1
2  Shader
"Hidden/Dof/TiltShiftHdrLensBlur" {
3     Properties {
4         _MainTex (
"-", 2D) = "" {}
5     }
6
7     CGINCLUDE
8     
9     #include
"UnityCG.cginc"
10     
11     
struct v2f
12     {
13         float4 pos : SV_POSITION;
14         float2 uv : TEXCOORD0;
15         float2 uv1 : TEXCOORD1;
16     };
17             
18     sampler2D _MainTex;
19     sampler2D _Blurred;
20
21     float4 _MainTex_TexelSize;
22     
float _BlurSize;
23     
float _BlurArea;
24
25     #ifdef SHADER_API_D3D11
26     #define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,
0,1))
27     #
else
28     #define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv)
29     #endif
30     
31     v2f vert (appdata_img v)
32     {
33         v2f o;
34         o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
35         o.uv.xy = v.texcoord;
36         o.uv1.xy = v.texcoord;
37
38         #
if UNITY_UV_STARTS_AT_TOP
39         
if (_MainTex_TexelSize.y < 0)
40             o.uv1.y =
1-o.uv1.y;
41         #
else
42         
43         #endif
44           
45         
return o;
46     }
47
48     
static const int SmallDiscKernelSamples = 12;
49     
static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
50     {
51         float2(-
0.326212,-0.40581),
52         float2(-
0.840144,-0.07358),
53         float2(-
0.695914,0.457137),
54         float2(-
0.203345,0.620716),
55         float2(
0.96234,-0.194983),
56         float2(
0.473434,-0.480026),
57         float2(
0.519456,0.767022),
58         float2(
0.185461,-0.893124),
59         float2(
0.507431,0.064425),
60         float2(
0.89642,0.412458),
61         float2(-
0.32194,-0.932615),
62         float2(-
0.791559,-0.59771)
63     };
64
65     
static const int NumDiscSamples = 28;
66     
static const float3 DiscKernel[NumDiscSamples] =
67     {
68         float3(
0.62463,0.54337,0.82790),
69         float3(-
0.13414,-0.94488,0.95435),
70         float3(
0.38772,-0.43475,0.58253),
71         float3(
0.12126,-0.19282,0.22778),
72         float3(-
0.20388,0.11133,0.23230),
73         float3(
0.83114,-0.29218,0.88100),
74         float3(
0.10759,-0.57839,0.58831),
75         float3(
0.28285,0.79036,0.83945),
76         float3(-
0.36622,0.39516,0.53876),
77         float3(
0.75591,0.21916,0.78704),
78         float3(-
0.52610,0.02386,0.52664),
79         float3(-
0.88216,-0.24471,0.91547),
80         float3(-
0.48888,-0.29330,0.57011),
81         float3(
0.44014,-0.08558,0.44838),
82         float3(
0.21179,0.51373,0.55567),
83         float3(
0.05483,0.95701,0.95858),
84         float3(-
0.59001,-0.70509,0.91938),
85         float3(-
0.80065,0.24631,0.83768),
86         float3(-
0.19424,-0.18402,0.26757),
87         float3(-
0.43667,0.76751,0.88304),
88         float3(
0.21666,0.11602,0.24577),
89         float3(
0.15696,-0.85600,0.87027),
90         float3(-
0.75821,0.58363,0.95682),
91         float3(
0.99284,-0.02904,0.99327),
92         float3(-
0.22234,-0.57907,0.62029),
93         float3(
0.55052,-0.66984,0.86704),
94         float3(
0.46431,0.28115,0.54280),
95         float3(-
0.07214,0.60554,0.60982),
96     };
97
98     
float WeightFieldMode (float2 uv)
99     {
100         float2 tapCoord = uv*
2.0-1.0;
101         
return (abs(tapCoord.y * _BlurArea));
102     }
103
104     
float WeightIrisMode (float2 uv)
105     {
106         float2 tapCoord = (uv*
2.0-1.0);
107         
return dot(tapCoord, tapCoord) * _BlurArea;
108     }
109
110     float4 fragIrisPreview (v2f i) : SV_Target
111     {
112         
return WeightIrisMode(i.uv.xy) * 0.5;
113     }
114
115     float4 fragFieldPreview (v2f i) : SV_Target
116     {
117         
return WeightFieldMode(i.uv.xy) * 0.5;
118     }
119
120     float4 fragUpsample (v2f i) : SV_Target
121     {
122         float4 blurred = tex2D(_Blurred, i.uv1.xy);
123         float4 frame = tex2D(_MainTex, i.uv.xy);
124
125         
return lerp(frame, blurred, saturate(blurred.a));
126     }
127
128     float4 fragIris (v2f i) : SV_Target
129     {
130         float4 centerTap = tex2D(_MainTex, i.uv.xy);
131         float4 sum = centerTap;
132
133         
float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
134
135         float4 poissonScale = _MainTex_TexelSize.xyxy * w;
136         
137         #ifndef SHADER_API_D3D9
138         
if(w<1e-2f)
139             
return sum;
140         #endif
141
142         
for(int l=0; l<NumDiscSamples; l++)
143         {
144             float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
145             float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
146             sum += sample0;
147         }
148         
return float4(sum.rgb / (1.0 + NumDiscSamples), w);
149     }
150     
151     float4 fragField (v2f i) : SV_Target
152     {
153         float4 centerTap = tex2D(_MainTex, i.uv.xy);
154         float4 sum = centerTap;
155
156         
float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
157
158         float4 poissonScale = _MainTex_TexelSize.xyxy * w;
159         
160         #ifndef SHADER_API_D3D9
161         
if(w<1e-2f)
162             
return sum;
163         #endif
164
165         
for(int l=0; l<NumDiscSamples; l++)
166         {
167             float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
168             float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
169             sum += sample0;
170         }
171         
return float4(sum.rgb / (1.0 + NumDiscSamples), w);
172     }
173
174     float4 fragIrisHQ (v2f i) : SV_Target
175     {
176         float4 centerTap = tex2D(_MainTex, i.uv.xy);
177         float4 sum = centerTap;
178
179         
float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
180
181         float4 poissonScale = _MainTex_TexelSize.xyxy * float4(
1,1,-1,-1) * 2;
182         
183         #ifndef SHADER_API_D3D9
184         
if(w<1e-2f)
185             
return sum;
186         #endif
187
188         
for(int l=0; l<NumDiscSamples; l++)
189         {
190             float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
191             float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
192             float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
193
194             sum += sample0 + sample1;
195         }
196         
return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
197     }
198     
199     float4 fragFieldHQ (v2f i) : SV_Target
200     {
201         float4 centerTap = tex2D(_MainTex, i.uv.xy);
202         float4 sum = centerTap;
203
204         
float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
205
206         float4 poissonScale = _MainTex_TexelSize.xyxy * float4(
1,1,-1,-1) * w;
207                 
208         #ifndef SHADER_API_D3D9
209         
if(w<1e-2f)
210             
return sum;
211         #endif
212
213         
for(int l=0; l<NumDiscSamples; l++)
214         {
215             float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
216             float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
217             float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
218
219             sum += sample0 + sample1;
220         }
221         
return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
222     }
223  
224     ENDCG
225     
226 Subshader {
227       ZTest Always Cull Off ZWrite Off
228   
229    Pass {
// 0
230
231       CGPROGRAM
232       
233       #pragma target
3.0
234       #pragma vertex vert
235       #pragma fragment fragFieldPreview
236
237       ENDCG
238     }
239
240  Pass {
// 1
241
242       CGPROGRAM
243       
244       #pragma target
3.0
245       #pragma vertex vert
246       #pragma fragment fragIrisPreview
247
248       ENDCG
249     }
250
251   Pass {
// 2
252
253       CGPROGRAM
254       
255       #pragma target
3.0
256       #pragma vertex vert
257       #pragma fragment fragField
258
259       ENDCG
260     }
261
262  Pass {
// 3
263
264       CGPROGRAM
265       
266       #pragma target
3.0
267       #pragma vertex vert
268       #pragma fragment fragIris
269
270       ENDCG
271     }
272
273   Pass {
// 4
274
275       CGPROGRAM
276       
277       #pragma target
3.0
278       #pragma vertex vert
279       #pragma fragment fragFieldHQ
280
281       ENDCG
282     }
283
284  Pass {
// 5
285
286       CGPROGRAM
287       
288       #pragma target
3.0
289       #pragma vertex vert
290       #pragma fragment fragIrisHQ
291
292       ENDCG
293     }
294
295  Pass {
// 6
296
297       CGPROGRAM
298       
299       #pragma target
3.0
300       #pragma vertex vert
301       #pragma fragment fragUpsample
302
303       ENDCG
304     }
305   }
306   
307 Fallback off
308
309 }


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