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98 lines
2.4 KiB
Plaintext
98 lines
2.4 KiB
Plaintext
Shader "SupGames/FastMotionBlur"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float _Distance;
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float4x4 _CurrentToPreviousViewProjectionMatrix;
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struct v2f
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{
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half4 uv : TEXCOORD0;
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half4 vertex : SV_POSITION;
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half4 uv1 : TEXCOORD1;
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half4 uv2 : TEXCOORD2;
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};
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v2f vert (appdata_img v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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half4 projPos=half4(v.texcoord.xy * 2.0h - 1.0h,_Distance,1.0h);
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half4 previous = mul(_CurrentToPreviousViewProjectionMatrix, projPos);
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previous /= previous.w;
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half2 vel = (previous.xy - projPos.xy)*0.166667h;
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o.uv.xy= v.texcoord.xy;
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o.uv.zw=v.texcoord.xy+vel;
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o.uv1.xy=v.texcoord.xy+vel*2.0h;
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o.uv1.zw=v.texcoord.xy+vel*3.0h;
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o.uv2.xy=v.texcoord.xy+vel*4.0h;
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o.uv2.zw=v.texcoord.xy+vel*5.0h;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col=tex2D(_MainTex, i.uv.xy);
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col += tex2D(_MainTex, i.uv.zw);
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col += tex2D(_MainTex, i.uv1.xy);
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col += tex2D(_MainTex, i.uv1.zw);
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col += tex2D(_MainTex, i.uv2.xy);
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col += tex2D(_MainTex, i.uv2.zw);
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return col*0.166667h;
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _BlurTex;
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sampler2D _MaskTex;
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struct v2f
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{
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half2 uv : TEXCOORD0;
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half4 vertex : SV_POSITION;
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};
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v2f vert (appdata_img v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv= v.texcoord.xy;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col=tex2D(_MainTex, i.uv);
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fixed4 blur=tex2D(_BlurTex, i.uv);
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fixed mask =tex2D(_MaskTex,i.uv).r;
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return lerp(col,blur,mask);
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}
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ENDCG
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}
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}
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}
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