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PlumberUltimateAds/Assets/AllIn1SpriteShader/Resources/AllIn1OneShaderFunctions.cginc

69 lines
2.5 KiB
HLSL

//BLURS-------------------------------------------------------------------------
half4 Blur(half2 uv, sampler2D source, half Intensity)
{
half step = 0.00390625f * Intensity;
half4 result = half4 (0, 0, 0, 0);
half2 texCoord = half2(0, 0);
texCoord = uv + half2(-step, -step);
result += tex2D(source, texCoord);
texCoord = uv + half2(-step, 0);
result += 2.0 * tex2D(source, texCoord);
texCoord = uv + half2(-step, step);
result += tex2D(source, texCoord);
texCoord = uv + half2(0, -step);
result += 2.0 * tex2D(source, texCoord);
texCoord = uv;
result += 4.0 * tex2D(source, texCoord);
texCoord = uv + half2(0, step);
result += 2.0 * tex2D(source, texCoord);
texCoord = uv + half2(step, -step);
result += tex2D(source, texCoord);
texCoord = uv + half2(step, 0);
result += 2.0* tex2D(source, texCoord);
texCoord = uv + half2(step, -step);
result += tex2D(source, texCoord);
result = result * 0.0625;
return result;
}
half BlurHD_G(half bhqp, half x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
half4 BlurHD(half2 uv, sampler2D source, half Intensity, half xScale, half yScale)
{
int iterations = 16;
int halfIterations = iterations / 2;
half sigmaX = 0.1 + Intensity * 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 % 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);
}