From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Resources/Shaders/DepthOfField.shader | 424 ++++++++++++++++++++++++++--------------------------
1 files changed, 212 insertions(+), 212 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Resources/Shaders/DepthOfField.shader b/Assets/Plugins/PostProcessing/Resources/Shaders/DepthOfField.shader
index ca9830c..e97a145 100644
--- a/Assets/Plugins/PostProcessing/Resources/Shaders/DepthOfField.shader
+++ b/Assets/Plugins/PostProcessing/Resources/Shaders/DepthOfField.shader
@@ -1,212 +1,212 @@
-Shader "Hidden/Post FX/Depth Of Field"
-{
- Properties
- {
- _MainTex ("", 2D) = "black"
- }
-
- CGINCLUDE
- #pragma exclude_renderers d3d11_9x
- ENDCG
-
- // SubShader with SM 5.0 support
- // Gather intrinsics are used to reduce texture sample count.
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
-
- Pass // 0
- {
- Name "CoC Calculation"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragCoC
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 1
- {
- Name "CoC Temporal Filter"
- CGPROGRAM
- #pragma target 5.0
- #pragma vertex VertDOF
- #pragma fragment FragTempFilter
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 2
- {
- Name "Downsample and Prefilter"
- CGPROGRAM
- #pragma target 5.0
- #pragma vertex VertDOF
- #pragma fragment FragPrefilter
- #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 3
- {
- Name "Bokeh Filter (small)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_SMALL
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 4
- {
- Name "Bokeh Filter (medium)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_MEDIUM
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 5
- {
- Name "Bokeh Filter (large)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_LARGE
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 6
- {
- Name "Bokeh Filter (very large)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_VERYLARGE
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 7
- {
- Name "Postfilter"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragPostBlur
- #include "DepthOfField.cginc"
- ENDCG
- }
- }
-
- // Fallback SubShader with SM 3.0
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
-
- Pass // 0
- {
- Name "CoC Calculation"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragCoC
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 1
- {
- Name "CoC Temporal Filter"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragTempFilter
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 2
- {
- Name "Downsample and Prefilter"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragPrefilter
- #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 3
- {
- Name "Bokeh Filter (small)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_SMALL
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 4
- {
- Name "Bokeh Filter (medium)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_MEDIUM
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 5
- {
- Name "Bokeh Filter (large)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_LARGE
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 6
- {
- Name "Bokeh Filter (very large)"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragBlur
- #define KERNEL_VERYLARGE
- #include "DepthOfField.cginc"
- ENDCG
- }
-
- Pass // 7
- {
- Name "Postfilter"
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex VertDOF
- #pragma fragment FragPostBlur
- #include "DepthOfField.cginc"
- ENDCG
- }
- }
-
- FallBack Off
-}
+Shader "Hidden/Post FX/Depth Of Field"
+{
+ Properties
+ {
+ _MainTex ("", 2D) = "black"
+ }
+
+ CGINCLUDE
+ #pragma exclude_renderers d3d11_9x
+ ENDCG
+
+ // SubShader with SM 5.0 support
+ // Gather intrinsics are used to reduce texture sample count.
+ SubShader
+ {
+ Cull Off ZWrite Off ZTest Always
+
+ Pass // 0
+ {
+ Name "CoC Calculation"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragCoC
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 1
+ {
+ Name "CoC Temporal Filter"
+ CGPROGRAM
+ #pragma target 5.0
+ #pragma vertex VertDOF
+ #pragma fragment FragTempFilter
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 2
+ {
+ Name "Downsample and Prefilter"
+ CGPROGRAM
+ #pragma target 5.0
+ #pragma vertex VertDOF
+ #pragma fragment FragPrefilter
+ #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 3
+ {
+ Name "Bokeh Filter (small)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_SMALL
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 4
+ {
+ Name "Bokeh Filter (medium)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_MEDIUM
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 5
+ {
+ Name "Bokeh Filter (large)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_LARGE
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 6
+ {
+ Name "Bokeh Filter (very large)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_VERYLARGE
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 7
+ {
+ Name "Postfilter"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragPostBlur
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+ }
+
+ // Fallback SubShader with SM 3.0
+ SubShader
+ {
+ Cull Off ZWrite Off ZTest Always
+
+ Pass // 0
+ {
+ Name "CoC Calculation"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragCoC
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 1
+ {
+ Name "CoC Temporal Filter"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragTempFilter
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 2
+ {
+ Name "Downsample and Prefilter"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragPrefilter
+ #pragma multi_compile __ UNITY_COLORSPACE_GAMMA
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 3
+ {
+ Name "Bokeh Filter (small)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_SMALL
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 4
+ {
+ Name "Bokeh Filter (medium)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_MEDIUM
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 5
+ {
+ Name "Bokeh Filter (large)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_LARGE
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 6
+ {
+ Name "Bokeh Filter (very large)"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragBlur
+ #define KERNEL_VERYLARGE
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+
+ Pass // 7
+ {
+ Name "Postfilter"
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertDOF
+ #pragma fragment FragPostBlur
+ #include "DepthOfField.cginc"
+ ENDCG
+ }
+ }
+
+ FallBack Off
+}
--
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