Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/BlendForBloom" {
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Properties {
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_MainTex ("Screen Blended", 2D) = "" {}
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_ColorBuffer ("Color", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv[2] : TEXCOORD0;
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};
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struct v2f_mt {
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float4 pos : SV_POSITION;
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float2 uv[5] : TEXCOORD0;
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};
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sampler2D _ColorBuffer;
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sampler2D _MainTex;
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half _Intensity;
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half4 _ColorBuffer_TexelSize;
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half4 _MainTex_TexelSize;
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v2f vert( appdata_img v ) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv[0] = v.texcoord.xy;
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o.uv[1] = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_ColorBuffer_TexelSize.y < 0)
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o.uv[1].y = 1-o.uv[1].y;
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#endif
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return o;
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}
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v2f_mt vertMultiTap( appdata_img v ) {
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v2f_mt o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv[4] = v.texcoord.xy;
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o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
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o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
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o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
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o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
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return o;
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}
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half4 fragScreen (v2f i) : SV_Target {
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half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
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half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
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return 1-(1-addedbloom)*(1-screencolor);
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}
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half4 fragScreenCheap(v2f i) : SV_Target {
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half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
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half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
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return 1-(1-addedbloom)*(1-screencolor);
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}
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half4 fragAdd (v2f i) : SV_Target {
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half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
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half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
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return _Intensity * addedbloom + screencolor;
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}
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half4 fragAddCheap (v2f i) : SV_Target {
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half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
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half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
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return _Intensity * addedbloom + screencolor;
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}
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half4 fragVignetteMul (v2f i) : SV_Target {
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return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
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}
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half4 fragVignetteBlend (v2f i) : SV_Target {
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return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r);
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}
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half4 fragClear (v2f i) : SV_Target {
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return 0;
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}
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half4 fragAddOneOne (v2f i) : SV_Target {
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half4 addedColors = tex2D(_MainTex, i.uv[0].xy);
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return addedColors * _Intensity;
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}
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half4 frag1Tap (v2f i) : SV_Target {
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return tex2D(_MainTex, i.uv[0].xy);
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}
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half4 fragMultiTapMax (v2f_mt i) : SV_Target {
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half4 outColor = tex2D(_MainTex, i.uv[4].xy);
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outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy));
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outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy));
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outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy));
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outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy));
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return outColor;
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}
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half4 fragMultiTapBlur (v2f_mt i) : SV_Target {
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half4 outColor = 0;
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outColor += tex2D(_MainTex, i.uv[0].xy);
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outColor += tex2D(_MainTex, i.uv[1].xy);
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outColor += tex2D(_MainTex, i.uv[2].xy);
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outColor += tex2D(_MainTex, i.uv[3].xy);
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return outColor/4;
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}
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ENDCG
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Subshader {
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ZTest Always Cull Off ZWrite Off
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// 0: nicer & softer "screen" blend mode
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragScreen
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ENDCG
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}
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// 1: "add" blend mode
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragAdd
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ENDCG
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}
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// 2: several taps, maxxed
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Pass {
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CGPROGRAM
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#pragma vertex vertMultiTap
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#pragma fragment fragMultiTapMax
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ENDCG
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}
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// 3: vignette blending
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragVignetteMul
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ENDCG
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}
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// 4: nicer & softer "screen" blend mode(cheapest)
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragScreenCheap
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ENDCG
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}
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// 5: "add" blend mode (cheapest)
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragAddCheap
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ENDCG
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}
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// 6: used for "stable" downsampling (blur)
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Pass {
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CGPROGRAM
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#pragma vertex vertMultiTap
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#pragma fragment fragMultiTapBlur
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ENDCG
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}
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// 7: vignette blending (blend to dest)
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Pass {
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Blend Zero SrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragVignetteBlend
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ENDCG
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}
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// 8: clear
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragClear
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ENDCG
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}
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// 9: fragAddOneOne
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Pass {
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragAddOneOne
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ENDCG
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}
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// 10: max blend
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Pass {
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BlendOp Max
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag1Tap
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ENDCG
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}
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}
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Fallback off
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} // shader
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