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Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Utility/Blur.compute
2026-01-31 00:32:49 +08:00

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#pragma exclude_renderers glcore gles3
#pragma kernel BlurHorizontal
#pragma kernel BlurVertical
#pragma multi_compile_local d_Float1 d_Float2 d_Float3 d_Float4
#if d_Float1
#define m_Type float
#elif d_Float2
#define m_Type float2
#elif d_Float3
#define m_Type float3
#elif d_Float4
#define m_Type float4
#endif
Texture2DArray<m_Type> _Crest_Source;
RWTexture2DArray<m_Type> _Crest_Target;
// (width, height, slices)
uint _Crest_Resolution;
// 5-tap Gaussian (sigma ≈ 1)
static const float w0 = 0.4026;
static const float w1 = 0.2442;
static const float w2 = 0.0545;
uint2 ClampXY(uint2 p)
{
return clamp(p, 0, _Crest_Resolution - 1);
}
[numthreads(8, 8, 1)]
void BlurHorizontal(uint3 id : SV_DispatchThreadID)
{
const int3 p = int3(id.x, id.y, id.z);
const int2 xy = p.xy;
_Crest_Target[p] =
_Crest_Source[id] * w0 +
_Crest_Source[uint3(ClampXY(xy + int2( 1, 0)), p.z)] * w1 +
_Crest_Source[uint3(ClampXY(xy + int2(-1, 0)), p.z)] * w1 +
_Crest_Source[uint3(ClampXY(xy + int2( 2, 0)), p.z)] * w2 +
_Crest_Source[uint3(ClampXY(xy + int2(-2, 0)), p.z)] * w2;
}
[numthreads(8, 8, 1)]
void BlurVertical(uint3 id : SV_DispatchThreadID)
{
const int3 p = int3(id.x, id.y, id.z);
const int2 xy = p.xy;
_Crest_Target[p] =
_Crest_Source[id] * w0 +
_Crest_Source[uint3(ClampXY(xy + int2(0, 1)), p.z)] * w1 +
_Crest_Source[uint3(ClampXY(xy + int2(0, -1)), p.z)] * w1 +
_Crest_Source[uint3(ClampXY(xy + int2(0, 2)), p.z)] * w2 +
_Crest_Source[uint3(ClampXY(xy + int2(0, -2)), p.z)] * w2;
}