44 lines
1.3 KiB
Plaintext
44 lines
1.3 KiB
Plaintext
Shader "Hidden/Custom/BloomComposite"
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{
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Properties
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{
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_BloomTex("BloomTex", 2D) = "white" {}
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_Intensity("Intensity", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Overlay" }
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragComposite
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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TEXTURE2D(_BloomTex); SAMPLER(sampler_BloomTex);
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float _Intensity;
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struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; };
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struct Varyings { float4 positionH : SV_POSITION; float2 uv : TEXCOORD0; };
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Varyings VertDefault(Attributes IN)
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{
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Varyings OUT;
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OUT.positionH = TransformObjectToHClip(IN.positionOS);
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OUT.uv = IN.uv;
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return OUT;
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}
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float4 FragComposite(Varyings IN) : SV_Target
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{
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float3 bloom = SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, IN.uv).rgb;
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// Additive composite
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return float4(bloom * _Intensity, 1.0);
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}
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ENDHLSL
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}
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}
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}
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