├── HexBokeh.unitypackage ├── Assets ├── Fragments │ ├── Fragments.fbx │ └── Fragments.fbx.meta ├── Test.unity.meta ├── Test.mat.meta ├── Fragments.meta ├── HexBokeh.meta ├── HexBokeh │ ├── Editor.meta │ ├── Shader.meta │ ├── Shader │ │ ├── HexBokeh.shader.meta │ │ └── HexBokeh.shader │ ├── Editor │ │ ├── HexBokehEditor.cs.meta │ │ └── HexBokehEditor.cs │ ├── HexBokeh.cs.meta │ └── HexBokeh.cs ├── Test.mat └── Test.unity ├── .gitignore ├── ProjectSettings ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── GraphicsSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── TagManager.asset ├── NavMeshLayers.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset └── README.md /HexBokeh.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/HexBokeh/HEAD/HexBokeh.unitypackage -------------------------------------------------------------------------------- /Assets/Fragments/Fragments.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/HexBokeh/HEAD/Assets/Fragments/Fragments.fbx -------------------------------------------------------------------------------- /Assets/Test.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c74659b52a6084878814956e00823392 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Test.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f247524d1e4f049a8adacc210d085d03 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | Library/ 2 | Temp/ 3 | 4 | *.csproj 5 | *.unityproj 6 | *.sln 7 | *.pidb 8 | *.userprefs 9 | 10 | .DS_Store 11 | -------------------------------------------------------------------------------- /Assets/Fragments.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 121c3571072304e029abef961c505569 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/HexBokeh.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81979a226b48f402cb3757c07d81af35 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/HexBokeh/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d7e4dd4a42f74f798c22c2d05e05c87 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/HexBokeh/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e8639291a692e4568ad51680e772a287 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/HexBokeh/Shader/HexBokeh.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a79ad3c08a37149b68459b8d3b0b432e 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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McIntosh][3]. The shader in this 12 | package is a straightforward implementation of his technique with a few minor 13 | tweaks. 14 | 15 | [1]: http://keijiro.github.io/HexBokeh/screenshot1.png 16 | [2]: http://vimeo.com/103702704 17 | [3]: http://ivizlab.sfu.ca/media/DiPaolaMcIntoshRiecke2012.pdf 18 | 19 | License 20 | ------- 21 | 22 | Copyright (C) 2014 Keijiro Takahashi 23 | 24 | Permission is hereby granted, free of charge, to any person obtaining a copy of 25 | this software and associated documentation files (the "Software"), to deal in 26 | the Software without restriction, including without limitation the rights to 27 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 28 | the Software, and to permit persons to whom the Software is furnished to do so, 29 | subject to the following conditions: 30 | 31 | The above copyright notice and this permission notice shall be included in all 32 | copies or substantial portions of the Software. 33 | 34 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 35 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 36 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 37 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 38 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 39 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 40 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshLayers.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshLayers: 5 | m_ObjectHideFlags: 0 6 | Built-in Layer 0: 7 | name: Default 8 | cost: 1 9 | editType: 2 10 | Built-in Layer 1: 11 | name: Not Walkable 12 | cost: 1 13 | editType: 0 14 | Built-in Layer 2: 15 | name: Jump 16 | cost: 2 17 | editType: 2 18 | User Layer 0: 19 | name: 20 | cost: 1 21 | editType: 3 22 | User Layer 1: 23 | name: 24 | cost: 1 25 | editType: 3 26 | User Layer 2: 27 | name: 28 | cost: 1 29 | editType: 3 30 | User Layer 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0 98 | rootMotionBoneName: 99 | lastHumanDescriptionAvatarSource: {instanceID: 0} 100 | animationType: 0 101 | additionalBone: 0 102 | userData: 103 | -------------------------------------------------------------------------------- /Assets/HexBokeh/Editor/HexBokehEditor.cs: -------------------------------------------------------------------------------- 1 | // 2 | // HexBokeh - A Fast DOF Shader With Hexagonal Apertures 3 | // 4 | // Copyright (C) 2014 Keijiro Takahashi 5 | // 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of 7 | // this software and associated documentation files (the "Software"), to deal in 8 | // the Software without restriction, including without limitation the rights to 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 10 | // the Software, and to permit persons to whom the Software is furnished to do so, 11 | // subject to the following conditions: 12 | // 13 | // The above copyright notice and this permission notice shall be included in all 14 | // copies or substantial portions of the Software. 15 | // 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 22 | // 23 | 24 | // 25 | // This shader is based on McIntosh's paper "Efficiently Simulating the Bokeh of 26 | // Polygonal Apertures in a Post-Process Depth of Field Shader". For further 27 | // details see the paper below. 28 | // 29 | // http://ivizlab.sfu.ca/media/DiPaolaMcIntoshRiecke2012.pdf 30 | // 31 | 32 | using UnityEngine; 33 | using UnityEditor; 34 | using System.Collections; 35 | 36 | [CustomEditor(typeof(HexBokeh)), CanEditMultipleObjects] 37 | public class HexBokehEditor : Editor 38 | { 39 | SerializedProperty propFocalTarget; 40 | SerializedProperty propFocalLength; 41 | SerializedProperty propFocalSize; 42 | SerializedProperty propAperture; 43 | SerializedProperty propVisualize; 44 | SerializedProperty propNearBlur; 45 | SerializedProperty propSampleCount; 46 | SerializedProperty propSampleDist; 47 | 48 | void OnEnable() 49 | { 50 | propFocalTarget = serializedObject.FindProperty("focalTarget"); 51 | propFocalLength = serializedObject.FindProperty("focalLength"); 52 | propFocalSize = serializedObject.FindProperty("focalSize"); 53 | propAperture = serializedObject.FindProperty("aperture"); 54 | propVisualize = serializedObject.FindProperty("visualize"); 55 | propNearBlur = serializedObject.FindProperty("nearBlur"); 56 | propSampleCount = serializedObject.FindProperty("sampleCount"); 57 | propSampleDist = serializedObject.FindProperty("sampleDist"); 58 | } 59 | 60 | public override void OnInspectorGUI() 61 | { 62 | serializedObject.Update(); 63 | 64 | EditorGUILayout.PropertyField(propFocalTarget); 65 | 66 | if (propFocalTarget.hasMultipleDifferentValues || 67 | propFocalTarget.objectReferenceValue == null) 68 | EditorGUILayout.PropertyField(propFocalLength); 69 | 70 | EditorGUILayout.PropertyField(propFocalSize); 71 | EditorGUILayout.PropertyField(propAperture); 72 | EditorGUILayout.PropertyField(propVisualize, new GUIContent("Visualize CoC")); 73 | EditorGUILayout.PropertyField(propNearBlur); 74 | EditorGUILayout.PropertyField(propSampleCount); 75 | EditorGUILayout.PropertyField(propSampleDist, new GUIContent("Sample Distance")); 76 | 77 | serializedObject.ApplyModifiedProperties(); 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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IN NO EVENT SHALL THE AUTHORS OR 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 22 | // 23 | 24 | // 25 | // This shader is based on McIntosh's paper "Efficiently Simulating the Bokeh of 26 | // Polygonal Apertures in a Post-Process Depth of Field Shader". For further 27 | // details see the paper below. 28 | // 29 | // http://ivizlab.sfu.ca/media/DiPaolaMcIntoshRiecke2012.pdf 30 | // 31 | 32 | using UnityEngine; 33 | using System.Collections; 34 | 35 | [ExecuteInEditMode] 36 | [RequireComponent(typeof(Camera))] 37 | public class HexBokeh : MonoBehaviour 38 | { 39 | // Reference to the shader. 40 | [SerializeField] Shader shader; 41 | 42 | // Camera parameters. 43 | public Transform focalTarget; 44 | public float focalLength = 10.0f; 45 | public float focalSize = 0.05f; 46 | public float aperture = 11.5f; 47 | public bool visualize; 48 | public bool nearBlur; 49 | 50 | // Blur filter settings. 51 | public enum SampleCount { Low, High } 52 | public SampleCount sampleCount = SampleCount.High; 53 | public float sampleDist = 1; 54 | 55 | // Temporary objects. 56 | Material material; 57 | 58 | // Calculate the focal point. 59 | Vector3 focalPoint { 60 | get { 61 | if (focalTarget != null) 62 | return focalTarget.position; 63 | else 64 | return focalLength * camera.transform.forward + camera.transform.position; 65 | } 66 | } 67 | 68 | void OnEnable() 69 | { 70 | camera.depthTextureMode |= DepthTextureMode.Depth; 71 | } 72 | 73 | void SetUpObjects() 74 | { 75 | if (material != null) return; 76 | material = new Material(shader); 77 | material.hideFlags = HideFlags.DontSave; 78 | } 79 | 80 | void OnRenderImage(RenderTexture source, RenderTexture destination) 81 | { 82 | SetUpObjects(); 83 | 84 | // Apply the shader variant option. 85 | if (nearBlur) 86 | material.EnableKeyword("NEAR_ON"); 87 | else 88 | material.DisableKeyword("NEAR_ON"); 89 | 90 | if (sampleCount == SampleCount.High) 91 | material.EnableKeyword("SAMPLE_HIGH"); 92 | else 93 | material.DisableKeyword("SAMPLE_HIGH"); 94 | 95 | // Update the curve parameter. 96 | var dist01 = camera.WorldToViewportPoint(focalPoint).z / (camera.farClipPlane - camera.nearClipPlane); 97 | material.SetVector("_CurveParams", new Vector4(focalSize, aperture / 10.0f, dist01, 0)); 98 | 99 | // Write CoC into the alpha channel. 100 | Graphics.Blit(source, source, material, 0); 101 | 102 | if (visualize) 103 | { 104 | // Visualize the CoC. 105 | Graphics.Blit(source, destination, material, 1); 106 | } 107 | else 108 | { 109 | var rt1 = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); 110 | var rt2 = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); 111 | var rt3 = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); 112 | 113 | // 1st separable filter: horizontal blur. 114 | material.SetVector("_BlurDisp", new Vector4(1, 0, -1, 0) * sampleDist); 115 | Graphics.Blit(source, rt1, material, 2); 116 | 117 | // 2nd separable filter: skewed vertical blur (left). 118 | material.SetVector("_BlurDisp", new Vector4(-0.5f, -1, 0.5f, 1) * sampleDist); 119 | Graphics.Blit(rt1, rt2, material, 2); 120 | 121 | // 3rd separable filter: skewed vertical blur (right). 122 | material.SetVector("_BlurDisp", new Vector4(0.5f, -1, -0.5f, 1) * sampleDist); 123 | Graphics.Blit(rt1, rt3, material, 2); 124 | 125 | // Combine the result. 126 | material.SetTexture("_BlurTex1", rt2); 127 | material.SetTexture("_BlurTex2", rt3); 128 | 129 | Graphics.Blit(source, destination, material, 3); 130 | 131 | material.SetTexture("_BlurTex1", null); 132 | material.SetTexture("_BlurTex2", null); 133 | 134 | RenderTexture.ReleaseTemporary(rt1); 135 | RenderTexture.ReleaseTemporary(rt2); 136 | RenderTexture.ReleaseTemporary(rt3); 137 | } 138 | } 139 | } 140 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | m_Axes: 7 | - 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A Fast DOF Shader With Hexagonal Apertures 3 | // 4 | // Copyright (C) 2014 Keijiro Takahashi 5 | // 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy of 7 | // this software and associated documentation files (the "Software"), to deal in 8 | // the Software without restriction, including without limitation the rights to 9 | // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 10 | // the Software, and to permit persons to whom the Software is furnished to do so, 11 | // subject to the following conditions: 12 | // 13 | // The above copyright notice and this permission notice shall be included in all 14 | // copies or substantial portions of the Software. 15 | // 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 18 | // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 19 | // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 20 | // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 21 | // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 22 | // 23 | 24 | // 25 | // This shader is based on McIntosh's paper "Efficiently Simulating the Bokeh of 26 | // Polygonal Apertures in a Post-Process Depth of Field Shader". For further 27 | // details see the paper below. 28 | // 29 | // http://ivizlab.sfu.ca/media/DiPaolaMcIntoshRiecke2012.pdf 30 | // 31 | 32 | Shader "Hidden/HexBokeh" 33 | { 34 | Properties 35 | { 36 | _MainTex("-", 2D) = "black"{} 37 | _BlurTex1("-", 2D) = "black"{} 38 | _BlurTex2("-", 2D) = "black"{} 39 | } 40 | 41 | CGINCLUDE 42 | 43 | #include "UnityCG.cginc" 44 | 45 | // Shader variants. 46 | #pragma multi_compile NEAR_OFF NEAR_ON 47 | #pragma multi_compile SAMPLE_LOW SAMPLE_HIGH 48 | 49 | // Source image. 50 | sampler2D _MainTex; 51 | float4 _MainTex_TexelSize; 52 | 53 | // Blurred image 1 (used only on the combiner) 54 | sampler2D _BlurTex1; 55 | float4 _BlurTex1_TexelSize; 56 | 57 | // Blurred image 2 (used only on the combiner) 58 | sampler2D _BlurTex2; 59 | float4 _BlurTex2_TexelSize; 60 | 61 | // Camera depth texture. 62 | sampler2D_float _CameraDepthTexture; 63 | 64 | // Parameters for the CoC writer. 65 | float3 _CurveParams; // focal_size, 1/aperture, distance01 66 | 67 | // Parameters for the blur filter. 68 | float4 _BlurDisp; 69 | 70 | // 71 | // 1st pass - Write CoC into the alpha channel 72 | // 73 | 74 | float4 frag_write_coc(v2f_img i) : SV_Target 75 | { 76 | float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy)); 77 | #ifdef NEAR_ON 78 | float a = _CurveParams.y * abs(d - _CurveParams.z) / (d + 1e-5f); 79 | #else 80 | float a = _CurveParams.y * (d - _CurveParams.z) / (d + 1e-5f); 81 | #endif 82 | return float4(0, 0, 0, saturate(a - _CurveParams.x)); 83 | } 84 | 85 | // 86 | // 2nd pass - Visualize CoC 87 | // 88 | 89 | float4 frag_alpha_to_grayscale(v2f_img i) : SV_Target 90 | { 91 | float a = tex2D(_MainTex, i.uv).a; 92 | return float4(a, a, a, a); 93 | } 94 | 95 | // 96 | // 3rd pass - Separable blur filter 97 | // 98 | 99 | struct v2f_blur 100 | { 101 | float4 pos : SV_POSITION; 102 | float2 uv : TEXCOORD0; 103 | float4 uv_12 : TEXCOORD1; 104 | float4 uv_34 : TEXCOORD2; 105 | float4 uv_56 : TEXCOORD3; 106 | #ifdef SAMPLE_HIGH 107 | float4 uv_78 : TEXCOORD4; 108 | float4 uv_9a : TEXCOORD5; 109 | float4 uv_bc : TEXCOORD6; 110 | #endif 111 | }; 112 | 113 | v2f_blur vert_blur(appdata_img v) 114 | { 115 | v2f_blur o; 116 | 117 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 118 | 119 | float4 uv = v.texcoord.xyxy; 120 | float4 d = _MainTex_TexelSize.xyxy * _BlurDisp; 121 | 122 | o.uv = uv; 123 | o.uv_12 = uv + d; 124 | o.uv_34 = uv + d * 2; 125 | o.uv_56 = uv + d * 3; 126 | #ifdef SAMPLE_HIGH 127 | o.uv_78 = uv + d * 4; 128 | o.uv_9a = uv + d * 5; 129 | o.uv_bc = uv + d * 6; 130 | #endif 131 | 132 | return o; 133 | } 134 | 135 | float4 frag_blur(v2f_blur i) : SV_Target 136 | { 137 | float4 c = tex2D(_MainTex, i.uv); 138 | float4 c1 = tex2D(_MainTex, i.uv_12.xy); 139 | float4 c2 = tex2D(_MainTex, i.uv_12.zw); 140 | float4 c3 = tex2D(_MainTex, i.uv_34.xy); 141 | float4 c4 = tex2D(_MainTex, i.uv_34.zw); 142 | float4 c5 = tex2D(_MainTex, i.uv_56.xy); 143 | float4 c6 = tex2D(_MainTex, i.uv_56.zw); 144 | #ifdef SAMPLE_HIGH 145 | float4 c7 = tex2D(_MainTex, i.uv_78.xy); 146 | float4 c8 = tex2D(_MainTex, i.uv_78.zw); 147 | float4 c9 = tex2D(_MainTex, i.uv_9a.xy); 148 | float4 ca = tex2D(_MainTex, i.uv_9a.zw); 149 | float4 cb = tex2D(_MainTex, i.uv_bc.xy); 150 | float4 cc = tex2D(_MainTex, i.uv_bc.zw); 151 | #endif 152 | 153 | float s = 1; 154 | float a = c.a; 155 | 156 | #ifdef NEAR_ON 157 | 158 | float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); 159 | float d1 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_12.xy); 160 | float d2 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_12.zw); 161 | float d3 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_34.xy); 162 | float d4 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_34.zw); 163 | float d5 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_56.xy); 164 | float d6 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_56.zw); 165 | #ifdef SAMPLE_HIGH 166 | float d7 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_78.xy); 167 | float d8 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_78.zw); 168 | float d9 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_9a.xy); 169 | float da = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_9a.zw); 170 | float db = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_bc.xy); 171 | float dc = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_bc.zw); 172 | #endif 173 | 174 | if ((d1 <= d ? c1.a : min(c1.a, a)) > 1.0 / 7 * 1) { c += c1; s += 1; } 175 | if ((d2 <= d ? c2.a : min(c2.a, a)) > 1.0 / 7 * 1) { c += c2; s += 1; } 176 | if ((d3 <= d ? c3.a : min(c3.a, a)) > 1.0 / 7 * 2) { c += c3; s += 1; } 177 | if ((d4 <= d ? c4.a : min(c4.a, a)) > 1.0 / 7 * 2) { c += c4; s += 1; } 178 | if ((d5 <= d ? c5.a : min(c5.a, a)) > 1.0 / 7 * 3) { c += c5; s += 1; } 179 | if ((d6 <= d ? c6.a : min(c6.a, a)) > 1.0 / 7 * 3) { c += c6; s += 1; } 180 | #ifdef SAMPLE_HIGH 181 | if ((d7 <= d ? c7.a : min(c7.a, a)) > 1.0 / 7 * 4) { c += c7; s += 1; } 182 | if ((d8 <= d ? c8.a : min(c8.a, a)) > 1.0 / 7 * 4) { c += c8; s += 1; } 183 | if ((d9 <= d ? c9.a : min(c9.a, a)) > 1.0 / 7 * 5) { c += c9; s += 1; } 184 | if ((da <= d ? ca.a : min(ca.a, a)) > 1.0 / 7 * 5) { c += ca; s += 1; } 185 | if ((db <= d ? cb.a : min(cb.a, a)) > 1.0 / 7 * 6) { c += cb; s += 1; } 186 | if ((dc <= d ? cc.a : min(cc.a, a)) > 1.0 / 7 * 6) { c += cc; s += 1; } 187 | #endif 188 | 189 | #else // NEAR_ON 190 | 191 | if (min(c1.a, a) > 1.0 / 7 * 1) { c += c1; s += 1; } 192 | if (min(c2.a, a) > 1.0 / 7 * 1) { c += c2; s += 1; } 193 | if (min(c3.a, a) > 1.0 / 7 * 2) { c += c3; s += 1; } 194 | if (min(c4.a, a) > 1.0 / 7 * 2) { c += c4; s += 1; } 195 | if (min(c5.a, a) > 1.0 / 7 * 3) { c += c5; s += 1; } 196 | if (min(c6.a, a) > 1.0 / 7 * 3) { c += c6; s += 1; } 197 | #ifdef SAMPLE_HIGH 198 | if (min(c7.a, a) > 1.0 / 7 * 4) { c += c7; s += 1; } 199 | if (min(c8.a, a) > 1.0 / 7 * 4) { c += c8; s += 1; } 200 | if (min(c9.a, a) > 1.0 / 7 * 5) { c += c9; s += 1; } 201 | if (min(ca.a, a) > 1.0 / 7 * 5) { c += ca; s += 1; } 202 | if (min(cb.a, a) > 1.0 / 7 * 6) { c += cb; s += 1; } 203 | if (min(cc.a, a) > 1.0 / 7 * 6) { c += cc; s += 1; } 204 | #endif 205 | 206 | #endif // NEAR_ON 207 | 208 | return c / s; 209 | } 210 | 211 | // 212 | // 4th pass - Combiner 213 | // 214 | 215 | float4 frag_combiner(v2f_img i) : SV_Target 216 | { 217 | float4 c1 = tex2D(_BlurTex1, i.uv); 218 | float4 c2 = tex2D(_BlurTex2, i.uv); 219 | return min(c1, c2); 220 | } 221 | 222 | ENDCG 223 | 224 | Subshader 225 | { 226 | // 0: CoC 227 | Pass 228 | { 229 | ZTest Always Cull Off ZWrite Off 230 | ColorMask A 231 | Fog { Mode off } 232 | CGPROGRAM 233 | #pragma vertex vert_img 234 | #pragma fragment frag_write_coc 235 | ENDCG 236 | } 237 | 238 | // 1: CoC visualizer 239 | Pass 240 | { 241 | ZTest Always Cull Off ZWrite Off 242 | Fog { Mode off } 243 | CGPROGRAM 244 | #pragma vertex vert_img 245 | #pragma fragment frag_alpha_to_grayscale 246 | ENDCG 247 | } 248 | 249 | // 2: Separable blur filter 250 | Pass 251 | { 252 | ZTest Always Cull Off ZWrite Off 253 | Fog { Mode off } 254 | CGPROGRAM 255 | #pragma glsl 256 | #pragma target 3.0 257 | #pragma vertex vert_blur 258 | #pragma fragment frag_blur 259 | ENDCG 260 | } 261 | 262 | // 3: Combiner 263 | Pass 264 | { 265 | ZTest Always Cull Off ZWrite Off 266 | Fog { Mode off } 267 | CGPROGRAM 268 | #pragma glsl 269 | #pragma target 3.0 270 | #pragma vertex vert_img 271 | #pragma fragment frag_combiner 272 | #pragma glsl 273 | ENDCG 274 | } 275 | } 276 | } 277 | -------------------------------------------------------------------------------- /Assets/Test.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | SceneSettings: 5 | m_ObjectHideFlags: 0 6 | m_PVSData: 7 | m_PVSObjectsArray: [] 8 | m_PVSPortalsArray: [] 9 | m_OcclusionBakeSettings: 10 | smallestOccluder: 5 11 | smallestHole: .25 12 | backfaceThreshold: 100 13 | --- !u!104 &2 14 | RenderSettings: 15 | m_Fog: 1 16 | 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