198 lines
5.2 KiB
Plaintext
198 lines
5.2 KiB
Plaintext
Shader "Qjjxk/BlurImage"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
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_BlurRadius ("BlurRadius", Range(0, 32)) = 5
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_Iteration ("Iteration", Range(1, 6)) = 1
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_Region ("Region", Vector) = (0, 0, 1, 1)
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertC
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#pragma fragment Frag
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragH
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragV
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragGrainy
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ENDHLSL
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}
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragKawase
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ENDHLSL
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}
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}
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#if UNITY_VERSION >= 202220
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TEXTURE2D(_BlitTexture);
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SAMPLER(sampler_BlitTexture);
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float4 _BlitTexture_TexelSize;
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#else
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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#endif
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float _BlurRadius;
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float _Iteration;
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float4 _Region;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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#if UNITY_VERSION >= 202220
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#define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, float2(input.uv.x + _BlitTexture_TexelSize.x * n * _BlurRadius, input.uv.y + _BlitTexture_TexelSize.y * m * _BlurRadius)) * weight
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#define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv + offset * _BlitTexture_TexelSize.xy);
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#else
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#define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(input.uv.x + _MainTex_TexelSize.x * n * _BlurRadius, input.uv.y + _MainTex_TexelSize.y * m * _BlurRadius)) * weight
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#define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv + offset * _MainTex_TexelSize.xy);
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#endif
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.uv = GetFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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Varyings VertC(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
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output.uv = lerp(_Region.xy, _Region.zw, uv);
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return output;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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#if UNITY_VERSION >= 202220
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return SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv);
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#else
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return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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#endif
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}
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half4 FragH(Varyings input) : SV_Target
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{
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half4 color = half4(0, 0, 0, 0);
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color += BLURPIXEL(-4, 0, 0.05);
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color += BLURPIXEL(-3, 0, 0.09);
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color += BLURPIXEL(-2, 0, 0.12);
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color += BLURPIXEL(-1, 0, 0.15);
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color += BLURPIXEL(-0, 0, 0.18);
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color += BLURPIXEL(1, 0, 0.15);
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color += BLURPIXEL(2, 0, 0.12);
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color += BLURPIXEL(3, 0, 0.09);
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color += BLURPIXEL(4, 0, 0.05);
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return color;
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}
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half4 FragV(Varyings input) : SV_Target
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{
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half4 color = half4(0, 0, 0, 0);
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color += BLURPIXEL(0, -4, 0.05);
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color += BLURPIXEL(0, -3, 0.09);
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color += BLURPIXEL(0, -2, 0.12);
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color += BLURPIXEL(0, -1, 0.15);
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color += BLURPIXEL(0, -0, 0.18);
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color += BLURPIXEL(0, 1, 0.15);
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color += BLURPIXEL(0, 2, 0.12);
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color += BLURPIXEL(0, 3, 0.09);
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color += BLURPIXEL(0, 4, 0.05);
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return color;
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}
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float Rand(float2 n)
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{
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return sin(dot(n, half2(1233.224, 1743.335)));
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}
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half4 FragGrainy(Varyings input) : SV_Target
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{
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half4 color = half4(0, 0, 0, 0);
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float2 offset = float2(0, 0);
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float random = Rand(input.uv);
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int iteration = round(_Iteration);
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for (int k = 0; k < iteration; k++)
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{
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random = frac(43758.5453 * random + 0.61432);
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offset.x = (random - 0.5) * 2.0;
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random = frac(43758.5453 * random + 0.61432);
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offset.y = (random - 0.5) * 2.0;
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color += BLUROFFSET(offset * _BlurRadius);
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}
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return color / iteration;
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}
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half4 FragKawase(Varyings input) : SV_Target
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{
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half4 color = half4(0, 0, 0, 0);
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color += BLUROFFSET(float2(_BlurRadius, _BlurRadius));
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color += BLUROFFSET(float2(_BlurRadius, -_BlurRadius));
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color += BLUROFFSET(float2(-_BlurRadius, _BlurRadius));
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color += BLUROFFSET(float2(-_BlurRadius, -_BlurRadius));
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return color * 0.25;
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}
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ENDHLSL
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} |