static int Main(string[] args) { var service = new CompilerService("shadercompiler.log"); var result = service.Preprocess(System.IO.File.ReadAllText("TestCompiler.shader"), "MyLocation"); var snip = result.Snippets[0]; var cResult = service.CompileSnippet(snip.Text, "MyLocation", null, Platform.OpenGL, Function.Vertex); Console.WriteLine(cResult.Shader); return(0); }
static int Main(string[] args) { var service = new CompilerService("shadercompiler.log"); var result = service.Preprocess(@" Shader ""Hidden/FXAA II"" { Properties { _MainTex (""Base (RGB)"", 2D) = ""white"" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include ""UnityCG.cginc"" #pragma target 5.0 #pragma glsl #pragma exclude_renderers d3d11_9x #define FXAA_HLSL_3 1 /*============================================================================ FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA ============================================================================*/ /*============================================================================ API PORTING ============================================================================*/ #ifndef FXAA_GLSL_120 #define FXAA_GLSL_120 0 #endif #ifndef FXAA_GLSL_130 #define FXAA_GLSL_130 0 #endif #ifndef FXAA_HLSL_3 #define FXAA_HLSL_3 0 #endif #ifndef FXAA_HLSL_4 #define FXAA_HLSL_4 0 #endif /*--------------------------------------------------------------------------*/ #if FXAA_GLSL_120 // Requires, // #version 120 // #extension GL_EXT_gpu_shader4 : enable #define int2 ivec2 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define FxaaInt2 ivec2 #define FxaaFloat2 vec2 #define FxaaSat(a) clamp((a), 0.0, 1.0) #define FxaaTex sampler2D #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) #endif /*--------------------------------------------------------------------------*/ #if FXAA_GLSL_130 // Requires ""#version 130"" or better #define int2 ivec2 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define FxaaInt2 ivec2 #define FxaaFloat2 vec2 #define FxaaSat(a) clamp((a), 0.0, 1.0) #define FxaaTex sampler2D #define FxaaTexLod0(t, p) textureLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) #endif /*--------------------------------------------------------------------------*/ #if FXAA_HLSL_3 #define int2 float2 #define FxaaInt2 float2 #define FxaaFloat2 float2 #define FxaaSat(a) saturate((a)) #define FxaaTex sampler2D #define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) #endif /*--------------------------------------------------------------------------*/ #if FXAA_HLSL_4 #define FxaaInt2 int2 #define FxaaFloat2 float2 #define FxaaSat(a) saturate((a)) struct FxaaTex { SamplerState smpl; Texture2D tex; }; #define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) #endif /*============================================================================ VERTEX SHADER ============================================================================*/ float4 FxaaVertexShader( float2 pos, // Both x and y range {-1.0 to 1.0 across screen}. float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight} /*--------------------------------------------------------------------------*/ #define FXAA_SUBPIX_SHIFT (1.0/4.0) /*--------------------------------------------------------------------------*/ float4 posPos; posPos.xy = (pos.xy * 0.5) + 0.5; posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); return posPos; } /*============================================================================ PIXEL SHADER ============================================================================*/ float3 FxaaPixelShader( float4 posPos, // Output of FxaaVertexShader interpolated across screen. FxaaTex tex, // Input texture. float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}. /*--------------------------------------------------------------------------*/ #define FXAA_REDUCE_MIN (1.0/128.0) #define FXAA_REDUCE_MUL (1.0/8.0) #define FXAA_SPAN_MAX 8.0 /*--------------------------------------------------------------------------*/ float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; /*--------------------------------------------------------------------------*/ float3 luma = float3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); /*--------------------------------------------------------------------------*/ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); /*--------------------------------------------------------------------------*/ float2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); /*--------------------------------------------------------------------------*/ float dirReduce = max( (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * rcpFrame.xy; /*--------------------------------------------------------------------------*/ float3 rgbA = (1.0/2.0) * ( FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; return rgbB; } struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; float4 _MainTex_TexelSize; v2f vert (appdata_img v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); return o; } sampler2D _MainTex; float4 frag (v2f i) : COLOR0 { return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); } ENDCG } } Fallback off } " , "MyLocation"); var snip = result.Snippets[0]; var cResult = service.CompileSnippet(snip.Text, "MyLocation", null, Platform.Flash, Function.Vertex); service.Dispose(); Console.Read(); return(0); }
static int Main(string[] args) { var service = new CompilerService("shadercompiler.log"); var result = service.Preprocess(@" Shader ""Hidden/FXAA II"" { Properties { _MainTex (""Base (RGB)"", 2D) = ""white"" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include ""UnityCG.cginc"" #pragma target 5.0 #pragma glsl #pragma exclude_renderers d3d11_9x #define FXAA_HLSL_3 1 /*============================================================================ FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA ============================================================================*/ /*============================================================================ API PORTING ============================================================================*/ #ifndef FXAA_GLSL_120 #define FXAA_GLSL_120 0 #endif #ifndef FXAA_GLSL_130 #define FXAA_GLSL_130 0 #endif #ifndef FXAA_HLSL_3 #define FXAA_HLSL_3 0 #endif #ifndef FXAA_HLSL_4 #define FXAA_HLSL_4 0 #endif /*--------------------------------------------------------------------------*/ #if FXAA_GLSL_120 // Requires, // #version 120 // #extension GL_EXT_gpu_shader4 : enable #define int2 ivec2 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define FxaaInt2 ivec2 #define FxaaFloat2 vec2 #define FxaaSat(a) clamp((a), 0.0, 1.0) #define FxaaTex sampler2D #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) #endif /*--------------------------------------------------------------------------*/ #if FXAA_GLSL_130 // Requires ""#version 130"" or better #define int2 ivec2 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define FxaaInt2 ivec2 #define FxaaFloat2 vec2 #define FxaaSat(a) clamp((a), 0.0, 1.0) #define FxaaTex sampler2D #define FxaaTexLod0(t, p) textureLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) #endif /*--------------------------------------------------------------------------*/ #if FXAA_HLSL_3 #define int2 float2 #define FxaaInt2 float2 #define FxaaFloat2 float2 #define FxaaSat(a) saturate((a)) #define FxaaTex sampler2D #define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) #endif /*--------------------------------------------------------------------------*/ #if FXAA_HLSL_4 #define FxaaInt2 int2 #define FxaaFloat2 float2 #define FxaaSat(a) saturate((a)) struct FxaaTex { SamplerState smpl; Texture2D tex; }; #define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) #endif /*============================================================================ VERTEX SHADER ============================================================================*/ float4 FxaaVertexShader( float2 pos, // Both x and y range {-1.0 to 1.0 across screen}. float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight} /*--------------------------------------------------------------------------*/ #define FXAA_SUBPIX_SHIFT (1.0/4.0) /*--------------------------------------------------------------------------*/ float4 posPos; posPos.xy = (pos.xy * 0.5) + 0.5; posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); return posPos; } /*============================================================================ PIXEL SHADER ============================================================================*/ float3 FxaaPixelShader( float4 posPos, // Output of FxaaVertexShader interpolated across screen. FxaaTex tex, // Input texture. float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}. /*--------------------------------------------------------------------------*/ #define FXAA_REDUCE_MIN (1.0/128.0) #define FXAA_REDUCE_MUL (1.0/8.0) #define FXAA_SPAN_MAX 8.0 /*--------------------------------------------------------------------------*/ float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; /*--------------------------------------------------------------------------*/ float3 luma = float3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); /*--------------------------------------------------------------------------*/ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); /*--------------------------------------------------------------------------*/ float2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); /*--------------------------------------------------------------------------*/ float dirReduce = max( (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * rcpFrame.xy; /*--------------------------------------------------------------------------*/ float3 rgbA = (1.0/2.0) * ( FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; return rgbB; } struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; float4 _MainTex_TexelSize; v2f vert (appdata_img v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); return o; } sampler2D _MainTex; float4 frag (v2f i) : COLOR0 { return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); } ENDCG } } Fallback off } ", "MyLocation"); var snip = result.Snippets[0]; var cResult = service.CompileSnippet(snip.Text, "MyLocation", null, Platform.Flash, Function.Vertex); service.Dispose(); Console.Read(); return 0; }