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 }