half4( sample_color3.xyz, 1 );
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accum += sample_testB.x * half4( sample_color4.xyz, 1 );
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accum += sample_testB.y * half4( sample_color5.xyz, 1 );
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accum += sample_testB.z * half4( sample_color6.xyz, 1 );
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accum += sample_testB.w * half4( sample_color7.xyz, 1 );
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return half4( accum.xyz / accum.w, ref_id );
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}
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half4 frag_soft_sm3( v2f i ) : SV_Target
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{
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// 5-TAP
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half3 motion = tex2D( _MotionTex, i.uv.zw ).xyz;
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half4 color = tex2D( _MainTex, i.uv.xy );
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half4 accum = half4( color.xyz, 1 );
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half ref_depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy );
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half ref_id = color.a;
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half id = floor( color.a * 255 + 0.5 );
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half ref_isobj = ( id > 1 ) * ( id < 254 );
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half2 dir_step = _AM_BLUR_STEP.xy * ( motion.xy * 2.0 - 1.0 ) * motion.z;
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half2 dir_step1 = dir_step * 0.5;
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half sample_depth0 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step );
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half sample_depth1 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy - dir_step1 );
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half sample_depth2 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step1 );
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half sample_depth3 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy + dir_step );
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half4 sample_color0 = tex2D( _MainTex, i.uv.xy - dir_step );
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half4 sample_color1 = tex2D( _MainTex, i.uv.xy - dir_step1 );
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half4 sample_color2 = tex2D( _MainTex, i.uv.xy + dir_step1 );
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half4 sample_color3 = tex2D( _MainTex, i.uv.xy + dir_step );
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half sample_mag0 = tex2D( _MotionTex, i.uv.xy - dir_step ).z;
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half sample_mag1 = tex2D( _MotionTex, i.uv.xy - dir_step1 ).z;
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half sample_mag2 = tex2D( _MotionTex, i.uv.xy + dir_step1 ).z;
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half sample_mag3 = tex2D( _MotionTex, i.uv.xy + dir_step ).z;
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half4 sample_depth = half4( sample_depth0, sample_depth1, sample_depth2, sample_depth3 );
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half4 sample_id = half4( sample_color0.a, sample_color1.a, sample_color2.a, sample_color3.a );
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half4 sample_mag = half4( sample_mag0, sample_mag1, sample_mag2, sample_mag3 );
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half4 thres_mag = ( 0.5 ).xxxx;
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half4 depth_test = sample_depth > ( ref_depth.xxxx - _AM_DEPTH_THRESHOLD.xxxx );
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half4 obj_test = ref_isobj.xxxx * ( sample_id == ref_id.xxxx );
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half4 mag_test = sample_mag > thres_mag;
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half4 sample_test = saturate( depth_test + obj_test + mag_test );
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accum += sample_test.x * half4( sample_color0.xyz, 1 );
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accum += sample_test.y * half4( sample_color1.xyz, 1 );
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accum += sample_test.z * half4( sample_color2.xyz, 1 );
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accum += sample_test.w * half4( sample_color3.xyz, 1 );
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return half4( accum.xyz / accum.w, ref_id );
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}
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#endif
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