301 lines
7.4 KiB
GLSL
301 lines
7.4 KiB
GLSL
//======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
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//Blurs with predefined kernel and weights
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Shader "ZED/ZED Blur"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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ZWrite Off
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ZTest Always
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Cull Off
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//0 - Blur based on alpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.0
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 _MainTex_TexelSize;
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uniform int horizontal;
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uniform float weights[5];
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uniform float offset[5];
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float4 frag(v2f vi) : SV_Target
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{
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float2 uv = vi.uv;
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float result = tex2D(_MainTex, uv).a * weights[0]; // current fragment's contribution
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int i = 0;
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if (horizontal == 1)
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{
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result += tex2D(_MainTex, uv + float2(offset[1] * _MainTex_TexelSize.x, 0.0)).a * weights[1];
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result += tex2D(_MainTex, uv - float2(offset[1] * _MainTex_TexelSize.x, 0.0)).a * weights[1];
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result += tex2D(_MainTex, uv + float2(offset[2] * _MainTex_TexelSize.x, 0.0)).a * weights[2];
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result += tex2D(_MainTex, uv - float2(offset[2] * _MainTex_TexelSize.x, 0.0)).a * weights[2];
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}
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else
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{
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result += tex2D(_MainTex, uv + float2(0.0, offset[1] * _MainTex_TexelSize.y)).a * weights[1];
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result += tex2D(_MainTex, uv - float2(0.0, offset[1] * _MainTex_TexelSize.y)).a * weights[1];
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result += tex2D(_MainTex, uv + float2(0.0, offset[2] * _MainTex_TexelSize.y)).a * weights[2];
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result += tex2D(_MainTex, uv - float2(0.0, offset[2] * _MainTex_TexelSize.y)).a * weights[2];
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}
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return float4(tex2D(_MainTex, uv).rgb, result);
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}
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ENDCG
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}
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// 1 - Blur based on RGB, R unchanged, GB blured
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.0
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 _MainTex_TexelSize;
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uniform int horizontal;
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uniform float weights2[5];
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uniform float offset2[5];
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float4 frag(v2f vi) : SV_Target
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{
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float2 uv = vi.uv;
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float3 result = tex2D(_MainTex, uv).rgb * weights2[0]; // current fragment's contribution
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result.r = tex2D(_MainTex, uv).r;
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int i = 0;
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if (horizontal == 1)
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{
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result.gb += tex2D(_MainTex, uv + float2(offset2[1] * _MainTex_TexelSize.x, 0.0)).gb * weights2[1];
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result.gb += tex2D(_MainTex, uv - float2(offset2[1] * _MainTex_TexelSize.x, 0.0)).gb * weights2[1];
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result.gb += tex2D(_MainTex, uv + float2(offset2[2] * _MainTex_TexelSize.x, 0.0)).gb * weights2[2];
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result.gb += tex2D(_MainTex, uv - float2(offset2[2] * _MainTex_TexelSize.x, 0.0)).gb * weights2[2];
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}
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else
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{
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result.gb += tex2D(_MainTex, uv + float2(0.0, offset2[1] * _MainTex_TexelSize.y)).gb * weights2[1];
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result.gb += tex2D(_MainTex, uv - float2(0.0, offset2[1] * _MainTex_TexelSize.y)).gb * weights2[1];
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result.gb += tex2D(_MainTex, uv + float2(0.0, offset2[2] * _MainTex_TexelSize.y)).gb * weights2[2];
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result.gb += tex2D(_MainTex, uv - float2(0.0, offset2[2] * _MainTex_TexelSize.y)).gb * weights2[2];
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}
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return float4(result.x, result.y, result.z, 1);
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}
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ENDCG
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}
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// 2 - Blur based with mask
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.0
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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sampler2D _Mask;
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 _MainTex_TexelSize;
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uniform int horizontal;
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uniform float weights[5];
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uniform float offset[5];
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float4 frag(v2f vi) : SV_Target
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{
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//TODO issue : The blur will shrink the virtual due to the mask
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float2 uv = vi.uv;
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float3 result = tex2D(_MainTex, uv).rgb;
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if (tex2D(_Mask, uv).r != 0) {
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result *= weights[0]; // current fragment's contribution
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int i = 0;
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if (horizontal == 1)
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{
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result += tex2D(_MainTex, uv + float2(offset[1] * _MainTex_TexelSize.x, 0.0)).rgb * weights[1];
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result += tex2D(_MainTex, uv - float2(offset[1] * _MainTex_TexelSize.x, 0.0)).rgb * weights[1];
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result += tex2D(_MainTex, uv + float2(offset[2] * _MainTex_TexelSize.x, 0.0)).rgb * weights[2];
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result += tex2D(_MainTex, uv - float2(offset[2] * _MainTex_TexelSize.x, 0.0)).rgb * weights[2];
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}
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else
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{
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result += tex2D(_MainTex, uv + float2(0.0, offset[1] * _MainTex_TexelSize.y)).rgb * weights[1];
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result += tex2D(_MainTex, uv - float2(0.0, offset[1] * _MainTex_TexelSize.y)).rgb * weights[1];
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result += tex2D(_MainTex, uv + float2(0.0, offset[2] * _MainTex_TexelSize.y)).rgb * weights[2];
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result += tex2D(_MainTex, uv - float2(0.0, offset[2] * _MainTex_TexelSize.y)).rgb * weights[2];
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}
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}
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return float4(result, 1);
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}
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ENDCG
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}
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//3 - Blur based on R
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.0
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 _MainTex_TexelSize;
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uniform int horizontal;
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uniform float weights[5];
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uniform float offset[5];
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float4 frag(v2f vi) : SV_Target
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{
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float2 uv = vi.uv;
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float result = tex2D(_MainTex, uv).r * weights[0]; // current fragment's contribution
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int i = 0;
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if (horizontal == 1)
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{
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result += tex2D(_MainTex, uv + float2(offset[1] * _MainTex_TexelSize.x, 0.0)).r * weights[1];
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result += tex2D(_MainTex, uv - float2(offset[1] * _MainTex_TexelSize.x, 0.0)).r * weights[1];
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result += tex2D(_MainTex, uv + float2(offset[2] * _MainTex_TexelSize.x, 0.0)).r * weights[2];
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result += tex2D(_MainTex, uv - float2(offset[2] * _MainTex_TexelSize.x, 0.0)).r * weights[2];
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}
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else
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{
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result += tex2D(_MainTex, uv + float2(0.0, offset[1] * _MainTex_TexelSize.y)).r * weights[1];
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result += tex2D(_MainTex, uv - float2(0.0, offset[1] * _MainTex_TexelSize.y)).r * weights[1];
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result += tex2D(_MainTex, uv + float2(0.0, offset[2] * _MainTex_TexelSize.y)).r * weights[2];
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result += tex2D(_MainTex, uv - float2(0.0, offset[2] * _MainTex_TexelSize.y)).r * weights[2];
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}
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return float4(result, result, result, result);
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}
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ENDCG
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}
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}
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}
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