unityzgy/Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.shader
ayuan9957 8cfebcb657 feat: 丘陵地形优化与注册 + 地形材质调整
- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次
- 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域)
- 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层
- 山地/海岛/沙漠: 地形材质参数调整
2026-07-29 15:50:34 +08:00

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Shader "Hidden/PostProcessing/DepthOfField"
{
// SubShader with SM 5.0 support
// DX11+, OpenGL 4.3+, OpenGL ES 3.1+AEP, Vulkan, consoles
// Gather intrinsics are used to reduce texture sample count.
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass // 0
{
Name "CoC Calculation"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragCoC
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 1
{
Name "CoC Temporal Filter"
HLSLPROGRAM
#pragma target 5.0
#pragma vertex VertDefault
#pragma fragment FragTempFilter
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 2
{
Name "Downsample and Prefilter"
HLSLPROGRAM
#pragma target 5.0
#pragma vertex VertDefault
#pragma fragment FragPrefilter
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 3
{
Name "Bokeh Filter (small)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_SMALL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 4
{
Name "Bokeh Filter (medium)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_MEDIUM
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 5
{
Name "Bokeh Filter (large)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_LARGE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 6
{
Name "Bokeh Filter (very large)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_VERYLARGE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 7
{
Name "Postfilter"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragPostBlur
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 8
{
Name "Combine"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragCombine
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 9
{
Name "Debug Overlay"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragDebugOverlay
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
}
// Fallback SubShader with SM 3.5
// DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, consoles
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass // 0
{
Name "CoC Calculation"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragCoC
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 1
{
Name "CoC Temporal Filter"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragTempFilter
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 2
{
Name "Downsample and Prefilter"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragPrefilter
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 3
{
Name "Bokeh Filter (small)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_SMALL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 4
{
Name "Bokeh Filter (medium)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_MEDIUM
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 5
{
Name "Bokeh Filter (large)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_LARGE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 6
{
Name "Bokeh Filter (very large)"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragBlur
#define KERNEL_VERYLARGE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 7
{
Name "Postfilter"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragPostBlur
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 8
{
Name "Combine"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragCombine
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
Pass // 9
{
Name "Debug Overlay"
HLSLPROGRAM
#pragma target 3.5
#pragma vertex VertDefault
#pragma fragment FragDebugOverlay
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl"
ENDHLSL
}
}
}