阶段性完成

This commit is contained in:
SoulliesOfficial
2025-12-08 05:27:53 -05:00
parent ef7b479712
commit f7af60351b
8770 changed files with 15637030 additions and 208354 deletions

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
#include "./common.hlsl"
#include "./fullscreen.hlsl"
float2 _Offset;
float2 _TargetSize;
float4 _CropRegion;
half3 _BackgroundColor;
int _IsLast;
// int _IsUp;
#define BlurVertexInput FullScreenVertexInput
struct BlurVertexOutput
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
BlurVertexOutput VertBlur(BlurVertexInput v)
{
BlurVertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posCS;
float2 screenUV;
GetFullScreenVertexData(v, posCS, screenUV);
o.position = half4(posCS.xy, 0.0, 1.0);
o.texcoord = UnCropUV(screenUV, _CropRegion);
return o;
}
half4 FragBlur(BlurVertexOutput i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half2 dirs[] = {
half2(-1, -1),
half2(1, -1),
half2(1, 1),
half2(-1, 1),
};
#if !USE_EXTRA_SAMPLE
half weight0 = 1.0h / 4.0h;
#else
half weight1 = 1.0h / 5.0h;
half weight0 = (1.0h - weight1) / 4.0h;
#endif
half4 o = 0;
for (int j = 0; j < 4; ++j)
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord + dirs[j] * _Offset) * weight0;
#if USE_EXTRA_SAMPLE
o += SAMPLE_SCREEN_TEX(_MainTex, i.texcoord) * weight1;
#endif
#if BACKGROUND_FILL_COLOR
o.rgb = lerp(_BackgroundColor, o.rgb, o.a);
o.a = 1.0h;
#endif
// dithering every pass is more correct, but combined with the low sample rate and cheap pattern introduces too much error
if (_IsLast)
o = dither(o, i.texcoord * _TargetSize);
return o;
}

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packageVersion: 6.5.0
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uploadId: 824068

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
Shader "Hidden/EfficientBlur"
{
SubShader
{
Cull Off ZWrite Off ZTest Always Blend Off
Pass
{
CGPROGRAM
// #pragma enable_d3d11_debug_symbols
#pragma vertex VertBlur
#pragma fragment FragBlur
#pragma multi_compile_local BACKGROUND_FILL_NONE BACKGROUND_FILL_COLOR
#pragma multi_compile_local _ USE_EXTRA_SAMPLE
#include "interop_birp.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
#include "EfficientBlur.hlsl"
ENDCG
}
}
FallBack Off
}

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
Shader "Hidden/FillCrop"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "interop_birp.cginc"
#include "common.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
float4 _CropRegion;
half4 frag(VertexOutput i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
float2 uv = CropUV(i.uv, _CropRegion);
return all(uv == saturate(uv)) ? SAMPLE_SCREEN_TEX(_MainTex, uv) : half4(0, 0, 0, 1);
}
ENDCG
}
}
}

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uploadId: 824068

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#pragma once
#include "UnityUI.cginc"
// UI shaders still use birp texture convention
#include "interop_birp.cginc"
#include "common.hlsl"
#include "packing.hlsl"
#include "blending.hlsl"
uniform sampler2D _MainTex;
uniform fixed4 _TextureSampleAdd;
uniform float4 _ClipRect;
uniform float4 _MainTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
uniform float4 _CropRegion; //xMin, yMin, xMax, yMax
uniform half4 _Debug;
struct VertexInput
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 packedData1 : TEXCOORD1;
#ifdef _USE_PARAFORM
float4 packedData2 : TEXCOORD2;
float4 packedData3 : TEXCOORD3;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
half4 color : COLOR;
float4 mask : TEXCOORD0;
float2 texcoord : TEXCOORD1;
float4 worldPosition : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 transfer1 : TEXCOORD4;
#ifdef _USE_PARAFORM
float4 transfer2 : TEXCOORD5; // need float for hq derivative on some opengl driver
half4 transfer3 : TEXCOORD6;
half4 transfer4 : TEXCOORD7;
half transfer5 : TEXCOORD8;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
struct Appearance
{
half foregroundOpacity;
half vibrancy;
half brightness;
half flatten;
};
void unpackVertexData(VertexInput i, inout VertexOutput o)
{
FloatUnpacker upk0 = CreateUnpacker(i.packedData1[0], 8);
FloatUnpacker upk1 = CreateUnpacker(i.packedData1[1], 10);
o.transfer1 = float4(
DequeueNonNegative(upk0, 1),
Dequeue(upk1, -1, 2),
Dequeue(upk1, -1, 1),
DequeueNonNegative(upk0, 1)
);
}
Appearance createAppearance(float4 transfer1)
{
Appearance appearance;
appearance.foregroundOpacity = transfer1[0];
appearance.vibrancy = transfer1[1];
appearance.brightness = transfer1[2];
appearance.flatten = transfer1[3];
return appearance;
}
VertexOutput vert(VertexInput IN)
{
VertexOutput OUT = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
float4 clipPos = UnityObjectToClipPos(IN.vertex);
OUT.vertex = clipPos;
float2 pixelSize = clipPos.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(IN.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
IN.color.rgb = UIGammaToLinearShim(IN.color.rgb);
}
OUT.color = IN.color;
OUT.texcoord = IN.texcoord;
OUT.screenPos = ComputeNonStereoScreenPos(OUT.vertex);
#if UNITY_VERSION >= 202120 && UNITY_UV_STARTS_AT_TOP
if (_ProjectionParams.x > 0 && unity_MatrixVP[1][1] < 0)
OUT.screenPos.y = OUT.screenPos.w - OUT.screenPos.y;
#endif
unpackVertexData(IN, OUT);
return OUT;
}
void fragSetup(inout VertexOutput IN, out half2 screenPos, out half4 foregroundColor, out Appearance appearance)
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
screenPos = IN.screenPos.xy / IN.screenPos.w;
foregroundColor = tex2D(_MainTex, IN.texcoord.xy) + _TextureSampleAdd;
foregroundColor *= IN.color;
appearance = createAppearance(IN.transfer1);
}
void fragFinish(VertexOutput IN, half2 screenPos, inout half4 color)
{
// TODO: fix Shadow and Outline tinting somehow
// Multiplying last so glints work
// color *= IN.color;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
color.rgb *= color.a;
color = dither(color, (screenPos.xy + 0) * _ScreenParams.xy);
}
half3 sampleBackground(float2 screenPos)
{
half2 blurTexcoord = CropUV(screenPos, _CropRegion);
half3 backgroundColor = SAMPLE_SCREEN_TEX(_BlurTex, blurTexcoord).rgb;
return backgroundColor;
}
half4 blendBackground(half4 foregroundColor, half3 backgroundColor, Appearance appearance)
{
half4 color;
color.a = foregroundColor.a;
#if _BACKGROUND_MODE_NORMAL
backgroundColor = saturate(backgroundColor + (.5 - backgroundColor) * appearance.flatten);
backgroundColor = saturate(lerp(LinearRgbToLuminance(backgroundColor), backgroundColor, appearance.vibrancy));
half brightness = isGammaShim()
? appearance.brightness
: appearance.brightness * appearance.brightness * sign(appearance.brightness);
backgroundColor = saturate(backgroundColor + brightness);
color.rgb = lerp(backgroundColor, foregroundColor.rgb, appearance.foregroundOpacity);
#else //#elif _BACKGROUND_MODE_COLORFUL
half targetL = appearance.brightness / 2. + .5;
if (!isGammaShim())
targetL = targetL * targetL;
backgroundColor = /*saturate*/(lerp(LinearRgbToLuminance(backgroundColor), backgroundColor, appearance.vibrancy));
backgroundColor = /*saturate*/(backgroundColor + (targetL - backgroundColor) * appearance.flatten);
backgroundColor = lerp(
backgroundColor,
setL(backgroundColor, LinearRgbToLuminance(backgroundColor), targetL),
appearance.foregroundOpacity
);
color.rgb = gamutClip(backgroundColor * foregroundColor.rgb);
#endif
return color;
}

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uploadId: 824068

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
Shader "UI/TranslucentImage"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[Header(Appearance)][Space]
[KeywordEnum(Normal, Colorful)] _BACKGROUND_MODE("Background Mode", int) = 0
[Header(Refraction)][Space]
[KeywordEnum(Off,On,Chromatic)] _REFRACTION_MODE("Refraction Mode", int) = 1
// Singularity prevent reconstructions of control properties from _RefractiveIndexRatios
// so they need to be stored in the material
[PowerSlider(20)] _RefractiveIndex("Refractive Index", Range(1, 4.5)) = 1.5
[PowerSlider(2)] _ChromaticDispersion("Chromatic Dispersion", Range(0, 2)) = 0.5
_RefractiveIndexRatios("Refractive Index Ratio", Vector) = (0.666666, 0.666666, 0.666666, 0)
[Header(Edge Glint)][Space]
[Toggle(_USE_EDGE_GLINT)] _USE_EDGE_GLINT("Enable Edge Glint", Float) = 0
_EdgeGlintDirections("Edge Glint Directions", Vector) = (-0.258819, 0.9659259, 0.2588191, -0.9659258)
_EdgeGlint1Strength("Edge Glint 1 Strength", Range(0, 1)) = .25
_EdgeGlint2Strength("Edge Glint 2 Strength", Range(0, 1)) = .1
_EdgeGlintWrap("Edge Glint Wrap", Float) = 1
_EdgeGlintSharpness("Edge Glint Sharpness", Float) = 512
//_Debug("Debug", Vector) = (0,0,0,0)
[Header(Other)][Space]
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[HideInInspector]_Color ("Dummy Color", Color) = (1,1,1,1)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"= "Transparent"
"IgnoreProjector"= "True"
"RenderType"= "Transparent"
"PreviewType"= "Plane"
"CanUseSpriteAtlas"= "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
// #pragma enable_d3d11_debug_symbols
#pragma target 3.0
#pragma exclude_renderers d3d11_9x gles
#pragma vertex vert
#pragma fragment frag
#include "TranslucentImage.hlsl"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#pragma shader_feature_local_fragment _BACKGROUND_MODE_NORMAL _BACKGROUND_MODE_COLORFUL
half4 frag(VertexOutput IN) : SV_Target
{
half2 screenPos;
half4 foregroundColor;
Appearance appearance;
fragSetup(IN, screenPos, foregroundColor, appearance);
half3 backgroundColor = sampleBackground(screenPos);
half4 color = blendBackground(foregroundColor, backgroundColor, appearance);
fragFinish(IN, screenPos, color);
return color;
}
ENDCG
}
}
CustomEditor "LeTai.Asset.TranslucentImage.Editor.TranslucentImageShaderGUI"
}

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
#include <UnityCG.cginc>
half3 blendOverlay(half3 a, half3 b)
{
return a < .5 ? 2 * a * b : 1 - 2 * (1 - a) * (1 - b);
}
half3 blendScreen(half3 a, half3 b)
{
return 1 - (1 - a) * (1 - b);
}
half3 setL(half3 a, half lumA, half lumB)
{
return a + (lumB - lumA);
}
half3 gamutClip(half3 color)
{
half L = LinearRgbToLuminance(color);
half minComp = min(min(color.r, color.g), color.b);
half maxComp = max(max(color.r, color.g), color.b);
// branches are never entered when the denom is 0
// if (minComp < 0)
// // color = L + (color - L) * L / (L - minComp);
// result = L * (result - minComp) / (L - minComp);
// if (maxComp > 1)
// result = L + (result - L) * (1 - L) / (maxComp - L);
// Assumption: under blurring, branches are more likely to be coherence than not
// fully scalar
half scale = 1;
if (minComp < 0)
scale = L / (L - minComp);
if (maxComp > 1)
scale = min(scale, (1 - L) / (maxComp - L));
// skipping the vector path should be worth the branch
// if (scale < 1)
if (scale < 1)
color = L + (color - L) * scale;
return color;
}

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packageVersion: 6.5.0
assetPath: Assets/Le Tai's Asset/TranslucentImage/Resources/Shaders/blending.hlsl
uploadId: 824068

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
#ifndef _TRANSLUCENTIMAGE_COMMON
#define _TRANSLUCENTIMAGE_COMMON
float2 UnCropUV(float2 uvRelativeToCropped, float4 cropRegion)
{
return lerp(cropRegion.xy, cropRegion.zw, uvRelativeToCropped);
}
float2 CropUV(float2 uvRelativeToUnCropped, float4 cropRegion)
{
return (uvRelativeToUnCropped - cropRegion.xy) / (cropRegion.zw - cropRegion.xy);
}
// https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
float sqrtApprox01(float inX)
{
int x = asint(inX);
x = 0x1FBD1DF5 + (x >> 1);
return asfloat(x);
}
// https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
float rsqrtApprox01(float inX)
{
int x = asint(inX);
x = 0x5F341A43 - (x >> 1);
return asfloat(x);
}
// https://en.wikibooks.org/wiki/Algorithms/Distance_approximations
float lengthApproxOctagon(float2 v)
{
float ax = abs(v.x);
float ay = abs(v.y);
float l = max(ax, ay);
float s = min(ax, ay);
return .41 * s + .941246 * l;
}
// https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
inline float ggr21(float2 n)
{
static const float g = 1.32471795724474602596;
static const float a1 = 1.0 / g;
static const float a2 = 1.0 / (g * g);
return frac(a1 * n.x + a2 * n.y);
}
// https://www.shadertoy.com/view/4djSRW
float hash12(float2 p)
{
float3 p3 = frac(float3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.x + p3.y) * p3.z);
}
half3 sdfViz(float d)
{
half3 col = (d > 0.0) ? half3(0.9, 0.6, 0.3) : half3(0.65, 0.85, 1.0);
col *= 1.0 - exp(-12.0 * abs(d));
col *= 0.8 + 0.2 * cos(150.0 * d);
return lerp(col, 1.0, 1.0 - smoothstep(0.0, 0.01, abs(d)));
}
bool isGammaShim()
{
#ifdef UNITY_COLORSPACE_GAMMA
return true;
#else
return false;
#endif
}
half3 toPerceptual(half3 color)
{
return isGammaShim() ? color : sqrt(color);
}
half3 fromPerceptual(half3 color)
{
return isGammaShim() ? color : color * color;
}
half4 dither(half4 color, float2 coord)
{
half noise = ggr21(coord) * 1. / 255. - .5 / 255.;
half4 result = color;
result.rgb = toPerceptual(result);
result += noise;
result.rgb = fromPerceptual(result);
return result;
}
#endif

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
struct FullScreenVertexInput
{
#if !SHADER_API_GLES
uint vertexID : SV_VertexID;
#else
float4 position : POSITION;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct FullScreenVertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
float2 VertexToUV(float2 vertex)
{
float2 texcoord = (vertex + 1.0) * 0.5; // triangle vert to uv
#if UNITY_UV_STARTS_AT_TOP
texcoord = texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
return texcoord;
}
// BiRP do not have these methods, so copy here and namespaced to avoid collision in URP
// Generates a triangle in homogeneous clip space, s.t.
// v0 = (-1, -1, 1), v1 = (3, -1, 1), v2 = (-1, 3, 1).
float2 tai_GetFullScreenTriangleTexCoord(uint vertexID)
{
#if UNITY_UV_STARTS_AT_TOP
return float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
#else
return float2((vertexID << 1) & 2, vertexID & 2);
#endif
}
float4 tai_GetFullScreenTriangleVertexPosition(uint vertexID, float z)
{
// note: the triangle vertex position coordinates are x2 so the returned UV coordinates are in range -1, 1 on the screen.
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
float4 pos = float4(uv * 2.0 - 1.0, z, 1.0);
return pos;
}
void GetFullScreenVertexData(FullScreenVertexInput v, out float4 posCS, out float2 screenUV)
{
#if !SHADER_API_GLES
posCS = tai_GetFullScreenTriangleVertexPosition(v.vertexID, UNITY_NEAR_CLIP_VALUE);
screenUV = tai_GetFullScreenTriangleTexCoord(v.vertexID);
#else
posCS = v.position;
screenUV = VertexToUV(v.position.xy);
#endif
}

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uploadId: 824068

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
#include <UnityCG.cginc>
// This need to be a macro since the type of tex can change :(
#define SAMPLE_SCREEN_TEX(tex, uv) UNITY_SAMPLE_SCREENSPACE_TEXTURE(tex, UnityStereoTransformScreenSpaceTex(uv))
// This piecewise approximation has a precision better than 0.5 / 255 in gamma space over the [0..255] range
// i.e. abs(l2g_exact(g2l_approx(value)) - value) < 0.5 / 255
// It is much more precise than GammaToLinearSpace but remains relatively cheap
half3 UIGammaToLinearShim(half3 value)
{
half3 low = 0.0849710 * value - 0.000163029;
half3 high = value * (value * (value * 0.265885 + 0.736584) - 0.00980184) + 0.00319697;
// We should be 0.5 away from any actual gamma value stored in an 8 bit channel
const half3 split = (half3)0.0725490; // Equals 18.5 / 255
return (value < split) ? low : high;
}

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// Copyright (c) Le Loc Tai <leloctai.com> . All rights reserved. Do not redistribute.
#ifndef LETAI_PACKING
#define LETAI_PACKING
struct FloatUnpacker
{
uint payload;
uint nBitsConsumed;
uint bitsPerFloat;
};
FloatUnpacker CreateUnpacker(float packed, int bitsPerFloat = 0)
{
uint bits = asuint(packed);
uint exponent = (bits >> 23) & 0xFFu;
uint mantissa = bits & 0x7FFFFFu;
FloatUnpacker u;
u.payload = ((exponent - 1u) << 23) | mantissa;
u.nBitsConsumed = 0;
u.bitsPerFloat = bitsPerFloat;
return u;
}
float Dequeue(inout FloatUnpacker u, float minVal, float maxVal, uint nBits = 0)
{
if (nBits == 0) nBits = u.bitsPerFloat;
uint mask = (1u << nBits) - 1u;
uint value = (u.payload >> u.nBitsConsumed) & mask;
u.nBitsConsumed += nBits;
float norm = value * (1.0 / mask);
return norm * (maxVal - minVal) + minVal;
}
float DequeueNonNegative(inout FloatUnpacker u, float maxVal, uint nBits = 0)
{
return Dequeue(u, 0, maxVal, nBits);
}
void UnpackTwoFloatsSafe(
float packed,
float minA, float maxA, uint nBitsA,
float minB, float maxB, uint nBitsB,
out float a, out float b)
{
uint bits = asuint(packed);
uint exponent = (bits >> 23) & 0xFFu;
uint mantissa = bits & 0x7FFFFFu;
uint payload = ((exponent - 1u) << 23) | mantissa;
uint maskB = (1u << nBitsB) - 1u;
float aQuantized = payload >> nBitsB;
float bQuantized = payload & maskB;
float maxAQuantized = (1u << nBitsA) - 1u;
float maxBQuantized = maskB;
float aNormalized = aQuantized * (1. / maxAQuantized);
float bNormalized = bQuantized * (1. / maxBQuantized);
a = aNormalized * (maxA - minA) + minA;
b = bNormalized * (maxB - minB) + minB;
}
#endif

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Shader "Hidden/EfficientBlur_UniversalRP"
{
SubShader
{
Cull Off ZWrite Off ZTest Always Blend Off
Pass
{
HLSLPROGRAM
// #pragma enable_d3d11_debug_symbols
#pragma target 3.0
//HLSLcc is not used by default on gles
#pragma prefer_hlslcc gles
//SRP don't support dx9
#pragma exclude_renderers d3d11_9x
#pragma vertex VertBlur
#pragma fragment FragBlur
#pragma multi_compile_local BACKGROUND_FILL_NONE BACKGROUND_FILL_COLOR
#pragma multi_compile_local _ USE_EXTRA_SAMPLE
#include "interop_urp.hlsl"
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
#include "../Shaders/EfficientBlur.hlsl"
ENDHLSL
}
}
FallBack Off
}

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Shader "Hidden/FillCrop_UniversalRP"
{
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma target 3.0
//HLSLcc is not used by default on gles
#pragma prefer_hlslcc gles
//SRP don't support dx9
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "./interop_urp.hlsl"
#include "../Shaders/fullscreen.hlsl"
#include "../Shaders/common.hlsl"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(FullScreenVertexInput v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 posCS;
float2 screenUV;
GetFullScreenVertexData(v, posCS, screenUV);
o.vertex = half4(posCS.xy, 0.0, 1.0);
o.uv = screenUV;
return o;
}
TEXTURE2D_X(_MainTex);
float4 _CropRegion;
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i)
float2 uv = CropUV(i.uv, _CropRegion);
return all(uv == saturate(uv)) ? SAMPLE_SCREEN_TEX(_MainTex, uv) : half4(0, 0, 0, 1);
}
ENDHLSL
}
}
}

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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if UNITY_VERSION < 600000
SAMPLER(sampler_LinearClamp);
#endif
#define SAMPLE_SCREEN_TEX(tex, uv) SAMPLE_TEXTURE2D_X(tex, sampler_LinearClamp, UnityStereoTransformScreenSpaceTex(uv))

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