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/FXAA.shader | 170 ++++++++++++++++++++++++++++----------------------------
1 files changed, 85 insertions(+), 85 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Resources/Shaders/FXAA.shader b/Assets/Plugins/PostProcessing/Resources/Shaders/FXAA.shader
index bc5f88d..a28c243 100644
--- a/Assets/Plugins/PostProcessing/Resources/Shaders/FXAA.shader
+++ b/Assets/Plugins/PostProcessing/Resources/Shaders/FXAA.shader
@@ -1,85 +1,85 @@
-Shader "Hidden/Post FX/FXAA"
-{
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
- #include "Common.cginc"
- #include "UberSecondPass.cginc"
- #pragma multi_compile __ GRAIN
- #pragma multi_compile __ DITHERING
-
- #if defined(SHADER_API_PS3)
- #define FXAA_PS3 1
-
- // Shaves off 2 cycles from the shader
- #define FXAA_EARLY_EXIT 0
- #elif defined(SHADER_API_XBOX360)
- #define FXAA_360 1
-
- // Shaves off 10ms from the shader's execution time
- #define FXAA_EARLY_EXIT 1
- #else
- #define FXAA_PC 1
- #endif
-
- #define FXAA_HLSL_3 1
- #define FXAA_QUALITY__PRESET 39
-
- #define FXAA_GREEN_AS_LUMA 1
-
- #pragma target 3.0
- #include "FXAA3.cginc"
-
- float3 _QualitySettings;
- float4 _ConsoleSettings;
-
- half4 Frag(VaryingsDefault i) : SV_Target
- {
- const float4 consoleUV = i.uv.xyxy + 0.5 * float4(-_MainTex_TexelSize.xy, _MainTex_TexelSize.xy);
- const float4 consoleSubpixelFrame = _ConsoleSettings.x * float4(-1.0, -1.0, 1.0, 1.0) *
- _MainTex_TexelSize.xyxy;
-
- const float4 consoleSubpixelFramePS3 = float4(-2.0, -2.0, 2.0, 2.0) * _MainTex_TexelSize.xyxy;
- const float4 consoleSubpixelFrameXBOX = float4(8.0, 8.0, -4.0, -4.0) * _MainTex_TexelSize.xyxy;
-
- #if defined(SHADER_API_XBOX360)
- const float4 consoleConstants = float4(1.0, -1.0, 0.25, -0.25);
- #else
- const float4 consoleConstants = float4(0.0, 0.0, 0.0, 0.0);
- #endif
-
- half4 color = FxaaPixelShader(
- UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST),
- UnityStereoScreenSpaceUVAdjust(consoleUV, _MainTex_ST),
- _MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy,
- consoleSubpixelFrame, consoleSubpixelFramePS3, consoleSubpixelFrameXBOX,
- _QualitySettings.x, _QualitySettings.y, _QualitySettings.z,
- _ConsoleSettings.y, _ConsoleSettings.z, _ConsoleSettings.w, consoleConstants);
-
- color.rgb = UberSecondPass(color.rgb, i.uv);
-
- return half4(color.rgb, 1.0);
- }
-
- ENDCG
-
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
-
- Pass
- {
- CGPROGRAM
-
- #pragma vertex VertDefault
- #pragma fragment Frag
-
- ENDCG
- }
- }
-}
+Shader "Hidden/Post FX/FXAA"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+
+ CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #include "Common.cginc"
+ #include "UberSecondPass.cginc"
+ #pragma multi_compile __ GRAIN
+ #pragma multi_compile __ DITHERING
+
+ #if defined(SHADER_API_PS3)
+ #define FXAA_PS3 1
+
+ // Shaves off 2 cycles from the shader
+ #define FXAA_EARLY_EXIT 0
+ #elif defined(SHADER_API_XBOX360)
+ #define FXAA_360 1
+
+ // Shaves off 10ms from the shader's execution time
+ #define FXAA_EARLY_EXIT 1
+ #else
+ #define FXAA_PC 1
+ #endif
+
+ #define FXAA_HLSL_3 1
+ #define FXAA_QUALITY__PRESET 39
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+ #pragma target 3.0
+ #include "FXAA3.cginc"
+
+ float3 _QualitySettings;
+ float4 _ConsoleSettings;
+
+ half4 Frag(VaryingsDefault i) : SV_Target
+ {
+ const float4 consoleUV = i.uv.xyxy + 0.5 * float4(-_MainTex_TexelSize.xy, _MainTex_TexelSize.xy);
+ const float4 consoleSubpixelFrame = _ConsoleSettings.x * float4(-1.0, -1.0, 1.0, 1.0) *
+ _MainTex_TexelSize.xyxy;
+
+ const float4 consoleSubpixelFramePS3 = float4(-2.0, -2.0, 2.0, 2.0) * _MainTex_TexelSize.xyxy;
+ const float4 consoleSubpixelFrameXBOX = float4(8.0, 8.0, -4.0, -4.0) * _MainTex_TexelSize.xyxy;
+
+ #if defined(SHADER_API_XBOX360)
+ const float4 consoleConstants = float4(1.0, -1.0, 0.25, -0.25);
+ #else
+ const float4 consoleConstants = float4(0.0, 0.0, 0.0, 0.0);
+ #endif
+
+ half4 color = FxaaPixelShader(
+ UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST),
+ UnityStereoScreenSpaceUVAdjust(consoleUV, _MainTex_ST),
+ _MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy,
+ consoleSubpixelFrame, consoleSubpixelFramePS3, consoleSubpixelFrameXBOX,
+ _QualitySettings.x, _QualitySettings.y, _QualitySettings.z,
+ _ConsoleSettings.y, _ConsoleSettings.z, _ConsoleSettings.w, consoleConstants);
+
+ color.rgb = UberSecondPass(color.rgb, i.uv);
+
+ return half4(color.rgb, 1.0);
+ }
+
+ ENDCG
+
+ SubShader
+ {
+ Cull Off ZWrite Off ZTest Always
+
+ Pass
+ {
+ CGPROGRAM
+
+ #pragma vertex VertDefault
+ #pragma fragment Frag
+
+ ENDCG
+ }
+ }
+}
--
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