178 lines
5.0 KiB
HLSL
178 lines
5.0 KiB
HLSL
//////////////////////////////////////////////////////
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// MK Glow Composite //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2021 All rights reserved. //
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//////////////////////////////////////////////////////
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#ifndef MK_GLOW_COMPOSITE
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#define MK_GLOW_COMPOSITE
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#include "../Inc/Common.hlsl"
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_SourceTex)
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#ifdef COMPUTE_SHADER
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UNIFORM_RWTEXTURE_2D(_TargetTex)
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#else
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uniform float2 _SourceTex_TexelSize;
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#endif
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_BloomTex)
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#ifndef COMPUTE_SHADER
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uniform float2 _BloomTex_TexelSize;
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uniform half _BloomSpread;
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uniform half _BloomIntensity;
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uniform float _Blooming;
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#endif
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#ifdef MK_LENS_FLARE
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_LensFlareTex)
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uniform float2 _LensFlareTex_TexelSize;
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uniform float _LensFlareChromaticAberration;
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#endif
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#ifdef MK_LENS_SURFACE
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UNIFORM_SAMPLER_AND_TEXTURE_2D_NO_SCALE(_LensSurfaceDirtTex)
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UNIFORM_SAMPLER_AND_TEXTURE_2D_NO_SCALE(_LensSurfaceDiffractionTex)
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#ifndef COMPUTE_SHADER
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uniform half _LensSurfaceDirtIntensity;
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uniform half _LensSurfaceDiffractionIntensity;
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uniform float4 _LensSurfaceDirtTex_ST;
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#endif
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#endif
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#if (defined(MK_LENS_FLARE) || defined(MK_GLARE)) && !defined(COMPUTE_SHADER)
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uniform float2 _ResolutionScale;
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#endif
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#ifdef MK_GLARE
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#ifdef MK_GLARE_1
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare0Tex)
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uniform float2 _Glare0Tex_TexelSize;
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#endif
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#ifdef MK_GLARE_2
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare1Tex)
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#endif
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#ifdef MK_GLARE_3
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare2Tex)
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#endif
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#ifdef MK_GLARE_4
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare3Tex)
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#endif
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#ifndef COMPUTE_SHADER
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uniform half _GlareBlend;
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uniform half4 _GlareIntensity; // 0 1 2 3
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uniform half4 _GlareScattering; // 0 1 2 3
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uniform half4 _GlareDirection01; // 0 1
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uniform half4 _GlareDirection23; // 2 3
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uniform float4 _GlareOffset; // 0 1 2 3
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uniform half _GlareGlobalIntensity;
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#endif
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#endif
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#ifndef COMPUTE_SHADER
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#if defined(MK_LENS_SURFACE) && defined(MK_LENS_FLARE)
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#define VertGeoOutput VertGeoOutputDouble
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#define MK_LENS_SURFACE_DIFFRACTION_UV uv1.xy
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#define LENS_FLARE_SPREAD uv1.zw
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#elif defined(MK_LENS_SURFACE) || defined(MK_LENS_FLARE)
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#define VertGeoOutput VertGeoOutputPlus
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#define MK_LENS_SURFACE_DIFFRACTION_UV uv1.xy
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#define LENS_FLARE_SPREAD uv1.xy
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#else
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#define VertGeoOutput VertGeoOutputAdvanced
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#endif
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VertGeoOutput vert (VertexInputOnlyPosition i0)
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{
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VertGeoOutput o;
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UNITY_SETUP_INSTANCE_ID(i0);
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INITIALIZE_STRUCT(VertGeoOutput, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformMeshPos(i0.vertex);
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#ifdef MK_LEGACY_BLIT
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o.uv0.xy = i0.texcoord0;
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#if UNITY_UV_STARTS_AT_TOP
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if (_SourceTex_TexelSize.y < 0)
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o.uv0.xy = 1-o.uv0.xy;
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#endif
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#else
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o.uv0.xy = SetMeshUV(o.pos.xy);
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#endif
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o.uv0.zw = BLOOM_TEXEL_SIZE * _BloomSpread;
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#ifdef MK_LENS_SURFACE
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o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = LENS_FLARE_TEXEL_SIZE * _LensFlareChromaticAberration * _ResolutionScale;
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#endif
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return o;
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}
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#ifdef GEOMETRY_SHADER
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[maxvertexcount(3)]
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void geom(point VertexInputEmpty i0[1], inout TriangleStream<VertGeoOutput> tristream)
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{
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VertGeoOutput o;
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INITIALIZE_STRUCT(VertGeoOutput, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i0[0], o);
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float2 bloomSpread = BLOOM_TEXEL_SIZE * _BloomSpread;
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#ifdef MK_LENS_FLARE
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float2 lensFlareSpread = LENS_FLARE_TEXEL_SIZE * _LensFlareChromaticAberration * _ResolutionScale;
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#endif
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o.pos = TransformMeshPos(SCREEN_VERTICES[0]);
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o.uv0.xy = SetMeshUV(o.pos.xy);
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o.uv0.zw = bloomSpread;
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#ifdef MK_LENS_SURFACE
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o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = lensFlareSpread;
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#endif
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tristream.Append(o);
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o.pos = TransformMeshPos(SCREEN_VERTICES[1]);
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o.uv0.xy = SetMeshUV(o.pos.xy);
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o.uv0.zw = bloomSpread;
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#ifdef MK_LENS_SURFACE
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o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = lensFlareSpread;
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#endif
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tristream.Append(o);
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o.pos = TransformMeshPos(SCREEN_VERTICES[2]);
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o.uv0.xy = SetMeshUV(o.pos.xy);
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o.uv0.zw = bloomSpread;
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#ifdef MK_LENS_SURFACE
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o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = lensFlareSpread;
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#endif
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tristream.Append(o);
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}
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#endif
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#endif
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#ifdef COMPUTE_SHADER
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#define HEADER [numthreads(8,8,1)] void Composite (uint2 id : SV_DispatchThreadID)
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#else
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#define HEADER half4 frag (VertGeoOutput o) : SV_Target
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#endif
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HEADER
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{
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#include "CompositeSample.hlsl"
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}
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#endif |