92962fef26
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
193 lines
7.3 KiB
GLSL
193 lines
7.3 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
Shader "Unlit/Oil Painting"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex("Texture", 2D) = "white" {}
|
|
_NormalMap ("Normal Map", 2D) = "bump" {}
|
|
_NormalWeight ("Normal Weight", Range(0, 10)) = 0.5
|
|
_Radius ("Radius", Range(0, 10)) = 0
|
|
[KeywordEnum(Low, Medium, High)] _Samples ("Sample amount", Float) = 0
|
|
_BlurSize("Blur Size", Range(0, 0.1)) = 0
|
|
_StandardDeviation("Standard Deviation", Range(0, 0.1)) = 0.02
|
|
_VignetteIntensity("Vignette Intensity", Range(0, 1)) = 0.5
|
|
_VignetteSmoothness("Vignette Smoothness", Range(0, 1)) = 0.2
|
|
}
|
|
SubShader
|
|
{
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 3.0
|
|
#include "UnityCG.cginc"
|
|
#define PI 3.14159265359
|
|
#define E 2.71828182846
|
|
#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
|
|
float _BlurSize;
|
|
float _StandardDeviation;
|
|
float _VignetteIntensity;
|
|
float _VignetteSmoothness;
|
|
float _NormalWeight;
|
|
#if _SAMPLES_LOW
|
|
#define SAMPLES 10
|
|
#elif _SAMPLES_MEDIUM
|
|
#define SAMPLES 30
|
|
#else
|
|
#define SAMPLES 100
|
|
#endif
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
half2 uv : TEXCOORD0;
|
|
};
|
|
|
|
sampler2D _MainTex;
|
|
sampler2D _NormalMap;
|
|
float4 _MainTex_ST;
|
|
|
|
|
|
float vignette(float2 uv, float intensity, float smoothness)
|
|
{
|
|
float2 position = uv - 0.5;
|
|
float distance = length(position);
|
|
float vignette = smoothstep(smoothness, smoothness - intensity, distance);
|
|
return vignette;
|
|
}
|
|
|
|
v2f vert(appdata_base v)
|
|
{
|
|
v2f o;
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
|
return o;
|
|
}
|
|
|
|
int _Radius;
|
|
float4 _MainTex_TexelSize;
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
float3 normal = UnpackNormal(tex2D(_NormalMap, i.uv));
|
|
half2 uv = i.uv;
|
|
float3 col;
|
|
float4 color = tex2D(_MainTex, uv);
|
|
|
|
//kuwahara with normal influence
|
|
float3 mean[4] = {
|
|
{0, 0, 0},
|
|
{0, 0, 0},
|
|
{0, 0, 0},
|
|
{0, 0, 0}
|
|
};
|
|
|
|
float3 sigma[4] = {
|
|
{0, 0, 0},
|
|
{0, 0, 0},
|
|
{0, 0, 0},
|
|
{0, 0, 0}
|
|
};
|
|
|
|
float2 start[4] = {{-_Radius, -_Radius}, {-_Radius, 0}, {0, -_Radius}, {0, 0}};
|
|
|
|
float2 pos;
|
|
float normalInfluence;
|
|
for (int k = 0; k < 4; k++)
|
|
{
|
|
for (int i = 0; i <= _Radius; i++)
|
|
{
|
|
for (int j = 0; j <= _Radius; j++)
|
|
{
|
|
float2 kernelDirection = float2(i - 1, j - 1);
|
|
kernelDirection = normalize(kernelDirection);
|
|
normalInfluence = dot(normal, kernelDirection);
|
|
//float weightedVariance = variance + normalInfluence * _NormalWeight;
|
|
pos = float2(i, j) + start[k];
|
|
col = tex2Dlod(_MainTex, float4(
|
|
uv + float2(pos.x * _MainTex_TexelSize.x, pos.y * _MainTex_TexelSize.y),
|
|
0., 0.)).rgb;
|
|
mean[k] += col;
|
|
sigma[k] += col * col;
|
|
}
|
|
}
|
|
}
|
|
|
|
float sigma2;
|
|
|
|
float n = pow(_Radius + 1, 2);
|
|
float min = 1;
|
|
|
|
for (int l = 0; l < 4; l++)
|
|
{
|
|
mean[l] /= n;
|
|
sigma[l] = abs(sigma[l] / n - mean[l] * mean[l]);
|
|
sigma2 = sigma[l].r + sigma[l].g + sigma[l].b;
|
|
|
|
if (sigma2 < min + normalInfluence * _NormalWeight)
|
|
{
|
|
min = sigma2;
|
|
color.rgb = mean[l].rgb;
|
|
}
|
|
}
|
|
|
|
// blur
|
|
|
|
//failsafe so we can use turn off the blur by setting the deviation to 0
|
|
if (_StandardDeviation != 0)
|
|
{
|
|
float invAspect = _ScreenParams.y / _ScreenParams.x;
|
|
float sum = SAMPLES;
|
|
float sum2 = SAMPLES;
|
|
float3 col2;
|
|
//iterate over blur samples
|
|
for (float index = 0; index < SAMPLES; index++)
|
|
{
|
|
//get the offset of the sample
|
|
float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize;
|
|
//get uv coordinate of sample
|
|
float2 uv = i.uv + float2(0, offset);
|
|
//calculate the result of the gaussian function
|
|
float stDevSquared = _StandardDeviation * _StandardDeviation;
|
|
float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(
|
|
E, -((offset * offset) / (2 * stDevSquared)));
|
|
//add result to sum
|
|
sum += gauss;
|
|
//multiply color with influence from gaussian function and add it to sum color
|
|
col += tex2D(_MainTex, uv) * gauss;
|
|
}
|
|
//divide the sum of values by the amount of samples
|
|
color.rgb = lerp(color.rgb, col / sum, 0.5);
|
|
|
|
for (float index = 0; index < SAMPLES; index++)
|
|
{
|
|
//get the offset of the sample
|
|
float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize * invAspect;
|
|
//get uv coordinate of sample
|
|
float2 uv = i.uv + float2(offset, 0);
|
|
//calculate the result of the gaussian function
|
|
float stDevSquared = _StandardDeviation * _StandardDeviation;
|
|
float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(
|
|
E, -((offset * offset) / (2 * stDevSquared)));
|
|
//add result to sum
|
|
sum2 += gauss;
|
|
//multiply color with influence from gaussian function and add it to sum color
|
|
col2 += tex2D(_MainTex, uv) * gauss;
|
|
}
|
|
//divide the sum of values by the amount of samples
|
|
color.rgb = lerp(color.rgb , col2 / sum2, 0.5);
|
|
}
|
|
|
|
|
|
float vignetteEffect = vignette(i.uv, _VignetteIntensity, _VignetteSmoothness);
|
|
color.rgb = color.rgb * vignetteEffect;
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |