BITFALL/Assets/Plugins/_MK/MKGlow/Shaders/Effect/MKGlowSM20.shader

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2023-10-20 19:31:12 +08:00
//////////////////////////////////////////////////////
// MK Glow Shader SM20 //
// //
// Created by Michael Kremmel //
// www.michaelkremmel.de //
// Copyright © 2021 All rights reserved. //
//////////////////////////////////////////////////////
Shader "Hidden/MK/Glow/MKGlowSM20"
{
SubShader
{
Tags {"LightMode" = "Always" "RenderType"="Opaque" "PerformanceChecks"="False"}
Cull Off ZWrite Off ZTest Always
/////////////////////////////////////////////////////////////////////////////////////////////
// Presample - 0
/////////////////////////////////////////////////////////////////////////////////////////////
Pass
{
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vertSimple
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define _MK_BLOOM
#pragma multi_compile __ _MK_RENDER_PRIORITY_BALANCED _MK_RENDER_PRIORITY_QUALITY
#pragma multi_compile __ _MK_NATURAL
#include "../Inc/Presample.hlsl"
ENDHLSL
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Downsample - 1
/////////////////////////////////////////////////////////////////////////////////////////////
Pass
{
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vertSimple
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define _MK_BLOOM
#pragma multi_compile __ _MK_RENDER_PRIORITY_BALANCED _MK_RENDER_PRIORITY_QUALITY
#include "../Inc/Downsample.hlsl"
ENDHLSL
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Upsample - 2
/////////////////////////////////////////////////////////////////////////////////////////////
Pass
{
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#define _MK_BLOOM
#pragma multi_compile __ _MK_RENDER_PRIORITY_BALANCED _MK_RENDER_PRIORITY_QUALITY
#include "../Inc/Upsample.hlsl"
ENDHLSL
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Composite - 3
/////////////////////////////////////////////////////////////////////////////////////////////
Pass
{
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ _MK_LEGACY_BLIT
#pragma multi_compile __ _MK_LENS_SURFACE
#pragma multi_compile __ _MK_RENDER_PRIORITY_BALANCED _MK_RENDER_PRIORITY_QUALITY
#pragma multi_compile __ _MK_NATURAL
#include "../Inc/Composite.hlsl"
ENDHLSL
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Debug - 4
/////////////////////////////////////////////////////////////////////////////////////////////
Pass
{
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ _MK_LEGACY_BLIT
#pragma multi_compile __ _MK_DEBUG_RAW_BLOOM _MK_DEBUG_COMPOSITE
#pragma multi_compile __ _MK_LENS_SURFACE
#pragma multi_compile __ _MK_RENDER_PRIORITY_BALANCED _MK_RENDER_PRIORITY_QUALITY
#pragma multi_compile __ _MK_NATURAL
#include "../Inc/Debug.hlsl"
ENDHLSL
}
}
//Shadermodel 2 should be the lowest possible hardware level
FallBack Off
}