À+ºu  _DITHERING _FILM_GRAIN_FXAA_LINEAR_TO_SRGB_CONVERSION_RCAS«)#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec4 _BlitScaleBias; out highp vec2 vs_TEXCOORD0; vec2 u_xlat0; uvec3 u_xlatu0; int int_bitfieldInsert(int base, int insert, int offset, int bits) { uint mask = uint(~(int(~0) << uint(bits)) << uint(offset)); return int((uint(base) & ~mask) | ((uint(insert) << uint(offset)) & mask)); } void main() { u_xlatu0.x = uint(int(int_bitfieldInsert(0, gl_VertexID, 1 & int(0x1F), 1))); u_xlatu0.z = uint(uint(gl_VertexID) & 2u); u_xlat0.xy = vec2(u_xlatu0.xz); gl_Position.xy = u_xlat0.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0); vs_TEXCOORD0.xy = u_xlat0.xy * _BlitScaleBias.xy + _BlitScaleBias.zw; gl_Position.zw = vec2(-1.0, 1.0); return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec2 _GlobalMipBias; uniform vec4 _SourceSize; uniform vec2 _Grain_Params; uniform vec4 _Grain_TilingParams; uniform vec4 _Dithering_Params; UNITY_LOCATION(0) uniform mediump sampler2D _BlitTexture; UNITY_LOCATION(1) uniform mediump sampler2D _Grain_Texture; UNITY_LOCATION(2) uniform mediump sampler2D _BlueNoise_Texture; in highp vec2 vs_TEXCOORD0; layout(location = 0) out mediump vec4 SV_Target0; vec4 u_xlat0; mediump vec4 u_xlat16_0; ivec4 u_xlati0; uvec4 u_xlatu0; vec4 u_xlat1; mediump vec3 u_xlat16_1; ivec4 u_xlati1; uvec4 u_xlatu1; bvec3 u_xlatb1; vec4 u_xlat2; mediump vec3 u_xlat16_2; uvec4 u_xlatu2; mediump vec3 u_xlat16_3; mediump vec3 u_xlat16_4; mediump vec3 u_xlat16_5; mediump vec3 u_xlat16_6; bvec3 u_xlatb7; bool u_xlatb9; mediump vec3 u_xlat16_11; mediump vec3 u_xlat16_12; mediump float u_xlat16_19; float u_xlat25; mediump float u_xlat16_25; bool u_xlatb25; mediump float u_xlat16_27; mediump float u_xlat16_29; void main() { u_xlat0 = vs_TEXCOORD0.xyxy * _SourceSize.xyxy; u_xlati0 = ivec4(u_xlat0); u_xlati1 = u_xlati0.zwzw + ivec4(int(0xFFFFFFFFu), int(0xFFFFFFFFu), 1, int(0xFFFFFFFFu)); u_xlati0 = u_xlati0 + ivec4(int(0xFFFFFFFFu), 1, 1, 1); u_xlat0 = vec4(u_xlati0); u_xlat0 = max(u_xlat0, vec4(0.0, 0.0, 0.0, 0.0)); u_xlat1 = vec4(u_xlati1); u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0)); u_xlat2 = _SourceSize.xyxy + vec4(-1.0, -1.0, -1.0, -1.0); u_xlat1 = min(u_xlat1, u_xlat2); u_xlat0 = min(u_xlat0, u_xlat2); u_xlatu0 = uvec4(ivec4(u_xlat0.zwxy)); u_xlatu1 = uvec4(ivec4(u_xlat1.zwxy)); u_xlatu2.xy = u_xlatu1.zw; u_xlatu2.z = uint(uint(0u)); u_xlatu2.w = uint(uint(0u)); u_xlat2.xyz = texelFetch(_BlitTexture, ivec2(u_xlatu2.xy), int(u_xlatu2.w)).xyz; u_xlat16_3.xyz = u_xlat2.xyz; u_xlat16_3.xyz = clamp(u_xlat16_3.xyz, 0.0, 1.0); u_xlat16_3.x = dot(u_xlat16_3.xyz, vec3(0.212672904, 0.715152204, 0.0721750036)); u_xlatu2.xy = u_xlatu0.zw; u_xlatu2.z = uint(uint(0u)); u_xlatu2.w = uint(uint(0u)); u_xlat2.xyz = texelFetch(_BlitTexture, ivec2(u_xlatu2.xy), int(u_xlatu2.w)).xyz; u_xlat16_11.xyz = u_xlat2.xyz; u_xlat16_11.xyz = clamp(u_xlat16_11.xyz, 0.0, 1.0); u_xlat16_11.x = dot(u_xlat16_11.xyz, vec3(0.212672904, 0.715152204, 0.0721750036)); u_xlat16_19 = u_xlat16_11.x + u_xlat16_3.x; u_xlatu1.z = uint(uint(0u)); u_xlatu1.w = uint(uint(0u)); u_xlat1.xyz = texelFetch(_BlitTexture, ivec2(u_xlatu1.xy), int(u_xlatu1.w)).xyz; u_xlat16_4.xyz = u_xlat1.xyz; u_xlat16_4.xyz = clamp(u_xlat16_4.xyz, 0.0, 1.0); u_xlat16_27 = dot(u_xlat16_4.xyz, vec3(0.212672904, 0.715152204, 0.0721750036)); u_xlatu0.z = uint(uint(0u)); u_xlatu0.w = uint(uint(0u)); u_xlat0.xyz = texelFetch(_BlitTexture, ivec2(u_xlatu0.xy), int(u_xlatu0.w)).xyz; u_xlat16_4.xyz = u_xlat0.xyz; u_xlat16_4.xyz = clamp(u_xlat16_4.xyz, 0.0, 1.0); u_xlat16_4.x = dot(u_xlat16_4.xyz, vec3(0.212672904, 0.715152204, 0.0721750036)); u_xlat16_12.x = u_xlat16_27 + u_xlat16_4.x; u_xlat16_0.yw = vec2(u_xlat16_19) + (-u_xlat16_12.xx); u_xlat16_19 = u_xlat16_27 + u_xlat16_3.x; u_xlat16_12.x = u_xlat16_11.x + u_xlat16_4.x; u_xlat16_12.x = u_xlat16_19 + (-u_xlat16_12.x); u_xlat16_19 = u_xlat16_11.x + u_xlat16_19; u_xlat16_19 = u_xlat16_4.x + u_xlat16_19; u_xlat16_19 = u_xlat16_19 * 0.03125; u_xlat16_19 = max(u_xlat16_19, 0.0078125); u_xlat1.x = min(abs(u_xlat16_0.w), abs(u_xlat16_12.x)); u_xlat16_0.xz = (-u_xlat16_12.xx); u_xlat1.x = u_xlat16_19 + u_xlat1.x; u_xlat1.x = float(1.0) / float(u_xlat1.x); u_xlat0 = u_xlat16_0 * u_xlat1.xxxx; u_xlat0 = max(u_xlat0, vec4(-8.0, -8.0, -8.0, -8.0)); u_xlat0 = min(u_xlat0, vec4(8.0, 8.0, 8.0, 8.0)); u_xlat0 = u_xlat0 * _SourceSize.zwzw; u_xlat1 = u_xlat0.zwzw * vec4(-0.5, -0.5, -0.166666672, -0.166666672) + vs_TEXCOORD0.xyxy; u_xlat0 = u_xlat0 * vec4(0.166666672, 0.166666672, 0.5, 0.5) + vs_TEXCOORD0.xyxy; u_xlat16_2.xyz = texture(_BlitTexture, u_xlat1.xy, _GlobalMipBias.x).xyz; u_xlat16_1.xyz = texture(_BlitTexture, u_xlat1.zw, _GlobalMipBias.x).xyz; u_xlat16_12.xyz = u_xlat16_1.xyz; u_xlat16_12.xyz = clamp(u_xlat16_12.xyz, 0.0, 1.0); u_xlat16_5.xyz = u_xlat16_2.xyz; u_xlat16_5.xyz = clamp(u_xlat16_5.xyz, 0.0, 1.0); u_xlat16_1.xyz = texture(_BlitTexture, u_xlat0.zw, _GlobalMipBias.x).xyz; u_xlat16_2.xyz = texture(_BlitTexture, u_xlat0.xy, _GlobalMipBias.x).xyz; u_xlat16_6.xyz = u_xlat16_2.xyz; u_xlat16_6.xyz = clamp(u_xlat16_6.xyz, 0.0, 1.0); u_xlat16_12.xyz = u_xlat16_12.xyz + u_xlat16_6.xyz; u_xlat16_6.xyz = u_xlat16_1.xyz; u_xlat16_6.xyz = clamp(u_xlat16_6.xyz, 0.0, 1.0); u_xlat16_5.xyz = u_xlat16_5.xyz + u_xlat16_6.xyz; u_xlat16_5.xyz = u_xlat16_5.xyz * vec3(0.25, 0.25, 0.25); u_xlat16_5.xyz = u_xlat16_12.xyz * vec3(0.25, 0.25, 0.25) + u_xlat16_5.xyz; u_xlat16_12.xyz = u_xlat16_12.xyz * vec3(0.5, 0.5, 0.5); u_xlat16_19 = dot(u_xlat16_5.xyz, vec3(0.212672904, 0.715152204, 0.0721750036)); u_xlat16_29 = min(u_xlat16_11.x, u_xlat16_27); u_xlat16_11.x = max(u_xlat16_11.x, u_xlat16_27); u_xlat16_11.x = max(u_xlat16_4.x, u_xlat16_11.x); u_xlat16_27 = min(u_xlat16_4.x, u_xlat16_29); u_xlat16_1.xyz = texture(_BlitTexture, vs_TEXCOORD0.xy, _GlobalMipBias.x).xyz; u_xlat16_6.xyz = u_xlat16_1.xyz; u_xlat16_6.xyz = clamp(u_xlat16_6.xyz, 0.0, 1.0); u_xlat16_4.x = dot(u_xlat16_6.xyz, vec3(0.212672904, 0.715152204, 0.0721750036)); u_xlat16_29 = min(u_xlat16_3.x, u_xlat16_4.x); u_xlat16_3.x = max(u_xlat16_3.x, u_xlat16_4.x); u_xlat16_3.x = max(u_xlat16_11.x, u_xlat16_3.x); u_xlatb1.x = u_xlat16_3.x=0.0; u_xlat25 = (u_xlatb25) ? 1.0 : -1.0; u_xlat2.x = sqrt(u_xlat2.x); u_xlat2.x = (-u_xlat2.x) + 1.0; u_xlat25 = u_xlat25 * u_xlat2.x; u_xlat1.xyz = vec3(u_xlat25) * vec3(0.00392156886, 0.00392156886, 0.00392156886) + u_xlat1.xyz; u_xlat16_3.xyz = u_xlat1.xyz + vec3(0.0549999997, 0.0549999997, 0.0549999997); u_xlat16_3.xyz = u_xlat16_3.xyz * vec3(0.947867334, 0.947867334, 0.947867334); u_xlat2.xyz = log2(abs(u_xlat16_3.xyz)); u_xlat2.xyz = u_xlat2.xyz * vec3(2.4000001, 2.4000001, 2.4000001); u_xlat2.xyz = exp2(u_xlat2.xyz); u_xlat16_3.xyz = u_xlat1.xyz * vec3(0.0773993805, 0.0773993805, 0.0773993805); u_xlatb1.xyz = greaterThanEqual(vec4(0.0404499993, 0.0404499993, 0.0404499993, 0.0), u_xlat1.xyzx).xyz; SV_Target0.x = (u_xlatb1.x) ? u_xlat16_3.x : u_xlat2.x; SV_Target0.y = (u_xlatb1.y) ? u_xlat16_3.y : u_xlat2.y; SV_Target0.z = (u_xlatb1.z) ? u_xlat16_3.z : u_xlat2.z; SV_Target0.w = 1.0; return; } #endif $GlobalsP_GlobalMipBias _SourceSize _Grain_Params _Grain_TilingParams0_Dithering_Params@ _BlitTexture_Grain_Texture_BlueNoise_Texture$Globals