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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/FXAA II" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #pragma target 3.0
- #define FXAA_HLSL_3 1
- /*============================================================================
-
- FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
- ============================================================================*/
- /*============================================================================
- API PORTING
- ============================================================================*/
- #ifndef FXAA_GLSL_120
- #define FXAA_GLSL_120 0
- #endif
- #ifndef FXAA_GLSL_130
- #define FXAA_GLSL_130 0
- #endif
- #ifndef FXAA_HLSL_3
- #define FXAA_HLSL_3 0
- #endif
- #ifndef FXAA_HLSL_4
- #define FXAA_HLSL_4 0
- #endif
- /*--------------------------------------------------------------------------*/
- #if FXAA_GLSL_120
- // Requires,
- // #version 120
- // #extension GL_EXT_gpu_shader4 : enable
- #define int2 ivec2
- #define float2 vec2
- #define float3 vec3
- #define float4 vec4
- #define FxaaInt2 ivec2
- #define FxaaFloat2 vec2
- #define FxaaSat(a) clamp((a), 0.0, 1.0)
- #define FxaaTex sampler2D
- #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
- #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
- #endif
- /*--------------------------------------------------------------------------*/
- #if FXAA_GLSL_130
- // Requires "#version 130" or better
- #define int2 ivec2
- #define float2 vec2
- #define float3 vec3
- #define float4 vec4
- #define FxaaInt2 ivec2
- #define FxaaFloat2 vec2
- #define FxaaSat(a) clamp((a), 0.0, 1.0)
- #define FxaaTex sampler2D
- #define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
- #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
- #endif
- /*--------------------------------------------------------------------------*/
- #if FXAA_HLSL_3
- #define int2 float2
- #define FxaaInt2 float2
- #define FxaaFloat2 float2
- #define FxaaSat(a) saturate((a))
- #define FxaaTex sampler2D
- #define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
- #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
- #endif
- /*--------------------------------------------------------------------------*/
- #if FXAA_HLSL_4
- #define FxaaInt2 int2
- #define FxaaFloat2 float2
- #define FxaaSat(a) saturate((a))
- struct FxaaTex { SamplerState smpl; Texture2D tex; };
- #define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
- #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
- #endif
- /*============================================================================
- VERTEX SHADER
-
- ============================================================================*/
- float4 FxaaVertexShader(
- float2 pos, // Both x and y range {-1.0 to 1.0 across screen}.
- float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight}
- /*--------------------------------------------------------------------------*/
- #define FXAA_SUBPIX_SHIFT (1.0/4.0)
- /*--------------------------------------------------------------------------*/
- float4 posPos;
- posPos.xy = (pos.xy * 0.5) + 0.5;
- posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
- return posPos; }
-
- /*============================================================================
-
- PIXEL SHADER
-
- ============================================================================*/
- float3 FxaaPixelShader(
- float4 posPos, // Output of FxaaVertexShader interpolated across screen.
- FxaaTex tex, // Input texture.
- float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}.
- /*--------------------------------------------------------------------------*/
- #define FXAA_REDUCE_MIN (1.0/128.0)
- #define FXAA_REDUCE_MUL (1.0/8.0)
- #define FXAA_SPAN_MAX 8.0
- /*--------------------------------------------------------------------------*/
- float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
- float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
- float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
- float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
- float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
- /*--------------------------------------------------------------------------*/
- float3 luma = float3(0.299, 0.587, 0.114);
- float lumaNW = dot(rgbNW, luma);
- float lumaNE = dot(rgbNE, luma);
- float lumaSW = dot(rgbSW, luma);
- float lumaSE = dot(rgbSE, luma);
- float lumaM = dot(rgbM, luma);
- /*--------------------------------------------------------------------------*/
- float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
- float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
- /*--------------------------------------------------------------------------*/
- float2 dir;
- dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
- dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
- /*--------------------------------------------------------------------------*/
- float dirReduce = max(
- (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
- FXAA_REDUCE_MIN);
- float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
- dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
- max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
- dir * rcpDirMin)) * rcpFrame.xy;
- /*--------------------------------------------------------------------------*/
- float3 rgbA = (1.0/2.0) * (
- FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
- FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
- float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
- FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
- FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
- float lumaB = dot(rgbB, luma);
- if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
- return rgbB; }
- struct v2f {
- float4 pos : SV_POSITION;
- float4 uv : TEXCOORD0;
- };
- float4 _MainTex_TexelSize;
- v2f vert (appdata_img v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy);
- return o;
- }
- sampler2D _MainTex;
- float4 frag (v2f i) : SV_Target
- {
- return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f);
- }
-
- ENDCG
- }
- }
- Fallback off
- }
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