mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-28 00:07:58 +01:00
337 lines
6.1 KiB
Text
337 lines
6.1 KiB
Text
Shader "Hidden/Ultimate/BloomCombine" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "black" {}
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_FlareTexture ("Flare (RGB)", 2D) = "black" {}
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}
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Subshader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#include "UnityCG.cginc"
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struct v2f
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{
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half4 pos : SV_POSITION;
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half2 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;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv = v.texcoord.xy;
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return o;
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}
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// Curve mapping
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half4 _Toe;
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half4 _Shoulder;
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half _K;
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half _Crossover;
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float Map(half x)
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{
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float4 data;
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float endAdd;
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if (x > _Crossover)
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{
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data = _Shoulder;
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endAdd = _K;
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}
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else
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{
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data = _Toe;
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endAdd = 0;
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}
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float2 numDenum = data.xy * x + data.zw;
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return numDenum.x / numDenum.y + endAdd;
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}
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sampler2D _MainTex;
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sampler2D _FlareTexture;
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sampler2D _ColorBuffer;
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sampler2D _AdditiveTexture;
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sampler2D _brightTexture;
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half _Intensity;
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half _FlareIntensity;
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half _DirtIntensity;
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half _DirtLightIntensity;
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half _ScreenMaxIntensity;
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inline float ComputeLuma( float3 c )
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{
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return dot( c, fixed3(0.299, 0.587, 0.114) );
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}
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fixed4 frag(v2f i):COLOR
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{
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half4 addedbloom = tex2D(_MainTex, i.uv);
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half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,i.uv.y));
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half4 bloom = addedbloom;
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#ifdef ULTIMATE_BLOOM_CURVE
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half intensity = dot(screencolor, half3(0.3,0.3,0.3));
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float colLuma = ComputeLuma(x);
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//colLuma *= _uTAA_Exposure;
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half bloomIntensity = x/max(1.0+colLuma,0.001);
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//half bloomIntensity = Map(intensity);
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bloom *= screencolor * bloomIntensity/intensity*2000;
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#endif
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#ifdef ULTIMATE_USE_FLARE
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bloom += tex2D(_FlareTexture, i.uv); /* _FlareIntensity;*/
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#endif
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bloom *= _Intensity;
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#ifdef ULTIMATE_USE_DIRT
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half3 dirt = tex2D(_AdditiveTexture, i.uv).rgb;
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float dirtIntensity = dot(dirt.xyz, half3(0.3,0.3,0.3));
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float bloomIntensity = dot(bloom.xyz, half3(0.3,0.3,0.3));
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float factor = saturate(bloomIntensity * dirtIntensity * _DirtIntensity);
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bloom.xyz *= (dirt*_DirtIntensity + _DirtLightIntensity*0.2);
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#endif
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return bloom + screencolor;
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}
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fixed4 fragINV(v2f i):COLOR
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{
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half4 addedbloom = tex2D(_MainTex, i.uv);
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half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,1- i.uv.y));
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half4 bloom = _Intensity * addedbloom;
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#ifdef ULTIMATE_BLOOM_CURVE
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bloom.x = Map(bloom.x);
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bloom.y = Map(bloom.y);
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bloom.z = Map(bloom.z);
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#endif
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#ifdef ULTIMATE_USE_FLARE
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bloom += tex2D(_FlareTexture, i.uv);
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/*half3 flare = tex2D(_FlareTexture, i.uv).rgb * 40;
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half3 flareIntensity = dot(half3(0.3,0.3,0.3),flare);
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half flareFactor = saturate(flareIntensity );
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bloom.xyz = lerp(bloom.xyz, flare, flareFactor);*/
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//bloom += tex2D(_FlareTexture, i.uv) * 5;
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#endif
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#ifdef ULTIMATE_USE_DIRT
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half3 dirt = tex2D(_AdditiveTexture, i.uv).rgb;
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float dirtIntensity = dot(dirt.xyz, half3(0.3,0.3,0.3));
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float bloomIntensity = dot(bloom.xyz, half3(0.3,0.3,0.3));
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float factor = saturate(bloomIntensity * dirtIntensity * _DirtIntensity);
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bloom.xyz *= (dirt*_DirtIntensity + _DirtLightIntensity*0.2);
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#endif
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return bloom + screencolor;
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}
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#include "UnityCG.cginc"
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struct v2f
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{
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half4 pos : SV_POSITION;
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half2 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;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv = v.texcoord.xy;
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return o;
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}
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// Curve mapping
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half4 _Toe;
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half4 _Shoulder;
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half _K;
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half _Crossover;
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float Map(half x)
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{
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float4 data;
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float endAdd;
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if (x > _Crossover)
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{
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data = _Shoulder;
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endAdd = _K;
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}
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else
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{
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data = _Toe;
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endAdd = 0;
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}
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float2 numDenum = data.xy * x + data.zw;
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return numDenum.x / numDenum.y + endAdd;
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}
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sampler2D _MainTex;
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sampler2D _FlareTexture;
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sampler2D _ColorBuffer;
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sampler2D _AdditiveTexture;
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sampler2D _brightTexture;
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half _Intensity;
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half _FlareIntensity;
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half _DirtIntensity;
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half _DirtLightIntensity;
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half _ScreenMaxIntensity;
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inline float ComputeLuma( float3 c )
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{
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return dot( c, fixed3(0.299, 0.587, 0.114) );
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}
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fixed4 frag(v2f i):COLOR
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{
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half4 addedbloom = tex2D(_MainTex, i.uv);
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half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,i.uv.y));
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half4 bloom = addedbloom;
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#ifdef ULTIMATE_BLOOM_CURVE
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half intensity = dot(screencolor, half3(0.3,0.3,0.3));
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float colLuma = ComputeLuma(x);
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//colLuma *= _uTAA_Exposure;
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half bloomIntensity = x/max(1.0+colLuma,0.001);
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//half bloomIntensity = Map(intensity);
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bloom *= screencolor * bloomIntensity/intensity*2000;
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#endif
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#ifdef ULTIMATE_USE_FLARE
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bloom += tex2D(_FlareTexture, i.uv); /* _FlareIntensity;*/
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#endif
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bloom *= _Intensity;
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#ifdef ULTIMATE_USE_DIRT
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half3 dirt = tex2D(_AdditiveTexture, i.uv).rgb;
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float dirtIntensity = dot(dirt.xyz, half3(0.3,0.3,0.3));
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float bloomIntensity = dot(bloom.xyz, half3(0.3,0.3,0.3));
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float factor = saturate(bloomIntensity * dirtIntensity * _DirtIntensity);
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bloom.xyz *= (dirt*_DirtIntensity + _DirtLightIntensity*0.2);
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#endif
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return bloom + screencolor;
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}
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fixed4 fragINV(v2f i):COLOR
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{
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half4 addedbloom = tex2D(_MainTex, i.uv);
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half4 screencolor = tex2D(_ColorBuffer, float2(i.uv.x,1- i.uv.y));
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half4 bloom = _Intensity * addedbloom;
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#ifdef ULTIMATE_BLOOM_CURVE
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bloom.x = Map(bloom.x);
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bloom.y = Map(bloom.y);
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bloom.z = Map(bloom.z);
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#endif
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#ifdef ULTIMATE_USE_FLARE
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bloom += tex2D(_FlareTexture, i.uv);
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/*half3 flare = tex2D(_FlareTexture, i.uv).rgb * 40;
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half3 flareIntensity = dot(half3(0.3,0.3,0.3),flare);
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half flareFactor = saturate(flareIntensity );
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bloom.xyz = lerp(bloom.xyz, flare, flareFactor);*/
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//bloom += tex2D(_FlareTexture, i.uv) * 5;
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#endif
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#ifdef ULTIMATE_USE_DIRT
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half3 dirt = tex2D(_AdditiveTexture, i.uv).rgb;
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float dirtIntensity = dot(dirt.xyz, half3(0.3,0.3,0.3));
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float bloomIntensity = dot(bloom.xyz, half3(0.3,0.3,0.3));
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float factor = saturate(bloomIntensity * dirtIntensity * _DirtIntensity);
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bloom.xyz *= (dirt*_DirtIntensity + _DirtLightIntensity*0.2);
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#endif
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return bloom + screencolor;
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}
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma vertex vert
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#pragma fragment fragINV
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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