////////////////////////////////////////////////////// // MK Glow Shader SM25 // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2021 All rights reserved. // ////////////////////////////////////////////////////// Shader "Hidden/MK/Glow/MKGlowSM25" { SubShader { Tags {"LightMode" = "Always" "RenderType"="Opaque" "PerformanceChecks"="False"} Cull Off ZWrite Off ZTest Always ///////////////////////////////////////////////////////////////////////////////////////////// // Presample - 0 ///////////////////////////////////////////////////////////////////////////////////////////// Pass { HLSLPROGRAM #pragma exclude_renderers gles3 d3d11 ps4 ps5 xboxone wiiu n3ds switch #pragma target 2.5 #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 #pragma multi_compile __ _MK_HQ_ANTI_FLICKER #include "../Inc/Presample.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Downsample - 1 ///////////////////////////////////////////////////////////////////////////////////////////// Pass { HLSLPROGRAM #pragma exclude_renderers gles3 d3d11 ps4 ps5 xboxone wiiu n3ds switch #pragma target 2.5 #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 exclude_renderers gles3 d3d11 ps4 ps5 xboxone wiiu n3ds switch #pragma target 2.5 #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 exclude_renderers gles3 d3d11 ps4 ps5 xboxone wiiu n3ds switch #pragma target 2.5 #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 exclude_renderers gles3 d3d11 ps4 ps5 xboxone wiiu n3ds switch #pragma target 2.5 #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 #pragma multi_compile __ _MK_HQ_ANTI_FLICKER #include "../Inc/Debug.hlsl" ENDHLSL } } FallBack "Hidden/MK/Glow/MKGlowSM20" }