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	* Add ShaderLab language * Update HLSL and ShaderLab grammars to latest version * Add .shader extension back to GLSL language * Add sample GLSL .shader files Note that these are copies of existing GLSL samples, renamed to have the .shader extension.
		
			
				
	
	
		
			95 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// From https://github.com/Unity-Technologies/PostProcessing,
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// licensed under MIT licence.
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Shader "Hidden/Post FX/Depth Of Field"
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{
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    Properties
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    {
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        _MainTex ("", 2D) = "black"
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    }
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    CGINCLUDE
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        #pragma exclude_renderers d3d11_9x
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        #pragma target 3.0
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    ENDCG
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    SubShader
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    {
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        Cull Off ZWrite Off ZTest Always
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        // (0) Downsampling, prefiltering & CoC
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        Pass
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        {
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            CGPROGRAM
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                #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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                #pragma vertex VertDOF
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                #pragma fragment FragPrefilter
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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        // (1) Pass 0 + temporal antialiasing
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        Pass
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        {
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            CGPROGRAM
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                #pragma vertex VertDOF
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                #pragma fragment FragPrefilter
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                #define PREFILTER_TAA
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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        // (2-5) Bokeh filter with disk-shaped kernels
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        Pass
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        {
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            CGPROGRAM
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                #pragma vertex VertDOF
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                #pragma fragment FragBlur
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                #define KERNEL_SMALL
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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        Pass
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        {
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            CGPROGRAM
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                #pragma vertex VertDOF
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                #pragma fragment FragBlur
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                #define KERNEL_MEDIUM
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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        Pass
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        {
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            CGPROGRAM
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                #pragma vertex VertDOF
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                #pragma fragment FragBlur
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                #define KERNEL_LARGE
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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        Pass
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        {
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            CGPROGRAM
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                #pragma vertex VertDOF
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                #pragma fragment FragBlur
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                #define KERNEL_VERYLARGE
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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        // (6) Postfilter blur
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        Pass
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        {
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            CGPROGRAM
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                #pragma vertex VertDOF
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                #pragma fragment FragPostBlur
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                #include "DepthOfField.cginc"
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            ENDCG
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        }
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    }
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    FallBack Off
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} |