FiE-Game/Assets/Cinematic Effects/BloomBeta/Resources/UltimateBloomShader.shader

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Shader "Hidden/Ultimate/Bloom"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_AdditiveTexture ("Base (RGB)", 2D) = "black" {}
_OffsetInfos ("HorizontalOffset", Vector) = (0.0,0.0,0.0,0.0)
}
CGINCLUDE
#pragma target 3.0
#include "UnityCG.cginc"
struct v2f
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
struct v2f_opts
{
half4 pos : SV_POSITION;
half2 uv[7] : TEXCOORD0;
};
uniform half4 _MainTex_TexelSize;
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
float4 _OffsetInfos;
sampler2D _MainTex;
half _Intensity;
sampler2D _ColorBuffer;
sampler2D _AdditiveTexture;
sampler2D _FlareTexture;
half4 _Threshhold;
float Gaussian(float Scale, int iSamplePoint)
{
float sigma = (Scale-1.0)/5;
float g = 1.0f / sqrt(2.0f * 3.14159 * sigma * sigma);
return (g * exp(-(iSamplePoint * iSamplePoint) / (2 * sigma * sigma)));
}
half4 fragGaussBlurHigh (v2f i) : SV_Target
{
half4 color = half4 (0,0,0,0);
float Scale = 31;
float2 gUV = i.uv;
float Offset = 0;
color += Gaussian(Scale, 0.0 + Offset) * tex2D (_MainTex, gUV);
color += Gaussian(Scale, 1.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 1.0);
color += Gaussian(Scale, 1.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 1.0);
color += Gaussian(Scale, 2.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 2.0);
color += Gaussian(Scale, 2.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 2.0);
color += Gaussian(Scale, 3.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 3.0);
color += Gaussian(Scale, 3.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 3.0);
color += Gaussian(Scale, 4.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 4.0);
color += Gaussian(Scale, 4.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 4.0);
color += Gaussian(Scale, 5.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 5.0);
color += Gaussian(Scale, 5.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 5.0);
color += Gaussian(Scale, 6.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 6.0);
color += Gaussian(Scale, 6.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 6.0);
color += Gaussian(Scale, 7.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 7.0);
color += Gaussian(Scale, 7.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 7.0);
color += Gaussian(Scale, 8.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 8.0);
color += Gaussian(Scale, 8.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 8.0);
color += Gaussian(Scale, 9.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 9.0);
color += Gaussian(Scale, 9.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 9.0);
color += Gaussian(Scale, 10.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 10.0);
color += Gaussian(Scale, 10.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 10.0);
color += Gaussian(Scale, 11.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 11.0);
color += Gaussian(Scale, 11.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 11.0);
color += Gaussian(Scale, 12.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 12.0);
color += Gaussian(Scale, 12.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 12.0);
color += Gaussian(Scale, 13.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 13.0);
color += Gaussian(Scale, 13.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 13.0);
color += Gaussian(Scale, 14.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 14.0);
color += Gaussian(Scale, 14.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 14.0);
color += Gaussian(Scale, 15.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 15.0);
color += Gaussian(Scale, 15.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 15.0);
return color + tex2D(_AdditiveTexture, i.uv);
}
half4 fragGaussBlurMedium (v2f i) : SV_Target
{
half4 color = half4 (0,0,0,0);
float Scale = 17;
float2 gUV = i.uv;
float Offset = 0;
color += Gaussian(Scale, 0.0 + Offset) * tex2D (_MainTex, gUV);
color += Gaussian(Scale, 1.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 1.0);
color += Gaussian(Scale, 1.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 1.0);
color += Gaussian(Scale, 2.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 2.0);
color += Gaussian(Scale, 2.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 2.0);
color += Gaussian(Scale, 3.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 3.0);
color += Gaussian(Scale, 3.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 3.0);
color += Gaussian(Scale, 4.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 4.0);
color += Gaussian(Scale, 4.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 4.0);
color += Gaussian(Scale, 5.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 5.0);
color += Gaussian(Scale, 5.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 5.0);
color += Gaussian(Scale, 6.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 6.0);
color += Gaussian(Scale, 6.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 6.0);
color += Gaussian(Scale, 7.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 7.0);
color += Gaussian(Scale, 7.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 7.0);
color += Gaussian(Scale, 8.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 8.0);
color += Gaussian(Scale, 8.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 8.0);
return color + tex2D(_AdditiveTexture, i.uv);
}
half4 fragGaussBlurLow (v2f i) : SV_Target
{
half4 color = half4 (0,0,0,0);
float Scale = 9;
float2 gUV = i.uv;
float Offset = 0;
color += Gaussian(Scale, 0.0 + Offset) * tex2D (_MainTex, gUV);
color += Gaussian(Scale, 1.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 1.0);
color += Gaussian(Scale, 1.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 1.0);
color += Gaussian(Scale, 2.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 2.0);
color += Gaussian(Scale, 2.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 2.0);
color += Gaussian(Scale, 3.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 3.0);
color += Gaussian(Scale, 3.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 3.0);
color += Gaussian(Scale, 4.0 + Offset) * tex2D (_MainTex, gUV + _OffsetInfos.xy * 4.0);
color += Gaussian(Scale, 4.0 + Offset) * tex2D (_MainTex, gUV - _OffsetInfos.xy * 4.0);
return color + tex2D(_AdditiveTexture, i.uv);
}
ENDCG
SubShader
{
Pass // #0 Simple Downscaling
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f i):COLOR
{
float2 UV[4];
UV[0] = i.uv + float2(-1.0 * _OffsetInfos.x, -1.0 * _OffsetInfos.y);
UV[1] = i.uv + float2( 1.0 * _OffsetInfos.x, -1.0 * _OffsetInfos.y);
UV[2] = i.uv + float2(-1.0 * _OffsetInfos.x, 1.0 * _OffsetInfos.y);
UV[3] = i.uv + float2( 1.0 * _OffsetInfos.x, 1.0 * _OffsetInfos.y);
fixed4 Sample[4];
for(int j = 0; j < 4; ++j)
{
Sample[j] = tex2D(_MainTex, UV[j]);
}
return (Sample[0] + Sample[1] + Sample[2] + Sample[3]) * 1.0/4;
}
ENDCG
}
Pass // #1 Gaussian Sampling High
{
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
#pragma vertex vert_img
#pragma fragment fragGaussBlurHigh
ENDCG
}
Pass // #2 Gaussian Sampling Medium
{
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
#pragma vertex vert_img
#pragma fragment fragGaussBlurMedium
ENDCG
}
Pass // #3 Gaussian Sampling Low
{
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash
#pragma vertex vert_img
#pragma fragment fragGaussBlurLow
ENDCG
}
Pass // #4 Color Brightpass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f i):COLOR
{
half4 color = tex2D(_MainTex, i.uv);
half3 tColor = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
//half intensity = dot(tColor, float3(0.212671, 0.71516, 0.072169));
half intensity = dot(tColor, half3(0.3,0.3,0.3));
return color * intensity;
}
ENDCG
}
Pass // #5 Blend Add
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f i):COLOR
{
half4 addedbloom = tex2D(_MainTex, i.uv);
half4 screencolor = tex2D(_ColorBuffer, i.uv);
return _Intensity * addedbloom + screencolor;
}
ENDCG
}
Pass // #6 Blend Screen
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f i):COLOR
{
half4 addedbloom = tex2D(_MainTex, i.uv);
half4 screencolor = tex2D(_ColorBuffer, i.uv);
return _Intensity * addedbloom + screencolor;
}
ENDCG
}
Pass // #7 Add One One
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Blend One One
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f i):COLOR
{
half4 addedColors = tex2D(_MainTex, i.uv.xy);
return addedColors * _Intensity;
}
ENDCG
}
Pass // #8 Render Flare
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
half4 _FlareScales;
half4 _FlareTint0;
half4 _FlareTint1;
half4 _FlareTint2;
half4 _FlareTint3;
half2 cUV(half2 uv)
{
return 2.0 * uv - float2(1.0,1.0);
}
half2 tUV(half2 uv)
{
return (uv + float2(1.0,1.0))*0.5;
}
fixed4 frag(v2f i):COLOR
{
half scale0 = _FlareScales.x;//1.1f;
half scale1 = _FlareScales.y;//0.95f;
half scale2 = _FlareScales.z;//0.75f;
half scale3 = _FlareScales.w;//0.55f;
half2 flareUv = cUV(float2(1.0,1.0) - i.uv);
float4 col0 = tex2D(_MainTex, tUV(flareUv*scale0) ) * _FlareTint0;
float4 col1 = tex2D(_MainTex, tUV(flareUv*scale1) ) * _FlareTint1;
float4 col2 = tex2D(_MainTex, tUV(flareUv*scale2) ) * _FlareTint2;
float4 col3 = tex2D(_MainTex, tUV(flareUv*scale3) ) * _FlareTint3;
// Optional..­.
flareUv = cUV(i.uv);
float4 col4 = tex2D(_MainTex, tUV(flareUv*scale0) ) * _FlareTint0;
float4 col5 = tex2D(_MainTex, tUV(flareUv*scale1) ) * _FlareTint1;
float4 col6 = tex2D(_MainTex, tUV(flareUv*scale2) ) * _FlareTint2;
float4 col7 = tex2D(_MainTex, tUV(flareUv*scale3) ) * _FlareTint3;
return (col0 + col1 + col2 + col3 + col4 + col5 + col6 + col7) * tex2D(_FlareTexture,i.uv);
}
ENDCG
}
Pass // #9 Blend Add with flares
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
half _FlareIntensity;
fixed4 frag(v2f i):COLOR
{
half4 addedbloom = tex2D(_MainTex, i.uv);
//half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,1- i.uv.y));
half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,i.uv.y));
half4 bloom = _Intensity * addedbloom + tex2D(_FlareTexture, i.uv) * _FlareIntensity;
half3 dirt = tex2D(_AdditiveTexture, i.uv).rgb * bloom * 1000;
//bloom.rgb -= dirt;
return bloom + screencolor + float4(dirt,1.0) ;
}
ENDCG
}
Pass // #10 Complex Downscaling
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
fixed4 frag(v2f i):COLOR
{
float2 UV[9];
UV[0] = i.uv;
UV[1] = i.uv + float2( -2.0 * _OffsetInfos.x, -2.0 * _OffsetInfos.y);
UV[2] = i.uv + float2( 0.0 * _OffsetInfos.x, -2.0 * _OffsetInfos.y);
UV[3] = i.uv + float2( 2.0 * _OffsetInfos.x, -2.0 * _OffsetInfos.y);
UV[4] = i.uv + float2( -2.0 * _OffsetInfos.x, 2.0 * _OffsetInfos.y);
UV[5] = i.uv + float2( 0.0 * _OffsetInfos.x, 2.0 * _OffsetInfos.y);
UV[6] = i.uv + float2( 2.0 * _OffsetInfos.x, 2.0 * _OffsetInfos.y);
UV[7] = i.uv + float2( -2.0 * _OffsetInfos.x, 0.0 * _OffsetInfos.y);
UV[8] = i.uv + float2( 2.0 * _OffsetInfos.x, 0.0 * _OffsetInfos.y);
fixed4 Sample[9];
for(int j = 0; j < 9; ++j)
{
Sample[j] = tex2D(_MainTex, UV[j]);
}
return (Sample[0] + Sample[1] + Sample[2] + Sample[3] + Sample[4] + Sample[5] + Sample[6] + Sample[7] + Sample[8]) * 1.0/9;
}
ENDCG
}
Pass // #11 Blend Add with flares Inverted Source (for forward MSAA)
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
half _FlareIntensity;
fixed4 frag(v2f i):COLOR
{
half4 addedbloom = tex2D(_MainTex, i.uv);
half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,1- i.uv.y));
half4 bloom = _Intensity * addedbloom + tex2D(_FlareTexture, i.uv) * _FlareIntensity;
half3 dirt = tex2D(_AdditiveTexture, i.uv).rgb * bloom * 1000;
return bloom + screencolor + float4(dirt,1.0) ;
}
ENDCG
}
}
FallBack off
}