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SoulliesOfficial d4e860fa16 initial
2025-06-03 02:42:28 -04:00

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2.9 KiB
HLSL

#include "./common.hlsl"
#include "./fullscreen.hlsl"
float4 _MainTex_TexelSize;
half _Radius;
float4 _CropRegion;
half3 _BackgroundColor;
#define BlurVertexInput FullScreenVertexInput
struct BlurVertexOutput
{
float4 position : SV_POSITION;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
#if defined(UNITY_SINGLE_PASS_STEREO)
float4 StereoAdjustedTexelSize(float4 texelSize)
{
texelSize.x = texelSize.x * 2.0; // texelSize.x = 1/w. For a double-wide texture, the true resolution is given by 2/w.
texelSize.z = texelSize.z * 0.5; // texelSize.z = w. For a double-wide texture, the true size of the eye texture is given by w/2.
return texelSize;
}
#else
float4 StereoAdjustedTexelSize(float4 texelSize)
{
return texelSize;
}
#endif
float4 GetGatherCoords(float2 uv, float4 texelSize, half radius)
{
half4 offset = half2(-0.5h, 0.5h).xxyy; //-x, -y, x, y
offset *= StereoAdjustedTexelSize(texelSize).xyxy;
offset *= radius;
return uv.xyxy + offset;
}
BlurVertexOutput VertBlur(BlurVertexInput v)
{
BlurVertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posCS;
float2 screenUV;
GetFullScreenVertexData(v, posCS, screenUV);
o.position = half4(posCS.xy, 0.0, 1.0);
float2 uvUnCropped = UnCropUV(screenUV, _CropRegion);
o.texcoord = GetGatherCoords(uvUnCropped, _MainTex_TexelSize, _Radius);
return o;
}
half4 FragBlur(BlurVertexOutput i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 o = SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.xw) * (1.0h / 4.0h);
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.zw) * (1.0h / 4.0h);
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.xy) * (1.0h / 4.0h);
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord.zy) * (1.0h / 4.0h);
o += noise(i.texcoord.xw * _MainTex_TexelSize.zw) * 1. / 255.;
#if BACKGROUND_FILL_COLOR
o.rgb = lerp(_BackgroundColor, o.rgb, o.a);
o.a = 1.0h;
#endif
return o;
}
// v2f vert(appdata v)
// {
// v2f o;
// UNITY_SETUP_INSTANCE_ID(v);
// UNITY_INITIALIZE_OUTPUT(v2f, o);
// UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// o.vertex = UnityObjectToClipPos(v.vertex);
// o.uv = v.uv;
//
// o.viewDir = mul(unity_CameraInvProjection, o.vertex).xyz;
// #if UNITY_UV_STARTS_AT_TOP
// o.viewDir.y = -o.viewDir.y;
// #endif
// o.viewDir.z = -o.viewDir.z;
// o.viewDir = mul(unity_CameraToWorld, o.viewDir.xyzz).xyz;
// return o;
// }
//
// samplerCUBE _EnvTex;
// float4 _EnvTex_HDR;
//
// half4 frag(v2f i) : SV_Target
// {
// UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// half4 col = SAMPLE_SCREEN_TEX(_MainTex, i.uv);
// half4 envData = texCUBE(_EnvTex, normalize(i.viewDir));
// half3 env = DecodeHDR(envData, _EnvTex_HDR);
// col.rgb *= col.a;
// col.rgb = col.rgb + env * (1 - col.a);
// col.a = 1;
// return col;
// }