Texel Density preset.

This commit is contained in:
max
2021-04-23 17:02:34 +02:00
parent 14d7e7eb41
commit 9f0566f358
22 changed files with 157 additions and 260 deletions

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@ -1,75 +0,0 @@
// Ref: https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-28-mipmap-level-measurement
// https://github.com/jintiao/MipmapLevel/blob/master/Assets/MipmapColor.shader
Shader "Hidden/RS/MipMaps"
{
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSUtilsCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uvmip : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _MipMapColors[15]; // max mipmaps = 1 + floor(log2(maxTexSize))
int _Max;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
int mips = RS_MipCount(_MainTex_TexelSize);
float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
int mipLevels = 1 + floor(log2(max(_MainTex_TexelSize.z, _MainTex_TexelSize.w)));
// int m = RS_MipMap(i.uvmip, _MainTex_TexelSize);
int m = RS_M(i.uvmip, _MainTex_TexelSize);
// int m = RS_Mip(i.uvmip, _MainTex_TexelSize, mipLevels);
// m = clamp(m, 0, _Max);
// m = RS_Remap(m, 0, 15, 0, _Max);
fixed4 mip = _MipMapColors[m];
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 res;
res.rgb = lerp(col.rgb, mip.rgb, mip.a);
res.a = col.a;
return res;
}
ENDCG
}
}
}

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@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: 19d63524eb012af4e8e086121f546128
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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@ -3,6 +3,7 @@
sampler2D _RS_Texture;
float4 _RS_Texture_ST;
float4 _RS_Texture_TexelSize;
float _RS_Sharpness;
fixed4 _RS_Color;
half _RS_Metallic;

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@ -40,9 +40,8 @@ Shader "Hidden/RS/TexelDensity"
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
int mips = RS_MipCount(_MainTex_TexelSize);
float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
//int mip = RS_MipMap(o.uv, _RS_Texture_TexelSize);
o.uvmip = o.uv * _MainTex_TexelSize.zw / (_RS_Texture_TexelSize.zw / 4.0);
return o;
}