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- Shader "Hidden/PostProcessing/DepthOfField"
- {
- // SubShader with SM 5.0 support
- // DX11+, OpenGL 4.3+, OpenGL ES 3.1+AEP, Vulkan, consoles
- // Gather intrinsics are used to reduce texture sample count.
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- Pass // 0
- {
- Name "CoC Calculation"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragCoC
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 1
- {
- Name "CoC Temporal Filter"
- HLSLPROGRAM
- #pragma target 5.0
- #pragma vertex VertDefault
- #pragma fragment FragTempFilter
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 2
- {
- Name "Downsample and Prefilter"
- HLSLPROGRAM
- #pragma target 5.0
- #pragma vertex VertDefault
- #pragma fragment FragPrefilter
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 3
- {
- Name "Bokeh Filter (small)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_SMALL
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 4
- {
- Name "Bokeh Filter (medium)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_MEDIUM
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 5
- {
- Name "Bokeh Filter (large)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_LARGE
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 6
- {
- Name "Bokeh Filter (very large)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_VERYLARGE
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 7
- {
- Name "Postfilter"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragPostBlur
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 8
- {
- Name "Combine"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragCombine
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 9
- {
- Name "Debug Overlay"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragDebugOverlay
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- }
- // Fallback SubShader with SM 3.5
- // DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, consoles
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- Pass // 0
- {
- Name "CoC Calculation"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragCoC
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 1
- {
- Name "CoC Temporal Filter"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragTempFilter
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 2
- {
- Name "Downsample and Prefilter"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragPrefilter
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 3
- {
- Name "Bokeh Filter (small)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_SMALL
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 4
- {
- Name "Bokeh Filter (medium)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_MEDIUM
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 5
- {
- Name "Bokeh Filter (large)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_LARGE
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 6
- {
- Name "Bokeh Filter (very large)"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragBlur
- #define KERNEL_VERYLARGE
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 7
- {
- Name "Postfilter"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragPostBlur
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 8
- {
- Name "Combine"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragCombine
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- Pass // 9
- {
- Name "Debug Overlay"
- HLSLPROGRAM
- #pragma target 3.5
- #pragma vertex VertDefault
- #pragma fragment FragDebugOverlay
- #include "DepthOfField.hlsl"
- ENDHLSL
- }
- }
- }
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