1 Shader "Hidden/BlendForBloom" {
2 Properties {
3 _MainTex ("Screen Blended", 2D) = "" {}
4 _ColorBuffer ("Color", 2D) = "" {}
5 }
6
7 CGINCLUDE
8
9 #include "UnityCG.cginc"
10
11 struct v2f {
12 float4 pos : SV_POSITION;
13 float2 uv[2] : TEXCOORD0;
14 };
15 struct v2f_mt {
16 float4 pos : SV_POSITION;
17 float2 uv[5] : TEXCOORD0;
18 };
19
20 sampler2D _ColorBuffer;
21 sampler2D _MainTex;
22
23 half _Intensity;
24 half4 _ColorBuffer_TexelSize;
25 half4 _MainTex_TexelSize;
26
27 v2f vert( appdata_img v ) {
28 v2f o;
29 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
30 o.uv[0] = v.texcoord.xy;
31 o.uv[1] = v.texcoord.xy;
32
33 #if UNITY_UV_STARTS_AT_TOP
34 if (_ColorBuffer_TexelSize.y < 0)
35 o.uv[1].y = 1-o.uv[1].y;
36 #endif
37
38 return o;
39 }
40
41 v2f_mt vertMultiTap( appdata_img v ) {
42 v2f_mt o;
43 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
44 o.uv[4] = v.texcoord.xy;
45 o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
46 o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
47 o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
48 o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
49 return o;
50 }
51
52 half4 fragScreen (v2f i) : SV_Target {
53 half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
54 half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
55 return 1-(1-addedbloom)*(1-screencolor);
56 }
57
58 half4 fragScreenCheap(v2f i) : SV_Target {
59 half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
60 half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
61 return 1-(1-addedbloom)*(1-screencolor);
62 }
63
64 half4 fragAdd (v2f i) : SV_Target {
65 half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
66 half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
67 return _Intensity * addedbloom + screencolor;
68 }
69
70 half4 fragAddCheap (v2f i) : SV_Target {
71 half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
72 half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
73 return _Intensity * addedbloom + screencolor;
74 }
75
76 half4 fragVignetteMul (v2f i) : SV_Target {
77 return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
78 }
79
80 half4 fragVignetteBlend (v2f i) : SV_Target {
81 return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r);
82 }
83
84 half4 fragClear (v2f i) : SV_Target {
85 return 0;
86 }
87
88 half4 fragAddOneOne (v2f i) : SV_Target {
89 half4 addedColors = tex2D(_MainTex, i.uv[0].xy);
90 return addedColors * _Intensity;
91 }
92
93 half4 frag1Tap (v2f i) : SV_Target {
94 return tex2D(_MainTex, i.uv[0].xy);
95 }
96
97 half4 fragMultiTapMax (v2f_mt i) : SV_Target {
98 half4 outColor = tex2D(_MainTex, i.uv[4].xy);
99 outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy));
100 outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy));
101 outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy));
102 outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy));
103 return outColor;
104 }
105
106 half4 fragMultiTapBlur (v2f_mt i) : SV_Target {
107 half4 outColor = 0;
108 outColor += tex2D(_MainTex, i.uv[0].xy);
109 outColor += tex2D(_MainTex, i.uv[1].xy);
110 outColor += tex2D(_MainTex, i.uv[2].xy);
111 outColor += tex2D(_MainTex, i.uv[3].xy);
112 return outColor/4;
113 }
114
115 ENDCG
116
117 Subshader {
118 ZTest Always Cull Off ZWrite Off
119
120 // 0: nicer & softer "screen" blend mode
121 Pass {
122
123 CGPROGRAM
124 #pragma vertex vert
125 #pragma fragment fragScreen
126 ENDCG
127 }
128
129 // 1: "add" blend mode
130 Pass {
131
132 CGPROGRAM
133 #pragma vertex vert
134 #pragma fragment fragAdd
135 ENDCG
136 }
137 // 2: several taps, maxxed
138 Pass {
139
140 CGPROGRAM
141 #pragma vertex vertMultiTap
142 #pragma fragment fragMultiTapMax
143 ENDCG
144 }
145 // 3: vignette blending
146 Pass {
147
148 CGPROGRAM
149 #pragma vertex vert
150 #pragma fragment fragVignetteMul
151 ENDCG
152 }
153 // 4: nicer & softer "screen" blend mode(cheapest)
154 Pass {
155
156 CGPROGRAM
157 #pragma vertex vert
158 #pragma fragment fragScreenCheap
159 ENDCG
160 }
161 // 5: "add" blend mode (cheapest)
162 Pass {
163
164 CGPROGRAM
165 #pragma vertex vert
166 #pragma fragment fragAddCheap
167 ENDCG
168 }
169 // 6: used for "stable" downsampling (blur)
170 Pass {
171
172 CGPROGRAM
173 #pragma vertex vertMultiTap
174 #pragma fragment fragMultiTapBlur
175 ENDCG
176 }
177 // 7: vignette blending (blend to dest)
178 Pass {
179
180 Blend Zero SrcAlpha
181
182 CGPROGRAM
183 #pragma vertex vert
184 #pragma fragment fragVignetteBlend
185 ENDCG
186 }
187 // 8: clear
188 Pass {
189
190 CGPROGRAM
191 #pragma vertex vert
192 #pragma fragment fragClear
193 ENDCG
194 }
195 // 9: fragAddOneOne
196 Pass {
197
198 Blend One One
199
200 CGPROGRAM
201 #pragma vertex vert
202 #pragma fragment fragAddOneOne
203 ENDCG
204 }
205 // 10: max blend
206 Pass {
207
208 BlendOp Max
209 Blend One One
210
211 CGPROGRAM
212 #pragma vertex vert
213 #pragma fragment frag1Tap
214 ENDCG
215 }
216 }
217
218 Fallback off
219
220 } // shader