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- #ifndef UNITY_POSTFX_SAMPLING
- #define UNITY_POSTFX_SAMPLING
- #include "StdLib.hlsl"
- // Better, temporally stable box filtering
- // [Jimenez14] http://goo.gl/eomGso
- // . . . . . . .
- // . A . B . C .
- // . . D . E . .
- // . F . G . H .
- // . . I . J . .
- // . K . L . M .
- // . . . . . . .
- half4 DownsampleBox13Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
- {
- half4 A = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, -1.0)));
- half4 B = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.0, -1.0)));
- half4 C = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, -1.0)));
- half4 D = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-0.5, -0.5)));
- half4 E = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.5, -0.5)));
- half4 F = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, 0.0)));
- half4 G = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv ));
- half4 H = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, 0.0)));
- half4 I = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-0.5, 0.5)));
- half4 J = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.5, 0.5)));
- half4 K = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2(-1.0, 1.0)));
- half4 L = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 0.0, 1.0)));
- half4 M = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + texelSize * float2( 1.0, 1.0)));
- half2 div = (1.0 / 4.0) * half2(0.5, 0.125);
- half4 o = (D + E + I + J) * div.x;
- o += (A + B + G + F) * div.y;
- o += (B + C + H + G) * div.y;
- o += (F + G + L + K) * div.y;
- o += (G + H + M + L) * div.y;
- return o;
- }
- // Standard box filtering
- half4 DownsampleBox4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
- {
- float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
- half4 s;
- s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy)));
- s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy)));
- s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)));
- s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)));
- return s * (1.0 / 4.0);
- }
- // 9-tap bilinear upsampler (tent filter)
- half4 UpsampleTent(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float4 sampleScale)
- {
- float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
- half4 s;
- s = SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.xy));
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.wy)) * 2.0;
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv - d.zy));
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)) * 2.0;
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv )) * 4.0;
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)) * 2.0;
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy));
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.wy)) * 2.0;
- s += SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy));
- return s * (1.0 / 16.0);
- }
- // Standard box filtering
- half4 UpsampleBox(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float4 sampleScale)
- {
- float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
- half4 s;
- s = (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xy)));
- s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zy)));
- s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.xw)));
- s += (SAMPLE_TEXTURE2D(tex, samplerTex, UnityStereoTransformScreenSpaceTex(uv + d.zw)));
- return s * (1.0 / 4.0);
- }
- #endif // UNITY_POSTFX_SAMPLING
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