mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 07:18:00 +01:00
90 lines
2.6 KiB
Text
90 lines
2.6 KiB
Text
Shader "Hidden/Post FX/FXAA"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Common.cginc"
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#include "UberSecondPass.cginc"
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#pragma multi_compile __ GRAIN
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#pragma multi_compile __ DITHERING
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#if defined(SHADER_API_PS3)
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#define FXAA_PS3 1
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// Shaves off 2 cycles from the shader
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#define FXAA_EARLY_EXIT 0
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#elif defined(SHADER_API_XBOX360)
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#define FXAA_360 1
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// Shaves off 10ms from the shader's execution time
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#define FXAA_EARLY_EXIT 1
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#elif defined(SHADER_API_SWITCH)
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#define FXAA_QUALITY__PRESET 10
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#define FXAA_PC 1
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#else
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#define FXAA_PC 1
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#endif
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#define FXAA_HLSL_3 1
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#ifndef FXAA_QUALITY__PRESET
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#define FXAA_QUALITY__PRESET 39
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#endif
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#define FXAA_GREEN_AS_LUMA 1
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#pragma target 3.0
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#include "FXAA3.cginc"
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float3 _QualitySettings;
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float4 _ConsoleSettings;
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half4 Frag(VaryingsDefault i) : SV_Target
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{
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const float4 consoleUV = i.uv.xyxy + 0.5 * float4(-_MainTex_TexelSize.xy, _MainTex_TexelSize.xy);
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const float4 consoleSubpixelFrame = _ConsoleSettings.x * float4(-1.0, -1.0, 1.0, 1.0) *
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_MainTex_TexelSize.xyxy;
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const float4 consoleSubpixelFramePS3 = float4(-2.0, -2.0, 2.0, 2.0) * _MainTex_TexelSize.xyxy;
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const float4 consoleSubpixelFrameXBOX = float4(8.0, 8.0, -4.0, -4.0) * _MainTex_TexelSize.xyxy;
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#if defined(SHADER_API_XBOX360)
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const float4 consoleConstants = float4(1.0, -1.0, 0.25, -0.25);
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#else
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const float4 consoleConstants = float4(0.0, 0.0, 0.0, 0.0);
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#endif
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half4 color = FxaaPixelShader(
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UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST),
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UnityStereoScreenSpaceUVAdjust(consoleUV, _MainTex_ST),
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_MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy,
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consoleSubpixelFrame, consoleSubpixelFramePS3, consoleSubpixelFrameXBOX,
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_QualitySettings.x, _QualitySettings.y, _QualitySettings.z,
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_ConsoleSettings.y, _ConsoleSettings.z, _ConsoleSettings.w, consoleConstants);
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color.rgb = UberSecondPass(color.rgb, i.uv);
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return half4(color.rgb, 1.0);
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDCG
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}
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}
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}
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