DepthOfField.shader
2.09 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
Shader "Hidden/Post FX/Depth Of Field"
{
Properties
{
_MainTex ("", 2D) = "black"
}
CGINCLUDE
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// (0) Downsampling, prefiltering & CoC
Pass
{
CGPROGRAM
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#pragma vertex VertDOF
#pragma fragment FragPrefilter
#include "DepthOfField.cginc"
ENDCG
}
// (1) Pass 0 + temporal antialiasing
Pass
{
CGPROGRAM
#pragma vertex VertDOF
#pragma fragment FragPrefilter
#define PREFILTER_TAA
#include "DepthOfField.cginc"
ENDCG
}
// (2-5) Bokeh filter with disk-shaped kernels
Pass
{
CGPROGRAM
#pragma vertex VertDOF
#pragma fragment FragBlur
#define KERNEL_SMALL
#include "DepthOfField.cginc"
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex VertDOF
#pragma fragment FragBlur
#define KERNEL_MEDIUM
#include "DepthOfField.cginc"
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex VertDOF
#pragma fragment FragBlur
#define KERNEL_LARGE
#include "DepthOfField.cginc"
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex VertDOF
#pragma fragment FragBlur
#define KERNEL_VERYLARGE
#include "DepthOfField.cginc"
ENDCG
}
// (6) Postfilter blur
Pass
{
CGPROGRAM
#pragma vertex VertDOF
#pragma fragment FragPostBlur
#include "DepthOfField.cginc"
ENDCG
}
}
FallBack Off
}