[M] add fswave FSBlur Test scripts
This commit is contained in:
134
Packages/zzwater/Mats/FSBlur.mat
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134
Packages/zzwater/Mats/FSBlur.mat
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@@ -0,0 +1,134 @@
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8
Packages/zzwater/Mats/FSBlur.mat.meta
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8
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74
Packages/zzwater/shaders/FSBlur.shader
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74
Packages/zzwater/shaders/FSBlur.shader
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@@ -0,0 +1,74 @@
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Shader "zzwater/FSBlur"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_DepthThreshold ("Depth Threshold", Range(0, 200)) = 50
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//_BlurRadius ("Blur Radius", Range(1, 10)) = 3
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Pass
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Name "FSBlur"
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HLSLPROGRAM
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// the input structure (Attributes) and the output structure (Varyings)
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#pragma vertex Vert
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#pragma fragment frag
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float _DepthThreshold;
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SAMPLER(sampler_BlitTexture);
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half4 frag (Varyings input) : SV_Target
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// Sample depth
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float deviceDepth = SampleSceneDepth(input.texcoord);
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float linearDepth = LinearEyeDepth(deviceDepth, _ZBufferParams);
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float _BlurRadius = 3;
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// Simple box blur (much faster than Gaussian)
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// Use fixed radius for simplicity
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for (int x = -_BlurRadius; x <= _BlurRadius; x++)
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}
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// Average the samples
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return blurredColor / samples;
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}
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ENDHLSL
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}
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}
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}
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Reference in New Issue
Block a user