Shader "Hidden/Image Effects/Cinematic/Bloom" { Properties { _MainTex("", 2D) = "" {} _BaseTex("", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" // Mobile: use RGBM instead of float/half RGB #define USE_RGBM defined(SHADER_API_MOBILE) sampler2D _MainTex; sampler2D _BaseTex; float2 _MainTex_TexelSize; float2 _BaseTex_TexelSize; float _PrefilterOffs; half _Threshold; half3 _Curve; float _SampleScale; half _Intensity; // Brightness function half Brightness(half3 c) { return max(max(c.r, c.g), c.b); } // 3-tap median filter half3 Median(half3 a, half3 b, half3 c) { return a + b + c - min(min(a, b), c) - max(max(a, b), c); } // Clamp HDR value within a safe range half3 SafeHDR(half3 c) { return min(c, 65000); } half4 SafeHDR(half4 c) { return min(c, 65000); } // RGBM encoding/decoding half4 EncodeHDR(float3 rgb) { #if USE_RGBM rgb *= 1.0 / 8; float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6)); m = ceil(m * 255) / 255; return half4(rgb / m, m); #else return half4(rgb, 0); #endif } float3 DecodeHDR(half4 rgba) { #if USE_RGBM return rgba.rgb * rgba.a * 8; #else return rgba.rgb; #endif } // Downsample with a 4x4 box filter half3 DownsampleFilter(float2 uv) { float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1); half3 s; s = DecodeHDR(tex2D(_MainTex, uv + d.xy)); s += DecodeHDR(tex2D(_MainTex, uv + d.zy)); s += DecodeHDR(tex2D(_MainTex, uv + d.xw)); s += DecodeHDR(tex2D(_MainTex, uv + d.zw)); return s * (1.0 / 4); } // Downsample with a 4x4 box filter + anti-flicker filter half3 DownsampleAntiFlickerFilter(float2 uv) { float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1); half3 s1 = DecodeHDR(tex2D(_MainTex, uv + d.xy)); half3 s2 = DecodeHDR(tex2D(_MainTex, uv + d.zy)); half3 s3 = DecodeHDR(tex2D(_MainTex, uv + d.xw)); half3 s4 = DecodeHDR(tex2D(_MainTex, uv + d.zw)); // Karis's luma weighted average half s1w = 1 / (Brightness(s1) + 1); half s2w = 1 / (Brightness(s2) + 1); half s3w = 1 / (Brightness(s3) + 1); half s4w = 1 / (Brightness(s4) + 1); half one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w); return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum; } half3 UpsampleFilter(float2 uv) { #if HIGH_QUALITY // 9-tap bilinear upsampler (tent filter) float4 d = _MainTex_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale; half3 s; s = DecodeHDR(tex2D(_MainTex, uv - d.xy)); s += DecodeHDR(tex2D(_MainTex, uv - d.wy)) * 2; s += DecodeHDR(tex2D(_MainTex, uv - d.zy)); s += DecodeHDR(tex2D(_MainTex, uv + d.zw)) * 2; s += DecodeHDR(tex2D(_MainTex, uv )) * 4; s += DecodeHDR(tex2D(_MainTex, uv + d.xw)) * 2; s += DecodeHDR(tex2D(_MainTex, uv + d.zy)); s += DecodeHDR(tex2D(_MainTex, uv + d.wy)) * 2; s += DecodeHDR(tex2D(_MainTex, uv + d.xy)); return s * (1.0 / 16); #else // 4-tap bilinear upsampler float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5); half3 s; s = DecodeHDR(tex2D(_MainTex, uv + d.xy)); s += DecodeHDR(tex2D(_MainTex, uv + d.zy)); s += DecodeHDR(tex2D(_MainTex, uv + d.xw)); s += DecodeHDR(tex2D(_MainTex, uv + d.zw)); return s * (1.0 / 4); #endif } // // Vertex shader // struct v2f_multitex { float4 pos : SV_POSITION; float2 uvMain : TEXCOORD0; float2 uvBase : TEXCOORD1; }; v2f_multitex vert_multitex(appdata_full v) { v2f_multitex o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uvMain = v.texcoord.xy; o.uvBase = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_BaseTex_TexelSize.y < 0.0) o.uvBase.y = 1.0 - v.texcoord.y; #endif return o; } // // fragment shader // half4 frag_prefilter(v2f_img i) : SV_Target { float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs; #if ANTI_FLICKER float3 d = _MainTex_TexelSize.xyx * float3(1, 1, 0); half4 s0 = SafeHDR(tex2D(_MainTex, uv)); half3 s1 = SafeHDR(tex2D(_MainTex, uv - d.xz).rgb); half3 s2 = SafeHDR(tex2D(_MainTex, uv + d.xz).rgb); half3 s3 = SafeHDR(tex2D(_MainTex, uv - d.zy).rgb); half3 s4 = SafeHDR(tex2D(_MainTex, uv + d.zy).rgb); half3 m = Median(Median(s0.rgb, s1, s2), s3, s4); #else half4 s0 = SafeHDR(tex2D(_MainTex, uv)); half3 m = s0.rgb; #endif #if GAMMA_COLOR m = GammaToLinearSpace(m); #endif // Pixel brightness half br = Brightness(m); // Under-threshold part: quadratic curve half rq = clamp(br - _Curve.x, 0, _Curve.y); rq = _Curve.z * rq * rq; // Combine and apply the brightness response curve. m *= max(rq, br - _Threshold) / (br + 1e-5); return EncodeHDR(m); } half4 frag_downsample1(v2f_img i) : SV_Target { #if ANTI_FLICKER return EncodeHDR(DownsampleAntiFlickerFilter(i.uv)); #else return EncodeHDR(DownsampleFilter(i.uv)); #endif } half4 frag_downsample2(v2f_img i) : SV_Target { return EncodeHDR(DownsampleFilter(i.uv)); } half4 frag_upsample(v2f_multitex i) : SV_Target { half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase)); half3 blur = UpsampleFilter(i.uvMain); return EncodeHDR(base + blur); } half4 frag_upsample_final(v2f_multitex i) : SV_Target { half4 base = tex2D(_BaseTex, i.uvBase); half3 blur = UpsampleFilter(i.uvMain); #if GAMMA_COLOR base.rgb = GammaToLinearSpace(base.rgb); #endif half3 cout = base.rgb + blur * _Intensity; #if GAMMA_COLOR cout = LinearToGammaSpace(cout); #endif return half4(cout, base.a); } ENDCG SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma multi_compile _ ANTI_FLICKER #pragma multi_compile LINEAR_COLOR GAMMA_COLOR #pragma vertex vert_img #pragma fragment frag_prefilter #pragma target 3.0 ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma multi_compile _ ANTI_FLICKER #pragma vertex vert_img #pragma fragment frag_downsample1 #pragma target 3.0 ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment frag_downsample2 #pragma target 3.0 ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma multi_compile _ HIGH_QUALITY #pragma vertex vert_multitex #pragma fragment frag_upsample #pragma target 3.0 ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma multi_compile _ HIGH_QUALITY #pragma multi_compile LINEAR_COLOR GAMMA_COLOR #pragma vertex vert_multitex #pragma fragment frag_upsample_final #pragma target 3.0 ENDCG } } }