| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161 |
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/ChromaticAberration" {
- Properties {
- _MainTex ("Base", 2D) = "" {}
- }
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- sampler2D _MainTex;
-
- float4 _MainTex_TexelSize;
- half _ChromaticAberration;
- half _AxialAberration;
- half _Luminance;
- half2 _BlurDistance;
-
- v2f vert( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
-
- return o;
- }
-
- half4 fragDs(v2f i) : SV_Target
- {
- half4 c = tex2D (_MainTex, i.uv.xy + _MainTex_TexelSize.xy * 0.5);
- c += tex2D (_MainTex, i.uv.xy - _MainTex_TexelSize.xy * 0.5);
- c += tex2D (_MainTex, i.uv.xy + _MainTex_TexelSize.xy * float2(0.5,-0.5));
- c += tex2D (_MainTex, i.uv.xy - _MainTex_TexelSize.xy * float2(0.5,-0.5));
- return c/4.0;
- }
- half4 frag(v2f i) : SV_Target
- {
- half2 coords = i.uv;
- half2 uv = i.uv;
-
- coords = (coords - 0.5) * 2.0;
- half coordDot = dot (coords,coords);
-
- half2 uvG = uv - _MainTex_TexelSize.xy * _ChromaticAberration * coords * coordDot;
- half4 color = tex2D (_MainTex, uv);
- #if SHADER_API_D3D9
- // Work around Cg's code generation bug for D3D9 pixel shaders :(
- color.g = color.g * 0.0001 + tex2D (_MainTex, uvG).g;
- #else
- color.g = tex2D (_MainTex, uvG).g;
- #endif
-
- return color;
- }
- // squeezing into SM2.0 with 9 samples:
- static const int SmallDiscKernelSamples = 9;
- static const half2 SmallDiscKernel[SmallDiscKernelSamples] =
- {
- half2(-0.926212,-0.40581),
- half2(-0.695914,0.457137),
- half2(-0.203345,0.820716),
- half2(0.96234,-0.194983),
- half2(0.473434,-0.480026),
- half2(0.519456,0.767022),
- half2(0.185461,-0.893124),
- half2(0.89642,0.412458),
- half2(-0.32194,-0.932615),
- };
- half4 fragComplex(v2f i) : SV_Target
- {
- half2 coords = i.uv;
- half2 uv = i.uv;
-
- // corner heuristic
- coords = (coords - 0.5h) * 2.0h;
- half coordDot = dot (coords,coords);
- half4 color = tex2D (_MainTex, uv);
- half tangentialStrength = _ChromaticAberration * coordDot * coordDot;
- half maxOfs = clamp(max(_AxialAberration, tangentialStrength), _BlurDistance.x, _BlurDistance.y);
- // we need a blurred sample tap for advanced aberration
- // NOTE: it's relatively important that input is HDR
- // and if you do have a proper HDR setup, lerping .rb might yield better results than .g
- // (see below)
- half4 blurredTap = color * 0.1h;
- for(int l=0; l < SmallDiscKernelSamples; l++)
- {
- half2 sampleUV = uv + SmallDiscKernel[l].xy * _MainTex_TexelSize.xy * maxOfs;
- half3 tap = tex2D(_MainTex, sampleUV).rgb;
- blurredTap.rgb += tap;
- }
- blurredTap.rgb /= (float)SmallDiscKernelSamples + 0.2h;
- // debug:
- //return blurredTap;
- half lumDiff = Luminance(abs(blurredTap.rgb-color.rgb));
- half isEdge = saturate(_Luminance * lumDiff);
-
- // debug #2:
- //return isEdge;
- color.rb = lerp(color.rb, blurredTap.rb, isEdge);
-
- return color;
- }
- ENDCG
-
- Subshader {
- // 0: box downsample
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment fragDs
-
- ENDCG
- }
- // 1: simple chrom aberration
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- ENDCG
- }
- // 2: simulates more chromatic aberration effects
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment fragComplex
-
- ENDCG
- }
- }
- Fallback off
-
- } // shader
|