Shader "Hidden/Dof/TiltShiftHdrLensBlur" { Properties { _MainTex ("-", 2D) = "" {} _Blurred ("-", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD1; }; sampler2D _MainTex; sampler2D _Blurred; float4 _MainTex_TexelSize; half4 _MainTex_ST; half4 _Blurred_ST; float _BlurSize; float _BlurArea; #if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_METAL) #define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1)) #else #define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv) #endif v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord; o.uv1.xy = v.texcoord; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv1.y = 1-o.uv1.y; #else #endif return o; } static const int SmallDiscKernelSamples = 12; static const float2 SmallDiscKernel[SmallDiscKernelSamples] = { float2(-0.326212,-0.40581), float2(-0.840144,-0.07358), float2(-0.695914,0.457137), float2(-0.203345,0.620716), float2(0.96234,-0.194983), float2(0.473434,-0.480026), float2(0.519456,0.767022), float2(0.185461,-0.893124), float2(0.507431,0.064425), float2(0.89642,0.412458), float2(-0.32194,-0.932615), float2(-0.791559,-0.59771) }; static const int NumDiscSamples = 28; static const float3 DiscKernel[NumDiscSamples] = { float3(0.62463,0.54337,0.82790), float3(-0.13414,-0.94488,0.95435), float3(0.38772,-0.43475,0.58253), float3(0.12126,-0.19282,0.22778), float3(-0.20388,0.11133,0.23230), float3(0.83114,-0.29218,0.88100), float3(0.10759,-0.57839,0.58831), float3(0.28285,0.79036,0.83945), float3(-0.36622,0.39516,0.53876), float3(0.75591,0.21916,0.78704), float3(-0.52610,0.02386,0.52664), float3(-0.88216,-0.24471,0.91547), float3(-0.48888,-0.29330,0.57011), float3(0.44014,-0.08558,0.44838), float3(0.21179,0.51373,0.55567), float3(0.05483,0.95701,0.95858), float3(-0.59001,-0.70509,0.91938), float3(-0.80065,0.24631,0.83768), float3(-0.19424,-0.18402,0.26757), float3(-0.43667,0.76751,0.88304), float3(0.21666,0.11602,0.24577), float3(0.15696,-0.85600,0.87027), float3(-0.75821,0.58363,0.95682), float3(0.99284,-0.02904,0.99327), float3(-0.22234,-0.57907,0.62029), float3(0.55052,-0.66984,0.86704), float3(0.46431,0.28115,0.54280), float3(-0.07214,0.60554,0.60982), }; float WeightFieldMode (float2 uv) { float2 tapCoord = uv*2.0-1.0; return (abs(tapCoord.y * _BlurArea)); } float WeightIrisMode (float2 uv) { float2 tapCoord = (uv*2.0-1.0); return dot(tapCoord, tapCoord) * _BlurArea; } float4 fragIrisPreview (v2f i) : SV_Target { return WeightIrisMode(i.uv.xy) * 0.5; } float4 fragFieldPreview (v2f i) : SV_Target { return WeightFieldMode(i.uv.xy) * 0.5; } float4 fragUpsample (v2f i) : SV_Target { float4 blurred = tex2D(_Blurred, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _Blurred_ST)); float4 frame = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); return lerp(frame, blurred, saturate(blurred.a)); } float4 fragIrisLow(v2f i) : SV_Target { float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); float4 sum = centerTap; float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize); float4 poissonScale = _MainTex_TexelSize.xyxy * w; #ifndef SHADER_API_D3D9 if (w<1e-2f) return sum; #endif for (int l = 0; l