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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/SSAA" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- // very simple & fast AA by Emmanuel Julien
- SubShader {
- Pass {
-
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_TexelSize;
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv[5] : TEXCOORD0;
- };
- v2f vert( appdata_img v ) {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
-
- float2 uv = v.texcoord.xy;
-
- float w = 1.75;
-
- float2 up = float2(0.0, _MainTex_TexelSize.y) * w;
- float2 right = float2(_MainTex_TexelSize.x, 0.0) * w;
-
- o.uv[0].xy = uv - up;
- o.uv[1].xy = uv - right;
- o.uv[2].xy = uv + right;
- o.uv[3].xy = uv + up;
- o.uv[4].xy = uv;
-
- return o;
- }
- half4 frag (v2f i) : SV_Target
- {
- half4 outColor;
-
- float t = Luminance( tex2D( _MainTex, i.uv[0] ).xyz );
- float l = Luminance( tex2D( _MainTex, i.uv[1] ).xyz);
- float r = Luminance( tex2D( _MainTex, i.uv[2] ).xyz);
- float b = Luminance( tex2D( _MainTex, i.uv[3] ).xyz);
-
- half2 n = half2( -( t - b ), r - l );
- float nl = length( n );
-
- if ( nl < (1.0 / 16.0) )
- outColor = tex2D( _MainTex, i.uv[4] );
- else {
- n *= _MainTex_TexelSize.xy / nl;
-
- half4 o = tex2D( _MainTex, i.uv[4]);
- half4 t0 = tex2D( _MainTex, i.uv[4] + n * 0.5) * 0.9;
- half4 t1 = tex2D( _MainTex, i.uv[4] - n * 0.5) * 0.9;
- half4 t2 = tex2D( _MainTex, i.uv[4] + n) * 0.75;
- half4 t3 = tex2D( _MainTex, i.uv[4] - n) * 0.75;
-
- outColor = (o + t0 + t1 + t2 + t3) / 4.3;
- }
-
- return outColor;
- }
-
- ENDCG
- }
- }
- Fallback off
- }
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