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Diffstat (limited to 'Assets/Resources/UIEffect.cginc')
-rw-r--r-- | Assets/Resources/UIEffect.cginc | 309 |
1 files changed, 309 insertions, 0 deletions
diff --git a/Assets/Resources/UIEffect.cginc b/Assets/Resources/UIEffect.cginc new file mode 100644 index 0000000..eeb2dcf --- /dev/null +++ b/Assets/Resources/UIEffect.cginc @@ -0,0 +1,309 @@ +#ifndef UI_EFFECT_INCLUDED +#define UI_EFFECT_INCLUDED + + +sampler2D _TransitionTex; +sampler2D _ParamTex; + +#if GRAYSCALE | SEPIA | NEGA | PIXEL | MONO | CUTOFF | HUE +#define UI_TONE +#endif + +#if ADD | SUBTRACT | FILL +#define UI_COLOR +#endif + +#if FASTBLUR | MEDIUMBLUR | DETAILBLUR +#define UI_BLUR +#endif + +// Unpack float to low-precision [0-1] fixed4. +fixed4 UnpackToVec4(float value) +{ + const int PACKER_STEP = 64; + const int PRECISION = PACKER_STEP - 1; + fixed4 unpacked; + + unpacked.x = (value % PACKER_STEP) / PRECISION; + value = floor(value / PACKER_STEP); + + unpacked.y = (value % PACKER_STEP) / PRECISION; + value = floor(value / PACKER_STEP); + + unpacked.z = (value % PACKER_STEP) / PRECISION; + value = floor(value / PACKER_STEP); + + unpacked.w = (value % PACKER_STEP) / PRECISION; + return unpacked; +} + +// Unpack float to low-precision [0-1] fixed3. +fixed3 UnpackToVec3(float value) +{ + const int PACKER_STEP = 256; + const int PRECISION = PACKER_STEP - 1; + fixed3 unpacked; + + unpacked.x = (value % (PACKER_STEP)) / (PACKER_STEP - 1); + value = floor(value / (PACKER_STEP)); + + unpacked.y = (value % PACKER_STEP) / (PACKER_STEP - 1); + value = floor(value / PACKER_STEP); + + unpacked.z = (value % PACKER_STEP) / (PACKER_STEP - 1); + return unpacked; +} + +// Unpack float to low-precision [0-1] half2. +half2 UnpackToVec2(float value) +{ + const int PACKER_STEP = 4096; + const int PRECISION = PACKER_STEP - 1; + half2 unpacked; + + unpacked.x = (value % (PACKER_STEP)) / (PACKER_STEP - 1); + value = floor(value / (PACKER_STEP)); + + unpacked.y = (value % PACKER_STEP) / (PACKER_STEP - 1); + return unpacked; +} + +// Sample texture with blurring. +// * Fast: Sample texture with 3x3 kernel. +// * Medium: Sample texture with 5x5 kernel. +// * Detail: Sample texture with 7x7 kernel. +fixed4 Tex2DBlurring (sampler2D tex, half2 texcood, half2 blur, half4 mask) +{ + #if FASTBLUR && EX + const int KERNEL_SIZE = 5; + const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486}; + #elif MEDIUMBLUR && EX + const int KERNEL_SIZE = 9; + const float KERNEL_[9] = { 0.0438, 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719, 0.0438}; + #elif DETAILBLUR && EX + const int KERNEL_SIZE = 13; + const float KERNEL_[13] = { 0.0438, 0.1138, 0.2486, 0.4566, 0.7046, 0.9141, 1.0, 0.9141, 0.7046, 0.4566, 0.2486, 0.1138, 0.0438}; + #elif FASTBLUR + const int KERNEL_SIZE = 3; + const float KERNEL_[3] = { 0.4566, 1.0, 0.4566}; + #elif MEDIUMBLUR + const int KERNEL_SIZE = 5; + const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486}; + #elif DETAILBLUR + const int KERNEL_SIZE = 7; + const float KERNEL_[7] = { 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719}; + #else + const int KERNEL_SIZE = 1; + const float KERNEL_[1] = { 1.0 }; + #endif + float4 o = 0; + float sum = 0; + float2 shift = 0; + for(int x = 0; x < KERNEL_SIZE; x++) + { + shift.x = blur.x * (float(x) - KERNEL_SIZE/2); + for(int y = 0; y < KERNEL_SIZE; y++) + { + shift.y = blur.y * (float(y) - KERNEL_SIZE/2); + float2 uv = texcood + shift; + float weight = KERNEL_[x] * KERNEL_[y]; + sum += weight; + #if EX + fixed masked = min(mask.x <= uv.x, uv.x <= mask.z) * min(mask.y <= uv.y, uv.y <= mask.w); + o += lerp(fixed4(0.5, 0.5, 0.5, 0), tex2D(tex, uv), masked) * weight; + #else + o += tex2D(tex, uv) * weight; + #endif + } + } + return o / sum; +} + +// Sample texture with blurring. +// * Fast: Sample texture with 3x3 kernel. +// * Medium: Sample texture with 5x5 kernel. +// * Detail: Sample texture with 7x7 kernel. +fixed4 Tex2DBlurring (sampler2D tex, half2 texcood, half2 blur) +{ + return Tex2DBlurring(tex, texcood, blur, half4(0,0,1,1)); +} + + +// Sample texture with blurring. +// * Fast: Sample texture with 3x1 kernel. +// * Medium: Sample texture with 5x1 kernel. +// * Detail: Sample texture with 7x1 kernel. +fixed4 Tex2DBlurring1D (sampler2D tex, half2 uv, half2 blur) +{ + #if FASTBLUR + const int KERNEL_SIZE = 3; + #elif MEDIUMBLUR + const int KERNEL_SIZE = 5; + #elif DETAILBLUR + const int KERNEL_SIZE = 7; + #else + const int KERNEL_SIZE = 1; + #endif + float4 o = 0; + float sum = 0; + float weight; + half2 texcood; + for(int i = -KERNEL_SIZE/2; i <= KERNEL_SIZE/2; i++) + { + texcood = uv; + texcood.x += blur.x * i; + texcood.y += blur.y * i; + weight = 1.0/(abs(i)+2); + o += tex2D(tex, texcood)*weight; + sum += weight; + } + return o / sum; +} + +fixed3 shift_hue(fixed3 RGB, half VSU, half VSW) +{ + fixed3 result; + result.x = (0.299 + 0.701*VSU + 0.168*VSW)*RGB.x + + (0.587 - 0.587*VSU + 0.330*VSW)*RGB.y + + (0.114 - 0.114*VSU - 0.497*VSW)*RGB.z; + + result.y = (0.299 - 0.299*VSU - 0.328*VSW)*RGB.x + + (0.587 + 0.413*VSU + 0.035*VSW)*RGB.y + + (0.114 - 0.114*VSU + 0.292*VSW)*RGB.z; + + result.z = (0.299 - 0.3*VSU + 1.25*VSW)*RGB.x + + (0.587 - 0.588*VSU - 1.05*VSW)*RGB.y + + (0.114 + 0.886*VSU - 0.203*VSW)*RGB.z; + + return result; +} + +// Apply tone effect. +fixed4 ApplyToneEffect(fixed4 color, fixed factor) +{ + #ifdef GRAYSCALE + color.rgb = lerp(color.rgb, Luminance(color.rgb), factor); + + #elif SEPIA + color.rgb = lerp(color.rgb, Luminance(color.rgb) * half3(1.07, 0.74, 0.43), factor); + + #elif NEGA + color.rgb = lerp(color.rgb, 1 - color.rgb, factor); + #endif + + return color; +} + +// Apply color effect. +fixed4 ApplyColorEffect(half4 color, half4 factor) +{ + #if FILL + color.rgb = lerp(color.rgb, factor.rgb, factor.a); + + #elif ADD + color.rgb += factor.rgb * factor.a; + + #elif SUBTRACT + color.rgb -= factor.rgb * factor.a; + + #else + color.rgb = lerp(color.rgb, color.rgb * factor.rgb, factor.a); + #endif + + #if CUTOFF + color.a = factor.a; + #endif + + return color; +} + +// Apply transition effect. +fixed4 ApplyTransitionEffect(half4 color, half3 transParam) +{ + fixed4 param = tex2D(_ParamTex, float2(0.25, transParam.z)); + float alpha = tex2D(_TransitionTex, transParam.xy).a; + + #if REVERSE + fixed effectFactor = 1 - param.x; + #else + fixed effectFactor = param.x; + #endif + + #if FADE + color.a *= saturate(alpha + (1 - effectFactor * 2)); + #elif CUTOFF + color.a *= step(0.001, color.a * alpha - effectFactor); + #elif DISSOLVE + fixed width = param.y/4; + fixed softness = param.z; + fixed3 dissolveColor = tex2D(_ParamTex, float2(0.75, transParam.z)).rgb; + float factor = alpha - effectFactor * ( 1 + width ) + width; + fixed edgeLerp = step(factor, color.a) * saturate((width - factor)*16/ softness); + color = ApplyColorEffect(color, fixed4(dissolveColor, edgeLerp)); + color.a *= saturate((factor)*32/ softness); + #endif + + return color; +} + + +// Apply shiny effect. +half4 ApplyShinyEffect(half4 color, half2 shinyParam) +{ + fixed nomalizedPos = shinyParam.x; + fixed4 param1 = tex2D(_ParamTex, float2(0.25, shinyParam.y)); + fixed4 param2 = tex2D(_ParamTex, float2(0.75, shinyParam.y)); + half location = param1.x * 2 - 0.5; + fixed width = param1.y; + fixed soft = param1.z; + fixed brightness = param1.w; + fixed gloss = param2.x; + half normalized = 1 - saturate(abs((nomalizedPos - location) / width)); + half shinePower = smoothstep(0, soft, normalized); + half3 reflectColor = lerp(fixed3(1,1,1), color.rgb * 7, gloss); + + color.rgb += color.a * (shinePower / 2) * brightness * reflectColor; + + + return color; +} + +half3 RgbToHsv(half3 c) { + half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g)); + half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r)); + + half d = q.x - min(q.w, q.y); + half e = 1.0e-10; + return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +half3 HsvToRgb(half3 c) { + c = half3(c.x, clamp(c.yz, 0.0, 1.0)); + half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, clamp(p.xyz - K.xxx, 0.0, 1.0), c.y); +} + + +// Apply Hsv effect. +half4 ApplyHsvEffect(half4 color, half param) +{ + fixed4 param1 = tex2D(_ParamTex, float2(0.25, param)); + fixed4 param2 = tex2D(_ParamTex, float2(0.75, param)); + fixed3 targetHsv = param1.rgb; + + fixed3 targetRange = param1.w; + fixed3 hsvShift = param2.xyz - 0.5; + half3 hsv = RgbToHsv(color.rgb); + half3 range = abs(hsv - targetHsv); + half diff = max(max(min(1-range.x, range.x), min(1-range.y, range.y)/10), min(1-range.z, range.z)/10); + + fixed masked = step(diff, targetRange); + color.rgb = HsvToRgb(hsv + hsvShift * masked); + + return color; +} + + +#endif // UI_EFFECT_INCLUDED |