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bloom.shader
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Shader "LX/bloom"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uvMain : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Bloom;
float threshold;
v2f vertExtractBright(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 fragExtractBright(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uvMain);
fixed val = clamp(Luminance(col) - threshold, 0, 1);
return col * val;
}
v2f vertBloom(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 fragBloom(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uvMain) + tex2D(_Bloom, i.uvMain);
return col;
}
ENDCG
ZTest Always
Cull Off
Zwrite Off
Pass
{
CGPROGRAM
#pragma vertex vertExtractBright
#pragma fragment fragExtractBright
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
UsePass "LX/GaussianBlur/G_V"
UsePass "LX/GaussianBlur/G_H"
}
}