Shader "Hidden/Bloom"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BlurOffset("BlurOffset",Float) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BloomTex;
float4 _MainTex_TexelSize;
float _Threshold;
float _Intensity;
float _BlurRadius;
half4 frag_PreFilter(v2f_img i) : SV_Target
{
half4 d = _MainTex_TexelSize.xyxy * half4(-1,-1,1,1) * _BlurRadius;
half4 color = 0;
color += tex2D(_MainTex, i.uv);
float br = max(max(color.r, color.g), color.b);
br = max(0.0f, (br - _Threshold)) / max(br, 0.00001f);
color = 0;
color += tex2D(_MainTex, i.uv + d.xy);
color += tex2D(_MainTex, i.uv + d.zy);
color += tex2D(_MainTex, i.uv + d.xw);
color += tex2D(_MainTex, i.uv + d.zw);
color *= 0.25;
color.rgb *= br;
return color;
}
half4 frag_DownsampleBox(v2f_img i) : SV_Target
{
half4 d = _MainTex_TexelSize.xyxy * half4(-1,-1,1,1) * _BlurRadius;
half4 s = 0;
s += tex2D(_MainTex, i.uv + d.xy);
s += tex2D(_MainTex, i.uv + d.zy);
s += tex2D(_MainTex, i.uv + d.xw);
s += tex2D(_MainTex, i.uv + d.zw);
s *= 0.25;
return s;
}
half4 frag_UpsampleBox(v2f_img i) : SV_Target
{
half4 d = _MainTex_TexelSize.xyxy * half4(-1,-1,1,1) * _BlurRadius;
half4 color = 0;
color += tex2D(_MainTex, i.uv + d.xy);
color += tex2D(_MainTex, i.uv + d.zy);
color += tex2D(_MainTex, i.uv + d.xw);
color += tex2D(_MainTex, i.uv + d.zw);
color *= 0.25;
half4 color2 = tex2D(_BloomTex, i.uv);
return color + color2;
}
half4 frag_Combine(v2f_img i) : SV_Target
{
half4 base_color = tex2D(_MainTex, i.uv);
half4 bloom_color = tex2D(_BloomTex, i.uv);
half3 final_color = base_color.rgb + bloom_color.rgb * _Intensity;
return half4(final_color, 1.0);
}
ENDCG
}