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- Shader "Unlit/DualBlurBloom"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Bloom ("Bloom (RGB)", 2D) = "black" {}
- _Threshold("Threshold", float) = 0.5
- _Intensity("Intensity", float) = 0.5
- _Offset("BlurOffset", float) = 1
- }
- SubShader
- {
- CGINCLUDE
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- half _Offset, _Threshold, _Intensity;
- sampler2D _Bloom;
- float4 _MainTex_TexelSize;
-
- struct a2f_default
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f_luminace
- {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- };
- // 降采样 顶-片结构体
- struct v2f_downSample
- {
- float4 vertex : SV_POSITION;
- float2 texcoord: TEXCOORD0;
- float2 uv: TEXCOORD1;
- float4 uv01: TEXCOORD2;
- float4 uv23: TEXCOORD3;
- };
- // 升采样 顶-片结构体
- struct v2f_upSample
- {
- float4 vertex: SV_POSITION;
- float2 texcoord: TEXCOORD0;
- float4 uv01: TEXCOORD1;
- float4 uv23: TEXCOORD2;
- float4 uv45: TEXCOORD3;
- float4 uv67: TEXCOORD4;
- };
-
- struct v2f_simple
- {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
-
- #if UNITY_UV_STARTS_AT_TOP
- half2 uv2 : TEXCOORD1;
- #endif
- };
-
- v2f_simple vertBloom ( appdata_img v )
- {
- v2f_simple o;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
-
- #if UNITY_UV_STARTS_AT_TOP
- o.uv2 = o.uv;
- if (_MainTex_TexelSize.y < 0.0)
- o.uv.y = 1.0 - o.uv.y;
- #endif
-
- return o;
- }
-
- fixed4 fragBloom ( v2f_simple i ) : SV_Target
- {
- #if UNITY_UV_STARTS_AT_TOP
-
- fixed4 color = tex2D(_MainTex, i.uv2);
- return color + tex2D(_Bloom, i.uv);
-
- #else
-
- fixed4 color = tex2D(_MainTex, i.uv);
- return color + tex2D(_Bloom, i.uv);
-
- #endif
- }
-
- v2f_luminace vertLuminace ( appdata_img v )
- {
- v2f_luminace o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST);
- return o;
- }
-
- fixed4 fragLuminace ( v2f_luminace i ) : SV_Target
- {
- fixed4 color = tex2D (_MainTex, i.uv);
- return max(color - _Threshold, 0) * _Intensity;
- }
-
- v2f_downSample VertDownSample(a2f_default v)
- {
- v2f_downSample o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = v.uv;
- #if UNITY_UV_STARTS_AT_TOP
- o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
- #endif
- float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex);
-
- _MainTex_TexelSize *= 0.5;
- o.uv = uv;
- o.uv01.xy = uv - _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//top right
- o.uv01.zw = uv + _MainTex_TexelSize * float2(1 + _Offset, 1 + _Offset);//bottom left
- o.uv23.xy = uv - float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//top left
- o.uv23.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * float2(1 + _Offset, 1 + _Offset);//bottom right
-
- return o;
- }
-
- half4 FragDownSample(v2f_downSample i): SV_Target
- {
- half4 sum = tex2D(_MainTex, i.uv) * 4;
- sum += tex2D(_MainTex, i.uv01.xy);
- sum += tex2D(_MainTex, i.uv01.zw);
- sum += tex2D(_MainTex, i.uv23.xy);
- sum += tex2D(_MainTex, i.uv23.zw);
-
- return half4(sum.rgb * 0.125, 1.0);
- }
-
- v2f_upSample VertUpSample(a2f_default v)
- {
- v2f_upSample o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = v.uv;
- #if UNITY_UV_STARTS_AT_TOP
- o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
- #endif
- float2 uv = TRANSFORM_TEX(o.texcoord, _MainTex);
-
- _MainTex_TexelSize *= 0.5;
- _Offset = float2(1 + _Offset, 1 + _Offset);
-
- o.uv01.xy = uv + float2(-_MainTex_TexelSize.x * 2, 0) * _Offset;
- o.uv01.zw = uv + float2(-_MainTex_TexelSize.x, _MainTex_TexelSize.y) * _Offset;
- o.uv23.xy = uv + float2(0, _MainTex_TexelSize.y * 2) * _Offset;
- o.uv23.zw = uv + _MainTex_TexelSize * _Offset;
- o.uv45.xy = uv + float2(_MainTex_TexelSize.x * 2, 0) * _Offset;
- o.uv45.zw = uv + float2(_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _Offset;
- o.uv67.xy = uv + float2(0, -_MainTex_TexelSize.y * 2) * _Offset;
- o.uv67.zw = uv - _MainTex_TexelSize * _Offset;
-
- return o;
- }
-
- half4 FragUpSample(v2f_upSample i): SV_Target
- {
- half4 sum = 0;
- sum += tex2D(_MainTex, i.uv01.xy);
- sum += tex2D(_MainTex, i.uv01.zw) * 2;
- sum += tex2D(_MainTex, i.uv23.xy);
- sum += tex2D(_MainTex, i.uv23.zw) * 2;
- sum += tex2D(_MainTex, i.uv45.xy);
- sum += tex2D(_MainTex, i.uv45.zw) * 2;
- sum += tex2D(_MainTex, i.uv67.xy);
- sum += tex2D(_MainTex, i.uv67.zw) * 2;
-
- return half4(sum.rgb * 0.0833, 1.0);
- }
- ENDCG
-
- Cull Off ZWrite Off ZTest Always
-
- Pass {
- CGPROGRAM
-
- #pragma vertex vertBloom
- #pragma fragment fragBloom
- // #pragma enable_d3d11_debug_symbols
- ENDCG
- }
-
- Pass
- {
- CGPROGRAM
-
- #pragma vertex VertDownSample
- #pragma fragment FragDownSample
- // #pragma enable_d3d11_debug_symbols
- ENDCG
- }
-
- Pass
- {
- CGPROGRAM
-
- #pragma vertex VertUpSample
- #pragma fragment FragUpSample
- // #pragma enable_d3d11_debug_symbols
- ENDCG
- }
-
- // 根据阈值和强度获取需要进行模糊的RT
- Pass {
- CGPROGRAM
-
- #pragma vertex vertLuminace
- #pragma fragment fragLuminace
- // #pragma enable_d3d11_debug_symbols
- ENDCG
- }
- }
- }
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