Add shaders
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Dof/TiltShiftHdrLensBlur" {
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Properties {
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_MainTex ("-", 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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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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};
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sampler2D _MainTex;
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sampler2D _Blurred;
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float4 _MainTex_TexelSize;
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float _BlurSize;
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float _BlurArea;
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#ifdef SHADER_API_D3D11
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#define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1))
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#else
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#define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv)
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#endif
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v2f vert (appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv.xy = v.texcoord;
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o.uv1.xy = v.texcoord;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv1.y = 1-o.uv1.y;
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#else
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#endif
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return o;
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}
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static const int SmallDiscKernelSamples = 12;
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static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
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{
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float2(-0.326212,-0.40581),
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float2(-0.840144,-0.07358),
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float2(-0.695914,0.457137),
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float2(-0.203345,0.620716),
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float2(0.96234,-0.194983),
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float2(0.473434,-0.480026),
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float2(0.519456,0.767022),
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float2(0.185461,-0.893124),
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float2(0.507431,0.064425),
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float2(0.89642,0.412458),
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float2(-0.32194,-0.932615),
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float2(-0.791559,-0.59771)
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};
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static const int NumDiscSamples = 28;
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static const float3 DiscKernel[NumDiscSamples] =
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{
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float3(0.62463,0.54337,0.82790),
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float3(-0.13414,-0.94488,0.95435),
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float3(0.38772,-0.43475,0.58253),
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float3(0.12126,-0.19282,0.22778),
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float3(-0.20388,0.11133,0.23230),
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float3(0.83114,-0.29218,0.88100),
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float3(0.10759,-0.57839,0.58831),
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float3(0.28285,0.79036,0.83945),
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float3(-0.36622,0.39516,0.53876),
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float3(0.75591,0.21916,0.78704),
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float3(-0.52610,0.02386,0.52664),
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float3(-0.88216,-0.24471,0.91547),
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float3(-0.48888,-0.29330,0.57011),
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float3(0.44014,-0.08558,0.44838),
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float3(0.21179,0.51373,0.55567),
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float3(0.05483,0.95701,0.95858),
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float3(-0.59001,-0.70509,0.91938),
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float3(-0.80065,0.24631,0.83768),
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float3(-0.19424,-0.18402,0.26757),
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float3(-0.43667,0.76751,0.88304),
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float3(0.21666,0.11602,0.24577),
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float3(0.15696,-0.85600,0.87027),
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float3(-0.75821,0.58363,0.95682),
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float3(0.99284,-0.02904,0.99327),
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float3(-0.22234,-0.57907,0.62029),
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float3(0.55052,-0.66984,0.86704),
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float3(0.46431,0.28115,0.54280),
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float3(-0.07214,0.60554,0.60982),
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};
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float WeightFieldMode (float2 uv)
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{
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float2 tapCoord = uv*2.0-1.0;
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return (abs(tapCoord.y * _BlurArea));
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}
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float WeightIrisMode (float2 uv)
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{
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float2 tapCoord = (uv*2.0-1.0);
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return dot(tapCoord, tapCoord) * _BlurArea;
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}
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float4 fragIrisPreview (v2f i) : SV_Target
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{
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return WeightIrisMode(i.uv.xy) * 0.5;
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}
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float4 fragFieldPreview (v2f i) : SV_Target
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{
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return WeightFieldMode(i.uv.xy) * 0.5;
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}
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float4 fragUpsample (v2f i) : SV_Target
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{
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float4 blurred = tex2D(_Blurred, i.uv1.xy);
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float4 frame = tex2D(_MainTex, i.uv.xy);
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return lerp(frame, blurred, saturate(blurred.a));
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}
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float4 fragIris (v2f i) : SV_Target
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{
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float4 centerTap = tex2D(_MainTex, i.uv.xy);
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float4 sum = centerTap;
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float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
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float4 poissonScale = _MainTex_TexelSize.xyxy * w;
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#ifndef SHADER_API_D3D9
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if(w<1e-2f)
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return sum;
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#endif
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for(int l=0; l<NumDiscSamples; l++)
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{
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float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
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float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
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sum += sample0;
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}
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return float4(sum.rgb / (1.0 + NumDiscSamples), w);
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}
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float4 fragField (v2f i) : SV_Target
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{
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float4 centerTap = tex2D(_MainTex, i.uv.xy);
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float4 sum = centerTap;
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float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
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float4 poissonScale = _MainTex_TexelSize.xyxy * w;
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#ifndef SHADER_API_D3D9
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if(w<1e-2f)
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return sum;
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#endif
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for(int l=0; l<NumDiscSamples; l++)
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{
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float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
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float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
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sum += sample0;
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}
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return float4(sum.rgb / (1.0 + NumDiscSamples), w);
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}
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float4 fragIrisHQ (v2f i) : SV_Target
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{
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float4 centerTap = tex2D(_MainTex, i.uv.xy);
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float4 sum = centerTap;
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float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
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float4 poissonScale = _MainTex_TexelSize.xyxy * float4(1,1,-1,-1) * 2;
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#ifndef SHADER_API_D3D9
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if(w<1e-2f)
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return sum;
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#endif
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for(int l=0; l<NumDiscSamples; l++)
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{
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float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
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float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
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float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
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sum += sample0 + sample1;
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}
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return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
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}
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float4 fragFieldHQ (v2f i) : SV_Target
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{
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float4 centerTap = tex2D(_MainTex, i.uv.xy);
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float4 sum = centerTap;
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float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
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float4 poissonScale = _MainTex_TexelSize.xyxy * float4(1,1,-1,-1) * w;
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#ifndef SHADER_API_D3D9
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if(w<1e-2f)
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return sum;
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#endif
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for(int l=0; l<NumDiscSamples; l++)
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{
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float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
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float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
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float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
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sum += sample0 + sample1;
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}
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return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
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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 { // 0
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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 fragFieldPreview
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ENDCG
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}
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Pass { // 1
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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 fragIrisPreview
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ENDCG
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}
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Pass { // 2
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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 fragField
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ENDCG
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}
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Pass { // 3
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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 fragIris
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ENDCG
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}
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Pass { // 4
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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 fragFieldHQ
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ENDCG
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}
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Pass { // 5
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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 fragIrisHQ
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ENDCG
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}
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Pass { // 6
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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 fragUpsample
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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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