res-avatar-unity/Assets/_PoiyomiShaders/Shaders/7.3/Pro/Includes/CGI_PoiGrab.cginc
2023-07-15 19:51:23 -07:00

125 lines
4.5 KiB
HLSL
Executable file

#ifndef POI_GRAB
#define POI_GRAB
float _RefractionIndex;
float _RefractionOpacity;
float _RefractionChromaticAberattion;
float _RefractionEnabled;
float _GrabSrcBlend;
float _GrabDstBlend;
float _GrabPassUseAlpha;
float _GrabPassBlendFactor;
float _GrabBlurDistance;
float _GrabBlurQuality;
float _GrabBlurDirections;
POI_TEXTURE_NOSAMPLER(_GrabPassBlendMap);
float4 blur(float2 uv)
{
float two_pi = 6.28318530718;
float2 radius = _GrabBlurDistance / _ScreenParams.xy * 100; // Arbitrary constant to match old blur
float quality = floor(_GrabBlurQuality);
float directions = floor(_GrabBlurDirections);
// Pixel colour
float4 color = tex2D(_PoiGrab, uv);
float deltaAngle = two_pi / directions;
float deltaQuality = 1.0 / quality;
for (int i = 0; i < directions; i ++)
{
for (int j = 0; j < quality; j ++)
{
float angle = deltaAngle * i + j;
float offset = deltaQuality * (j + 1);
color += tex2D(_PoiGrab, uv + float2(cos(angle), sin(angle)) * radius * offset);
}
}
// Output to screen
color /= quality * directions + 1;
return color;
}
inline float4 Refraction(float indexOfRefraction, float chromaticAberration, float2 projectedGrabPos)
{
float4 refractionColor;
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(poiMesh.worldPos));
float3 refractionOffset = ((((indexOfRefraction - 1.0) * mul(UNITY_MATRIX_V, float4(poiMesh.normals[1], 0.0)).xyz) * (1.0 / (poiCam.grabPos.z + 1.0))) * (1.0 - dot(poiMesh.normals[1], worldViewDir)));
float2 cameraRefraction = float2(refractionOffset.x, - (refractionOffset.y * _ProjectionParams.x));
UNITY_BRANCH
if (_RefractionChromaticAberattion > 0)
{
float4 redAlpha = tex2D(_PoiGrab, (projectedGrabPos + cameraRefraction));
float green = tex2D(_PoiGrab, (projectedGrabPos + (cameraRefraction * (1.0 - chromaticAberration)))).g;
float blue = tex2D(_PoiGrab, (projectedGrabPos + (cameraRefraction * (1.0 + chromaticAberration)))).b;
refractionColor = float4(redAlpha.r, green, blue, redAlpha.a);
}
else
{
float2 refractedGrab = projectedGrabPos + cameraRefraction;
#ifdef CHROMATIC_ABERRATION_LOW
refractionColor = blur(refractedGrab);
#else
refractionColor = tex2D(_PoiGrab, (refractedGrab));
#endif
}
return refractionColor;
}
void calculateRefraction(float2 projectedGrabPos, inout float4 finalColor)
{
float3 refraction = 1;
UNITY_BRANCH
if(_RefractionEnabled == 1)
{
refraction = Refraction(_RefractionIndex, _RefractionChromaticAberattion, projectedGrabPos).rgb;
}
else
{
#ifdef CHROMATIC_ABERRATION_LOW
refraction = blur(projectedGrabPos);
#else
refraction = tex2Dproj(_PoiGrab, poiCam.grabPos).rgb;
#endif
}
float blendFactor = _GrabPassBlendFactor * POI2D_SAMPLER_PAN(_GrabPassBlendMap, _MainTex, poiMesh.uv[_GrabPassBlendMapUV], _GrabPassBlendMapPan).r;
UNITY_BRANCH
if(_GrabPassUseAlpha)
{
finalColor = poiBlend(_GrabSrcBlend, finalColor, _GrabDstBlend, float4(refraction, 1), blendFactor * (1 - finalColor.a));
finalColor.a = 1;
}
else
{
finalColor = poiBlend(_GrabSrcBlend, finalColor, _GrabDstBlend, float4(refraction, 1), blendFactor);
}
}
float2 calculateGrabPosition()
{
float4 grabPos = poiCam.grabPos;
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float halfPosW = grabPos.w * 0.5;
grabPos.y = (grabPos.y - halfPosW) * _ProjectionParams.x * scale + halfPosW;
#if SHADER_API_D3D9 || SHADER_API_D3D11
grabPos.w += 0.00000000001;
#endif
return(grabPos / grabPos.w).xy;
}
void applyGrabEffects(inout float4 finalColor)
{
float2 projectedGrabPos = calculateGrabPosition();
calculateRefraction(projectedGrabPos, finalColor);
}
#endif