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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