ProjectDDD/Assets/Plugins/AllIn1SpriteShader/Shaders/AllIn1OneShaderFunctions.cginc

71 lines
2.6 KiB (Stored with Git LFS)
HLSL

//Prevent Unity warnings that are not relevant for this shader-------------------
#pragma warning (disable : 3571) // pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
#pragma warning (disable : 4008) // floating point division by zero
#pragma warning (disable : 3206) // implicit truncation of vector type
//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, sampler2D source, half Intensity)
{
const half2 texelSize = 1.0 / _ScreenParams.xy;
const half4 color = tex2D(source, uv);
const half2 offset = Intensity * texelSize;
half4 accumulatedColor = color;
half accumulatedWeight = 1.0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
const half2 sampleUV = uv + half2(x, y) * offset;
const half4 sampleColor = tex2D(source, sampleUV);
accumulatedColor += sampleColor;
accumulatedWeight += 1.0;
}
}
half4 blurredColor = accumulatedColor / accumulatedWeight;
return blurredColor;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, sampler2D source, half BlurAmount, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + BlurAmount * 0.5;
half sigmaY = sigmaX;
half total = 0.0;
half4 ret = half4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
half fy = BlurHD_G(sigmaY, half(iy) -half(halfIterations));
half offsetY = half(iy - halfIterations) * 0.00390625 * xScale;
for (int ix = 0; ix < iterations; ++ix)
{
half fx = BlurHD_G(sigmaX, half(ix) - half(halfIterations));
half offsetX = half(ix - halfIterations) * 0.00390625 * yScale;
total += fx * fy;
ret += tex2D(source, uv + half2(offsetX, offsetY)) * fx * fy;
}
}
return ret / total;
}
//-----------------------------------------------------------------------
half rand(half2 seed, half offset) {
return (frac(sin(dot(seed, half2(12.9898, 78.233))) * 43758.5453) + offset) % 1.0;
}
half rand2(half2 seed, half offset) {
return (frac(sin(dot(seed * floor(50 + (_Time.x % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
half rand2CustomTime(half2 seed, half offset, half customTime) {
return (frac(sin(dot(seed * floor(50 + (customTime % 1.0) * 12.), half2(127.1, 311.7))) * 43758.5453123) + offset) % 1.0;
}
//-----------------------------------------------------------------------
half RemapFloat(half inValue, half inMin, half inMax, half outMin, half outMax){
return outMin + (inValue - inMin) * (outMax - outMin) / (inMax - inMin);
}