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103 lines
2.9 KiB
Plaintext
103 lines
2.9 KiB
Plaintext
Shader "SupGames/FastMotionBlur_Subtle"
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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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_BlurStrength ("Blur Strength", Range(0, 1)) = 0.3
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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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float _BlurStrength;
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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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// Reduced velocity scale here!
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half2 vel = (previous.xy - projPos.xy) * _BlurStrength;
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o.uv.xy = v.texcoord.xy;
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o.uv.zw = v.texcoord.xy + vel * 1.0h;
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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; // Average of 6 samples
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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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