// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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#if !defined(DYNAMICSHADOWPROJECTOR_DOWNSAMPLE_CGINC)
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#define DYNAMICSHADOWPROJECTOR_DOWNSAMPLE_CGINC
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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half4 _MainTex_TexelSize;
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fixed4 _Color;
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struct v2f_blit
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{
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float4 pos : SV_POSITION;
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half2 uv0 : TEXCOORD0;
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};
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struct v2f_downsample
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{
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float4 pos : SV_POSITION;
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half2 uv0 : TEXCOORD0;
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half2 uv1 : TEXCOORD1;
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half2 uv2 : TEXCOORD2;
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half2 uv3 : TEXCOORD3;
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};
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v2f_blit vert_blit(appdata_img v)
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{
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v2f_blit o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv0 = v.texcoord.xy;
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return o;
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}
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fixed4 frag_blit(v2f_blit i) : COLOR
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{
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return tex2D(_MainTex, i.uv0);
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}
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fixed4 frag_blit_withShadowColor(v2f_blit i) : COLOR
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{
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return lerp(fixed4(1,1,1,0), _Color, tex2D(_MainTex, i.uv0).a);
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}
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v2f_downsample vert_downsample(appdata_img v)
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{
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v2f_downsample o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv0 = v.texcoord.xy + _MainTex_TexelSize.xy;
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o.uv1 = v.texcoord.xy - _MainTex_TexelSize.xy;
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o.uv2 = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1);
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o.uv3 = v.texcoord.xy + _MainTex_TexelSize.xy * half2(-1,1);
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return o;
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}
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fixed4 frag_downsample(v2f_downsample i) : COLOR
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{
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fixed4 color = 0.25*tex2D(_MainTex, i.uv0);
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color += 0.25*tex2D(_MainTex, i.uv1);
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color += 0.25*tex2D(_MainTex, i.uv2);
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color += 0.25*tex2D(_MainTex, i.uv3);
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return color;
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}
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fixed4 frag_downsample_withShadowColor(v2f_downsample i) : COLOR
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{
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fixed a = 0.25*tex2D(_MainTex, i.uv0).a;
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a += 0.25*tex2D(_MainTex, i.uv1).a;
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a += 0.25*tex2D(_MainTex, i.uv2).a;
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a += 0.25*tex2D(_MainTex, i.uv3).a;
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return lerp(fixed4(1,1,1,0), _Color, a);
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}
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#define DSP_OFFSET_TYPE4 fixed4
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#define DSP_OFFSET_TYPE2 fixed2
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DSP_OFFSET_TYPE4 _Offset0;
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DSP_OFFSET_TYPE4 _Offset1;
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DSP_OFFSET_TYPE4 _Offset2;
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DSP_OFFSET_TYPE4 _Offset3;
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fixed4 _Weight;
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fixed4 frag_downsample_with_blur(v2f_blit i) : COLOR
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{
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DSP_OFFSET_TYPE2 uv = i.uv0 + _Offset0.xy;
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fixed4 c0 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset1.xy;
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fixed4 c1 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset2.xy;
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fixed4 c2 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset3.xy;
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fixed4 c3 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset0.xw;
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fixed4 color = _Weight.x * c0;
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c0 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset1.xw;
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color += _Weight.y * c1;
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c1 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset2.xw;
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color += _Weight.z * c2;
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c2 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset3.xw;
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color += _Weight.w * c3;
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c3 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset0.zy;
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color += _Weight.x * c0;
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c0 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset1.zy;
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color += _Weight.y * c1;
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c1 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset2.zy;
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color += _Weight.z * c2;
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c2 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset3.zy;
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color += _Weight.w * c3;
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c3 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset0.zw;
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color += _Weight.x * c0;
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c0 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset1.zw;
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color += _Weight.y * c1;
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c1 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset2.zw;
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color += _Weight.z * c2;
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c2 = tex2D(_MainTex, uv);
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uv = i.uv0 + _Offset3.zw;
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color += _Weight.w * c3;
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c3 = tex2D(_MainTex, uv);
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color += _Weight.x * c0;
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color += _Weight.y * c1;
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color += _Weight.z * c2;
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color += _Weight.w * c3;
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return color;
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}
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#endif // !defined(DYNAMICSHADOWPROJECTOR_DOWNSAMPLE_CGINC)
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