76 lines
1.4 KiB
Plaintext
76 lines
1.4 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/FXAA3" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma glsl
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#pragma target 3.0
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#include "UnityCG.cginc"
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#define FXAA_PC
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#define FXAA_HLSL_3
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#define FXAA_EARLY_EXIT 0
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#include "Fxaa3_9.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_TexelSize;
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uniform float4 _rcpFrame;
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uniform float4 _rcpFrameOpt;
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struct v2f {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float4 uvAux : TEXCOORD1;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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float2 uv = v.texcoord.xy;
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o.uv = uv;
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#if SHADER_API_D3D9
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o.uv.y += _MainTex_TexelSize.y;
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#endif
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o.uvAux.xy = uv + float2( -_MainTex_TexelSize.x, +_MainTex_TexelSize.y ) * 0.5f;
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o.uvAux.zw = uv + float2( +_MainTex_TexelSize.x, -_MainTex_TexelSize.y ) * 0.5f;
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#if SHADER_API_D3D9
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if ( _MainTex_TexelSize.y < 0 )
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uv.y = 1 - uv.y;
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#endif
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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return FxaaPixelShader_Quality(
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i.uv,
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i.uvAux,
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_MainTex,
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_rcpFrame.xy,
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_rcpFrameOpt );
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}
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ENDCG
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}
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}
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Fallback off
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} |