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- #ifndef SSR_BLUR
- #define SSR_BLUR
- // Copyright 2021 Kronnect - All Rights Reserved.
- TEXTURE2D_X(_MainTex);
- float4 _MainTex_TexelSize;
- TEXTURE2D_X(_RayCastRT);
- float4 _SSRSettings2;
- #define BLUR_MULTIPLIER _SSRSettings2.y
- float4 _SSRSettings4;
- #define DENOISE_POWER _SSRSettings4.w
- float2 _SSRBlurStrength;
- #define BLUR_STRENGTH_HORIZ _SSRBlurStrength.x
- #define BLUR_STRENGTH_VERT _SSRBlurStrength.y
- #if defined(UNITY_SINGLE_PASS_STEREO)
- #define SSR_VERTEX_CROSS_DATA
- #define SSR_VERTEX_OUTPUT_GAUSSIAN_UV(o)
- #if defined(SSR_BLUR_HORIZ)
- #define SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 offset1 = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_STRENGTH_HORIZ, 0); float2 offset2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_STRENGTH_HORIZ, 0);
- #else
- #define SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 offset1 = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_STRENGTH_VERT); float2 offset2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_STRENGTH_VERT);
- #endif
- #else
- #define SSR_VERTEX_CROSS_DATA float2 offset1 : TEXCOORD1; float2 offset2 : TEXCOORD2;
- #if defined(SSR_BLUR_HORIZ)
- #define SSR_VERTEX_OUTPUT_GAUSSIAN_UV(o) o.offset1 = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_STRENGTH_HORIZ, 0); o.offset2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_STRENGTH_HORIZ, 0);
- #else
- #define SSR_VERTEX_OUTPUT_GAUSSIAN_UV(o) o.offset1 = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_STRENGTH_VERT); o.offset2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_STRENGTH_VERT);
- #endif
- #define SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 offset1 = i.offset1; float2 offset2 = i.offset2;
- #endif
- struct AttributesFS {
- float4 positionHCS : POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsCross {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- SSR_VERTEX_CROSS_DATA
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsCross VertBlur(AttributesFS input) {
- VaryingsCross output;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.positionCS = float4(input.positionHCS.xyz, 1.0);
- #if UNITY_UV_STARTS_AT_TOP
- output.positionCS.y *= -1;
- #endif
- output.uv = input.uv;
- SSR_VERTEX_OUTPUT_GAUSSIAN_UV(output)
- return output;
- }
- half4 FragBlur (VaryingsCross input): SV_Target {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- input.uv = SSRStereoTransformScreenSpaceTex(input.uv);
- SSR_FRAG_SETUP_GAUSSIAN_UV(input)
- float2 uv = input.uv;
-
- half4 c0 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv);
- half4 c1 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv + offset1);
- half4 c2 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv - offset1);
- half4 c3 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv + offset2);
- half4 c4 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv - offset2);
- #if SSR_DENOISE
- half l0 = abs(getLuma(c0.rgb));
- half l1 = abs(getLuma(c1.rgb));
- half l2 = abs(getLuma(c2.rgb));
- half l3 = abs(getLuma(c3.rgb));
- half l4 = abs(getLuma(c4.rgb));
- half ml = (l0+l1+l2+l3+l4) * 0.2;
- c0.rgb *= pow( (1.0 + min(ml, l0)) / (1.0 + l0) , DENOISE_POWER);
- c1.rgb *= pow( (1.0 + min(ml, l1)) / (1.0 + l1) , DENOISE_POWER);
- c2.rgb *= pow( (1.0 + min(ml, l2)) / (1.0 + l2) , DENOISE_POWER);
- c3.rgb *= pow( (1.0 + min(ml, l3)) / (1.0 + l3) , DENOISE_POWER);
- c4.rgb *= pow( (1.0 + min(ml, l4)) / (1.0 + l4) , DENOISE_POWER);
- #endif
- half4 blurred = c0 * 0.2270270270 + (c1 + c2) * 0.3162162162 + (c3 + c4) * 0.0702702703;
- return blurred;
- }
- #endif // SSR_BLUR
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