c1_unity/Assets/arts/shaders/post_effect/vivid_bloom.shader
2023-04-03 11:04:31 +08:00

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Shader "BF/PostEffect/VividBloom"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex, _SourceTex;
float4 _MainTex_TexelSize;
half4 _Filter;
half _Intensity;
struct VertexData
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct Interpolators
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
Interpolators VertexProgram (VertexData v)
{
Interpolators i;
i.pos = UnityObjectToClipPos(v.vertex);
i.uv = v.uv;
return i;
}
half3 Sample (float2 uv)
{
return tex2D(_MainTex, uv).rgb;
}
half3 SampleBox (float2 uv, float delta)
{
float4 o = _MainTex_TexelSize.xyxy * float2(-delta, delta).xxyy;
half3 s =
Sample(uv + o.xy) + Sample(uv + o.zy) +
Sample(uv + o.xw) + Sample(uv + o.zw);
return s * 0.25f;
}
half3 Prefilter (half3 c)
{
half brightness = max(c.r, max(c.g, c.b));
half soft = brightness - _Filter.y;
soft = clamp(soft, 0, _Filter.z);
soft = soft * soft * _Filter.w;
half contribution = max(soft, brightness - _Filter.x);
contribution /= max(brightness, 0.00001);
return c * contribution;
}
ENDCG
SubShader
{
Cull Off
ZTest Always
ZWrite Off
Pass
{ // 0
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target
{
return half4(Prefilter(SampleBox(i.uv, 1)), 1);
}
ENDCG
}
Pass
{ // 1
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target
{
return half4(SampleBox(i.uv, 1), 1);
}
ENDCG
}
Pass
{ // 2
Blend One One
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target
{
return half4(SampleBox(i.uv, 0.5), 1);
}
ENDCG
}
Pass { // 3
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target
{
half4 c = tex2D(_SourceTex, i.uv);
c.rgb += _Intensity * SampleBox(i.uv, 0.5);
return c;
}
ENDCG
}
Pass { // 4
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target
{
return half4(_Intensity * SampleBox(i.uv, 0.5), 1);
}
ENDCG
}
}
}