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- #include "ReShade.fxh"
- uniform bool PHOSPHOR <
- ui_type = "bool";
- ui_label = "Toggle Phosphor [CRT-Hyllian]";
- > = true;
- uniform float VSCANLINES <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 1.0;
- ui_label = "Scanlines Direction [CRT-Hyllian]";
- > = 0.0;
- uniform float InputGamma <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 5.0;
- ui_step = 0.1;
- ui_label = "Input Gamma [CRT-Hyllian]";
- > = 2.5;
- uniform float OutputGamma <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 5.0;
- ui_step = 0.1;
- ui_label = "Output Gamma [CRT-Hyllian]";
- > = 2.2;
- uniform float SHARPNESS <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 5.0;
- ui_step = 1.0;
- ui_label = "Sharpness Hack [CRT-Hyllian]";
- > = 1.0;
- uniform float COLOR_BOOST <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 2.0;
- ui_step = 0.05;
- ui_label = "Color Boost [CRT-Hyllian]";
- > = 1.5;
- uniform float RED_BOOST <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 2.0;
- ui_step = 0.01;
- ui_label = "Red Boost [CRT-Hyllian]";
- > = 1.0;
- uniform float GREEN_BOOST <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 2.0;
- ui_step = 0.01;
- ui_label = "Green Boost [CRT-Hyllian]";
- > = 1.0;
- uniform float BLUE_BOOST<
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 2.0;
- ui_step = 0.01;
- ui_label = "Blue Boost [CRT-Hyllian]";
- > = 1.0;
- uniform float SCANLINES_STRENGTH<
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.02;
- ui_label = "Scanlines Strength [CRT-Hyllian]";
- > = 0.05;
- uniform float BEAM_MIN_WIDTH <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.02;
- ui_label = "Min Beam Width [CRT-Hyllian]";
- > = 0.86;
- uniform float BEAM_MAX_WIDTH <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.02;
- ui_label = "Max Beam Width [CRT-Hyllian]";
- > = 1.0;
- uniform float CRT_ANTI_RINGING <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.1;
- ui_label = "CRT Anti-Ringing [CRT-Hyllian]";
- > = 0.8;
- /* COMPATIBILITY
- - HLSL compilers
- - Cg compilers
- */
- /*
- Hyllian's CRT Shader
- Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #define GAMMA_IN(color) pow(color, float3(InputGamma, InputGamma, InputGamma))
- #define GAMMA_OUT(color) pow(color, float3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
- // Horizontal cubic filter.
- // Some known filters use these values:
- // B = 0.0, C = 0.0 => Hermite cubic filter.
- // B = 1.0, C = 0.0 => Cubic B-Spline filter.
- // B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
- // B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
- // B = 0.3782, C = 0.3109 => Robidoux filter.
- // B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
- // B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
- // For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
- // Change these params to configure the horizontal filter.
- uniform float B = 0.0;
- uniform float C = 0.5;
- float fmod(float a, float b)
- {
- float c = frac(abs(a/b))*abs(b);
- return (a < 0) ? -c : c; /* if ( a < 0 ) c = 0-c */
- }
- float4 PS_Hyllian(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target{
- float4x4 invX = float4x4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
- (12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
- -(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
- (B + 6.0*C)/6.0, -C, 0.0, 0.0);
- float3 color;
- float2 TextureSize = float2(SHARPNESS*ReShade::ScreenSize.x, ReShade::ScreenSize.y);
- float2 dx = lerp(float2(1.0/TextureSize.x, 0.0), float2(0.0, 1.0/TextureSize.y), VSCANLINES);
- float2 dy = lerp(float2(0.0, 1.0/TextureSize.y), float2(1.0/TextureSize.x, 0.0), VSCANLINES);
- float2 pix_coord = uv*TextureSize+float2(-0.5,0.5);
- float2 tc = lerp((floor(pix_coord)+float2(0.5,0.5))/TextureSize, (floor(pix_coord)+float2(1.0,-0.5))/TextureSize, VSCANLINES);
- float2 fp = lerp(frac(pix_coord), frac(pix_coord.yx), VSCANLINES);
- float3 c00 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc - dx - dy).xyz);
- float3 c01 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc - dy).xyz);
- float3 c02 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc + dx - dy).xyz);
- float3 c03 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc + 2.0*dx - dy).xyz);
- float3 c10 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc - dx).xyz);
- float3 c11 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc ).xyz);
- float3 c12 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc + dx).xyz);
- float3 c13 = GAMMA_IN(tex2D(ReShade::BackBuffer, tc + 2.0*dx).xyz);
- // Get min/max samples
- float3 min_sample = min(min(c01,c11), min(c02,c12));
- float3 max_sample = max(max(c01,c11), max(c02,c12));
- float4x3 color_matrix0 = float4x3(c00, c01, c02, c03);
- float4x3 color_matrix1 = float4x3(c10, c11, c12, c13);
- float4 invX_Px = mul(invX, float4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
- float3 color0 = mul(invX_Px, color_matrix0);
- float3 color1 = mul(invX_Px, color_matrix1);
- // Anti-ringing
- float3 aux = color0;
- color0 = clamp(color0, min_sample, max_sample);
- color0 = lerp(aux, color0, CRT_ANTI_RINGING);
- aux = color1;
- color1 = clamp(color1, min_sample, max_sample);
- color1 = lerp(aux, color1, CRT_ANTI_RINGING);
- float pos0 = fp.y;
- float pos1 = 1 - fp.y;
- float3 lum0 = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), color0);
- float3 lum1 = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), color1);
- float3 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0);
- float3 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0);
- d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
- d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
- color = clamp(color0*d0+color1*d1, 0.0, 1.0);
- color *= COLOR_BOOST*float3(RED_BOOST, GREEN_BOOST, BLUE_BOOST);
- float mod_factor = lerp(uv.x * ReShade::ScreenSize.x * ReShade::ScreenSize.x / ReShade::ScreenSize, uv.y * ReShade::ScreenSize.y * ReShade::ScreenSize.y / ReShade::ScreenSize.y, VSCANLINES);
- float3 dotMaskWeights = lerp(
- float3(1.0, 0.7, 1.0),
- float3(0.7, 1.0, 0.7),
- floor(fmod(mod_factor, 2.0))
- );
- color.rgb *= lerp(float3(1.0), dotMaskWeights, PHOSPHOR);
- color = GAMMA_OUT(color);
- return float4(color, 1.0);
- }
- technique CRTHyllian {
- pass Hyllian {
- VertexShader=PostProcessVS;
- PixelShader=PS_Hyllian;
- }
- }
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