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