gol: use half precision floats

This commit is contained in:
Crispy 2023-06-18 10:07:14 +02:00
parent a80b256a05
commit ee42d06ec7
4 changed files with 230 additions and 11 deletions

View file

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View file

@ -26,7 +26,6 @@
struct v2f struct v2f
{ {
float2 uv : TEXCOORD0; float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
}; };
@ -37,17 +36,16 @@
v2f o; v2f o;
o.vertex = UnityObjectToClipPos(v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv; o.uv = v.uv;
return o; return o;
} }
int state(float2 uv, float x,float y){ int state(half2 uv, half x, half y){
return tex2D(_LastFrame, uv + float2(x, y)).r > 0; return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
} }
fixed4 frag (v2f i) : SV_Target fixed4 frag (v2f i) : SV_Target
{ {
const float d = 1.0/256.0; const half d = 1.0/256.0;
int count = state(i.uv, -d, -d)+ int count = state(i.uv, -d, -d)+
state(i.uv, 0, -d)+ state(i.uv, 0, -d)+
@ -57,8 +55,8 @@
state(i.uv, -d, d)+ state(i.uv, -d, d)+
state(i.uv, 0, d)+ state(i.uv, 0, d)+
state(i.uv, d, d); state(i.uv, d, d);
float4 this =tex2D(_LastFrame, i.uv); half this = tex2D(_LastFrame, i.uv).r;
float state; half state;
if (this.r > 0){ if (this.r > 0){
state = count > 1 && count < 4; state = count > 1 && count < 4;
@ -68,9 +66,7 @@
state = count == 3; state = count == 3;
} }
float4 col = float4(i.uv, 0.5, 1); float4 col = float4(i.uv * state, 0.5 * state, 1);
col *= state;
col.a = 1;
return col; return col;
} }
ENDCG ENDCG

View file

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