Implemented saving/loading of custom input settings Incorporated Input Screen in game Organized UI scripts into folders Deleted some unused UI scripts Reimplemented Fog Blur (by copying modified DoF to assets)
265 lines
6.4 KiB
Text
265 lines
6.4 KiB
Text
Shader "Aetheria/PostProcessing/FogBlur"
|
|
{
|
|
// 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
|
|
}
|
|
}
|
|
}
|