Files
zeling_v2/Assets/_Game/Shaders/GaussianBlur.hlsl

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2.8 KiB
HLSL

#ifndef GAUSSIAN_BLUR_INCLUDE
#define GAUSSIAN_BLUR_INCLUDE
#define MAX_PARAMS_LENGHT 4
// 0.25, 0.5, 0.25
static const float gaussianCoreParams3[MAX_PARAMS_LENGHT] = {0.5, 0.25, 0, 0};
static const int gaussianCoreParams3_Length = 2;
// 0.06542056, 0.2429907, 0.3831776, 0.2429907, 0.06542056
static const float gaussianCoreParams5[MAX_PARAMS_LENGHT] = {0.3831776, 0.2429907, 0.06542056, 0};
static const int gaussianCoreParams5_Length = 3;
// 0.004987531, 0.054862843, 0.241895262, 0.396508728, 0.241895262, 0.054862843, 0.004987531
static const float gaussianCoreParams7[MAX_PARAMS_LENGHT] = {0.396508728, 0.241895262, 0.054862843, 0.004987531};
static const int gaussianCoreParams7_Length = 4;
float4 GaussianSampleLine_Common(sampler2D tex, float2 uv, float2 uv_delta,
const float params[MAX_PARAMS_LENGHT], const int params_length)
{
float4 result = (float4)0;
result += tex2D(tex, uv) * params[0];
UNITY_UNROLL
for (int i=1; i<params_length; i++)
{
result += tex2D(tex, uv + uv_delta*i) * params[i];
result += tex2D(tex, uv - uv_delta*i) * params[i];
}
return result;
}
float4 GaussianBlur_Common(sampler2D tex, float2 uv, float2 uv_delta,
const float params[MAX_PARAMS_LENGHT], const int params_length)
{
float4 result = (float4)0;
float2 delta_U = float2(uv_delta.x, 0);
float2 delta_V = float2(0, uv_delta.y);
result += GaussianSampleLine_Common(tex, uv, delta_U, params, params_length) * params[0];
UNITY_UNROLL
for (int i=1; i<params_length; i++)
{
result += GaussianSampleLine_Common(tex, uv + delta_V*i, delta_U, params, params_length) * params[i];
result += GaussianSampleLine_Common(tex, uv - delta_V*i, delta_U, params, params_length) * params[i];
}
return result;
}
float4 GaussianSampleLine_3(sampler2D tex, float2 uv, float2 uv_delta)
{
return GaussianSampleLine_Common(tex, uv, uv_delta, gaussianCoreParams3, gaussianCoreParams3_Length);
}
float4 GaussianBlur_3x3(sampler2D tex, float2 uv, float2 uv_delta)
{
return GaussianBlur_Common(tex, uv, uv_delta, gaussianCoreParams3, gaussianCoreParams3_Length);
}
float4 GaussianSampleLine_5(sampler2D tex, float2 uv, float2 uv_delta)
{
return GaussianSampleLine_Common(tex, uv, uv_delta, gaussianCoreParams5, gaussianCoreParams5_Length);
}
float4 GaussianBlur_5x5(sampler2D tex, float2 uv, float2 uv_delta)
{
return GaussianBlur_Common(tex, uv, uv_delta, gaussianCoreParams5, gaussianCoreParams5_Length);
}
float4 GaussianSampleLine_7(sampler2D tex, float2 uv, float2 uv_delta)
{
return GaussianSampleLine_Common(tex, uv, uv_delta, gaussianCoreParams7, gaussianCoreParams7_Length);
}
float4 GaussianBlur_7x7(sampler2D tex, float2 uv, float2 uv_delta)
{
return GaussianBlur_Common(tex, uv, uv_delta, gaussianCoreParams7, gaussianCoreParams7_Length);
}
#endif