Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/SeparableWeightedBlurDof34" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "" {}
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_TapMedium ("TapMedium (RGB)", 2D) = "" {}
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_TapLow ("TapLow (RGB)", 2D) = "" {}
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_TapHigh ("TapHigh (RGB)", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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half4 offsets;
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half4 _Threshhold;
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sampler2D _MainTex;
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sampler2D _TapHigh;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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half4 uv01 : TEXCOORD1;
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half4 uv23 : TEXCOORD2;
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half4 uv45 : TEXCOORD3;
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};
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struct v2fSingle {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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//
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// VERT PROGRAMS
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//
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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.xy = v.texcoord.xy;
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o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
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o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
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o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
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return o;
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}
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v2fSingle vertSingleTex (appdata_img v) {
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v2fSingle o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = v.texcoord.xy;
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return o;
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}
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//
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// FRAG PROGRAMS
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//
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// mostly used for foreground, so more gaussian-like
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half4 fragBlurUnweighted (v2f i) : SV_Target {
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half4 blurredColor = half4 (0,0,0,0);
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half4 sampleA = tex2D(_MainTex, i.uv.xy);
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half4 sampleB = tex2D(_MainTex, i.uv01.xy);
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half4 sampleC = tex2D(_MainTex, i.uv01.zw);
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half4 sampleD = tex2D(_MainTex, i.uv23.xy);
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half4 sampleE = tex2D(_MainTex, i.uv23.zw);
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blurredColor += sampleA;
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blurredColor += sampleB;
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blurredColor += sampleC;
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blurredColor += sampleD;
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blurredColor += sampleE;
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blurredColor *= 0.2;
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blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a);
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return blurredColor;
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}
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// used for background, so more bone curve-like
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half4 fragBlurWeighted (v2f i) : SV_Target {
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half4 blurredColor = half4 (0,0,0,0);
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half4 sampleA = tex2D(_MainTex, i.uv.xy);
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half4 sampleB = tex2D(_MainTex, i.uv01.xy);
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half4 sampleC = tex2D(_MainTex, i.uv01.zw);
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half4 sampleD = tex2D(_MainTex, i.uv23.xy);
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half4 sampleE = tex2D(_MainTex, i.uv23.zw);
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half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.5, 1.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a));
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sampleA.rgb = sampleA.rgb * sampleA.a;
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sampleB.rgb = sampleB.rgb * sampleB.a * 1.25;
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sampleC.rgb = sampleC.rgb * sampleC.a * 1.25;
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sampleD.rgb = sampleD.rgb * sampleD.a * 1.5;
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sampleE.rgb = sampleE.rgb * sampleE.a * 1.5;
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blurredColor += sampleA;
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blurredColor += sampleB;
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blurredColor += sampleC;
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blurredColor += sampleD;
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blurredColor += sampleE;
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blurredColor /= sum;
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half4 color = blurredColor;
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color.a = sampleA.a;
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return color;
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}
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half4 fragBlurDark (v2f i) : SV_Target {
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half4 blurredColor = half4 (0,0,0,0);
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half4 sampleA = tex2D(_MainTex, i.uv.xy);
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half4 sampleB = tex2D(_MainTex, i.uv01.xy);
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half4 sampleC = tex2D(_MainTex, i.uv01.zw);
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half4 sampleD = tex2D(_MainTex, i.uv23.xy);
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half4 sampleE = tex2D(_MainTex, i.uv23.zw);
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half sum = sampleA.a + dot (half4 (0.75, 0.75, 0.5, 0.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a));
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sampleA.rgb = sampleA.rgb * sampleA.a;
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sampleB.rgb = sampleB.rgb * sampleB.a * 0.75;
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sampleC.rgb = sampleC.rgb * sampleC.a * 0.75;
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sampleD.rgb = sampleD.rgb * sampleD.a * 0.5;
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sampleE.rgb = sampleE.rgb * sampleE.a * 0.5;
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blurredColor += sampleA;
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blurredColor += sampleB;
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blurredColor += sampleC;
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blurredColor += sampleD;
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blurredColor += sampleE;
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blurredColor /= sum;
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half4 color = blurredColor;
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color.a = sampleA.a;
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return color;
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}
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// not used atm
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half4 fragBlurUnweightedDark (v2f i) : SV_Target {
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half4 blurredColor = half4 (0,0,0,0);
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half4 sampleA = tex2D(_MainTex, i.uv.xy);
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half4 sampleB = tex2D(_MainTex, i.uv01.xy);
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half4 sampleC = tex2D(_MainTex, i.uv01.zw);
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half4 sampleD = tex2D(_MainTex, i.uv23.xy);
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half4 sampleE = tex2D(_MainTex, i.uv23.zw);
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blurredColor += sampleA;
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blurredColor += sampleB * 0.75;
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blurredColor += sampleC * 0.75;
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blurredColor += sampleD * 0.5;
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blurredColor += sampleE * 0.5;
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blurredColor /= 3.5;
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blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a);
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return blurredColor;
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}
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// fragMixMediumAndLowTap
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// happens before applying final coc/blur result to screen,
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// mixes defocus buffers of different resolutions / bluriness
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sampler2D _TapMedium;
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sampler2D _TapLow;
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half4 fragMixMediumAndLowTap (v2fSingle i) : SV_Target
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{
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half4 tapMedium = tex2D (_TapMedium, i.uv.xy);
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half4 tapLow = tex2D (_TapLow, i.uv.xy);
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tapMedium.a *= tapMedium.a;
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tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, (tapMedium.a * tapMedium.a));
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return tapLow;
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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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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragBlurWeighted
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragBlurUnweighted
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ENDCG
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}
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// 2
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragBlurUnweightedDark
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ENDCG
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}
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Pass {
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CGPROGRAM
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#pragma vertex vertSingleTex
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#pragma fragment fragMixMediumAndLowTap
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ENDCG
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}
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// 4
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragBlurDark
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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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