Add shaders
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Shader "Hidden/Dof/Bokeh34" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Source ("Base (RGB)", 2D) = "black" {}
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}
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SubShader {
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CGINCLUDE
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _Source;
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uniform half4 _ArScale;
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uniform half _Intensity;
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uniform half4 _Source_TexelSize;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv2 : TEXCOORD0;
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half4 source : TEXCOORD1;
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};
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#define COC bokeh.a
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v2f vert (appdata_full v)
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{
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v2f o;
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o.pos = v.vertex;
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o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js
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#if UNITY_UV_STARTS_AT_TOP
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float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy * half2(1,-1) + half2(0,1), 0, 0));
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#else
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float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy, 0, 0));
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#endif
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o.source = bokeh;
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o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc;
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o.source.rgb *= _Intensity;
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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half4 color = tex2D (_MainTex, i.uv2.xy);
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color.rgb *= i.source.rgb;
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color.a *= Luminance(i.source.rgb*0.25);
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return color;
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}
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ENDCG
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Pass {
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Blend OneMinusDstColor One
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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Fallback off
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}
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