Remove unused

This commit is contained in:
Jean Lamarre 2022-10-29 19:37:10 -04:00
parent b020428ca6
commit ff34d099af
17 changed files with 60 additions and 1107 deletions

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@ -1,135 +0,0 @@
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/*
* https://cyangamedev.wordpress.com/2020/06/22/urp-post-processing/
*
* FIRST TRY NOT USING
* 29 octobre
*/
namespace Shaders
{
public class Blit : ScriptableRendererFeature
{
private class BlitPass : ScriptableRenderPass
{
public enum RenderTarget
{
Color,
RenderTexture,
}
public Material blitMaterial = null;
public int blitShaderPassIndex = 0;
public FilterMode filterMode { get; set; }
private RenderTargetIdentifier source { get; set; }
private RenderTargetHandle destination { get; set; }
RenderTargetHandle m_TemporaryColorTexture;
string m_ProfilerTag;
public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)
{
this.renderPassEvent = renderPassEvent;
this.blitMaterial = blitMaterial;
this.blitShaderPassIndex = blitShaderPassIndex;
m_ProfilerTag = tag;
m_TemporaryColorTexture.Init("_TemporaryColorTexture");
}
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
opaqueDesc.depthBufferBits = 0;
// Can't read and write to same color target, use a TemporaryRT
if (destination == RenderTargetHandle.CameraTarget)
{
cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);
Blit(cmd, m_TemporaryColorTexture.Identifier(), source);
}
else
{
Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination == RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
}
}
[System.Serializable]
public class BlitSettings
{
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
public Material blitMaterial = null;
public int blitMaterialPassIndex = -1;
public Target destination = Target.Color;
public string textureId = "_BlitPassTexture";
public bool alwaysRender = false;
}
public enum Target
{
Color,
Texture
}
public BlitSettings settings = new BlitSettings();
RenderTargetHandle m_RenderTextureHandle;
BlitPass blitPass;
public override void Create()
{
var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name);
m_RenderTextureHandle.Init(settings.textureId);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle;
if (settings.blitMaterial == null)
{
Debug.LogWarningFormat(
"Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.",
GetType().Name);
return;
}
#if UNITY_WEBGL
blitPass.Setup(src, dest);
renderer.EnqueuePass(blitPass);
#endif
#if UNITY_EDITOR
if (Application.isPlaying || settings.alwaysRender)
{
blitPass.Setup(src, dest);
renderer.EnqueuePass(blitPass);
}
#endif
}
}
}

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@ -1,3 +0,0 @@
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@ -21,7 +21,7 @@ Material:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: CRTMaterialShader m_Name: CRTMaterialShader
m_Shader: {fileID: 4800000, guid: 7d830e9754227db4b89bacfdc753e135, type: 3} m_Shader: {fileID: 4800000, guid: d4c49b1ac4f8dd44d98d7885681c6d4d, type: 3}
m_ValidKeywords: [] m_ValidKeywords: []
m_InvalidKeywords: [] m_InvalidKeywords: []
m_LightmapFlags: 4 m_LightmapFlags: 4
@ -105,7 +105,7 @@ Material:
- _GlossMapScale: 0 - _GlossMapScale: 0
- _Glossiness: 0 - _Glossiness: 0
- _GlossyReflections: 0 - _GlossyReflections: 0
- _Intensity: 1 - _Intensity: 0.96
- _Metallic: 0 - _Metallic: 0
- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Parallax: 0.005 - _Parallax: 0.005
@ -118,24 +118,24 @@ Material:
- _Surface: 0 - _Surface: 0
- _WorkflowMode: 1 - _WorkflowMode: 1
- _ZWrite: 1 - _ZWrite: 1
- u_bend: 4.84 - u_bend: 4.03
- u_blue_offset_y: 0.0021 - u_blue_offset_y: 0.0021
- u_green_offset_y: 0 - u_green_offset_y: 0
- u_noise_amount: 0.015 - u_noise_amount: 0.0154
- u_noise_size: 417 - u_noise_size: 417
- u_red_offset_y: -0.0021 - u_red_offset_y: -0.0024
- u_scanlin_transparence1: 0.024 - u_scanlin_transparence1: 0.005
- u_scanlin_transparence2: 0.024 - u_scanlin_transparence2: 0.005
- u_scanline_amount: 0.047 - u_scanline_amount: 0.143
- u_scanline_size_1: 277 - u_scanline_size_1: 277
- u_scanline_size_2: 521 - u_scanline_size_2: 521
- u_scanline_speed_1: 94.13 - u_scanline_speed_1: 1569.4
- u_scanline_speed_2: 30 - u_scanline_speed_2: 76.6
- u_space_bend: 2 - u_space_bend: 1.993
- u_time: 15.95 - u_time: 5.1
- u_vignette_edge_round: 6 - u_vignette_edge_round: 11.6
- u_vignette_size: 1.81 - u_vignette_size: 1.95
- u_vignette_smoothness: 0.51 - u_vignette_smoothness: 0.82
m_Colors: m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}

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- u_space_bend: 1.993
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- u_vignette_edge_round: 11.6
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@ -1,4 +1,4 @@
Shader "CRTShader" Shader "CRTShaderFixed"
{ {
Properties Properties
{ {
@ -28,35 +28,49 @@ Shader "CRTShader"
// No culling or depth // No culling or depth
Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off ZTest Always
Tags
{
"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
}
Pass Pass
{ {
CGPROGRAM HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "UnityCG.cginc" TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
struct appdata float _Intensity;
struct Attributes
{ {
float4 vertex : POSITION; float4 positionOS : POSITION;
float2 uv : TEXCOORD0; float2 uv : TEXCOORD0;
}; };
struct v2f struct Varyings
{ {
float2 uv : TEXCOORD0; float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
}; };
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex; Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
output.uv = input.uv;
return output;
}
uniform float u_time; uniform float u_time;
uniform float u_bend; uniform float u_bend;
@ -128,26 +142,29 @@ Shader "CRTShader"
return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y); return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
} }
fixed4 frag(v2f i) : SV_Target float4 frag(Varyings i) : SV_Target
{ {
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
u_time = _Time; u_time = _Time;
half2 crt_uv = crt_coords(i.uv, u_bend); half2 crt_uv = crt_coords(i.uv, u_bend);
fixed4 col; float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
col.r = tex2D(_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
col.g = tex2D(_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g; color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
col.b = tex2D(_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b; color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
col.a = tex2D(_MainTex, crt_uv).a; color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1); float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2); float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
color = lerp(color, (s1 + s2), u_scanline_amount);
color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
col = lerp(col, fixed(s1 + s2), u_scanline_amount); return color;
return lerp(col, fixed(noise(i.uv * u_noise_size)), u_noise_amount) * vignette(
i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
} }
ENDCG ENDHLSL
} }
} }
FallBack "Diffuse"
} }

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@ -1,170 +0,0 @@
Shader "CRTShaderFixed"
{
Properties
{
_MainTex("Texture", 2D) = "Transparent" {}
u_time("Time",float) = 0.5
u_bend("Bend",range(0.5, 10.0)) = 0.5
u_space_bend("Space Bend",range(1.5, 2.5)) = 2.5
u_scanlin_transparence1("Scanline 1 Transparence",range(0, 0.5)) = 0.5
u_scanline_size_1("Scanline Size 1",range(0, 750)) = 0.5
u_scanline_speed_1("Scanline Speed 1",float) = 0.5
u_scanlin_transparence2("Scanline 2 Transparence",range(0, 0.5)) = 0.5
u_scanline_size_2("Scanline Size 2",range(0, 750)) = 0.5
u_scanline_speed_2("Scanline Speed 2",float) = 0.5
u_scanline_amount("Scanline Amount",range(0, 1)) = 0.5
u_vignette_size("Vignette Size",range(0, 10)) = 0.5
u_vignette_smoothness("Vignette Smoothness",range(0, 2)) = 0.5
u_vignette_edge_round("Vignette Edge Round",range(0, 100)) = 0.5
u_noise_size("Noise Size",range(0, 500 )) = 0.5
u_noise_amount("Noise Amount",range(0, 0.15)) = 0.5
u_red_offset_y("Red Offset",range(-0.01,0.01)) = 0
u_green_offset_y("Green Offset",range(-0.01,0.01)) = 0
u_blue_offset_y("Blue Offset",range(-0.01,0.01)) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Tags
{
"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
}
Pass
{
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#pragma vertex vert
#pragma fragment frag
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float _Intensity;
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
output.uv = input.uv;
return output;
}
uniform float u_time;
uniform float u_bend;
uniform float u_space_bend;
uniform float u_scanlin_transparence1;
uniform float u_scanline_size_1;
uniform float u_scanline_speed_1;
uniform float u_scanlin_transparence2;
uniform float u_scanline_size_2;
uniform float u_scanline_speed_2;
uniform float u_scanline_amount;
uniform float u_vignette_size;
uniform float u_vignette_smoothness;
uniform float u_vignette_edge_round;
uniform float u_noise_size;
uniform float u_noise_amount;
uniform float u_red_offset_y;
uniform float u_green_offset_y;
uniform float u_blue_offset_y;
half2 u_color_offset(float offset)
{
return half2(0, offset);
}
half2 crt_coords(half2 uv, float bend)
{
uv -= 0.5;
uv *= 2.;
uv.x *= 1. + pow(abs(uv.y) / bend, 2.);
uv.y *= 1. + pow(abs(uv.x) / bend, 2.);
uv /= u_space_bend;
return (uv + .5);
}
float vignette(half2 uv, float size, float smoothness, float edgeRounding)
{
uv -= .5;
uv *= size;
float amount = sqrt(pow(abs(uv.x), edgeRounding) + pow(abs(uv.y), edgeRounding));
amount = 1. - amount;
return smoothstep(0, smoothness, amount);
}
float scanline(half2 uv, float lines, float speed, float transparence)
{
return sin(uv.y * lines + u_time * speed) * transparence;
}
float random(half2 uv)
{
return frac(sin(dot(uv, half2(15.1511, 42.5225))) * 12341.51611 * sin(u_time * 0.03));
}
float noise(half2 uv)
{
half2 i = floor(uv);
half2 f = frac(uv);
float a = random(i);
float b = random(i + half2(1., 0.));
float c = random(i + half2(0, 1.));
float d = random(i + half2(1., 1.));
half2 u = smoothstep(0., 1., f);
return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
}
float4 frag(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
u_time = _Time;
half2 crt_uv = crt_coords(i.uv, u_bend);
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
color = lerp(color, (s1 + s2), u_scanline_amount);
color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
return color;
}
ENDHLSL
}
}
FallBack "Diffuse"
}

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