Added Unity project files

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2026-06-07 16:58:24 +01:00
parent 3cc05d260b
commit 23bbcab156
3942 changed files with 453676 additions and 0 deletions

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Shader "Hidden/VRChat/CropShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TargetWidth("Target Width", Float) = 800
_TargetHeight("Target Height", Float) = 600
_ForceLinear("Force Linear", Int) = 0
_ForceGamma("Force Gamma", Int) = 0
[ToggleUI]_CenterCrop("Center Crop", Int) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float _TargetWidth;
float _TargetHeight;
int _CenterCrop;
int _ForceLinear;
int _ForceGamma;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
float sourceWidth = _MainTex_TexelSize.z;
float sourceHeight = _MainTex_TexelSize.w;
float sourceAspect = sourceWidth / sourceHeight;
float targetAspect = _TargetWidth / _TargetHeight;
float2 uv = i.uv;
float2 correctiveScale = 0;
float mask = 1;
if (abs(sourceAspect - targetAspect) < 0.001)
{
float4 col = _MainTex.Sample(sampler_MainTex, uv);
if (_ForceGamma)
{
col.rgb = pow(col.rgb, 1.0/2.2);
}
if (_ForceLinear)
{
col.rgb = pow(col.rgb, 2.2);
}
return col;
}
float2 normalizedResolution = float2(sourceWidth / targetAspect, sourceHeight);
if (_CenterCrop ? (normalizedResolution.x < normalizedResolution.y) : (normalizedResolution.x > normalizedResolution.y))
{
correctiveScale = float2(1, normalizedResolution.y / normalizedResolution.x);
}
else
{
correctiveScale = float2(normalizedResolution.x / normalizedResolution.y, 1);
}
uv = ((uv - 0.5) / correctiveScale) + 0.5;
float2 uvPadding = (1 / float2(sourceWidth, sourceHeight)) * 0.1;
float2 uvfwidth = fwidth(uv.xy);
float2 maxFactor = smoothstep(uvfwidth + uvPadding + 1, uvPadding + 1, uv.xy);
float2 minFactor = smoothstep(-uvfwidth - uvPadding, -uvPadding, uv.xy);
mask = maxFactor.x * maxFactor.y * minFactor.x * minFactor.y;
float4 col = _MainTex.Sample(sampler_MainTex, uv);
col.rgb = lerp(col.rgb, float3(0.5,0.5,0.5), 1 - mask);
if (_ForceGamma)
{
col.rgb = pow(col.rgb, 1.0/2.2);
}
if (_ForceLinear)
{
col.rgb = pow(col.rgb, 2.2);
}
return col;
}
ENDCG
}
}
}

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/*
* BSD 3-Clause License
*
* Copyright (c) 2016, Nicolas Weber, Sandra C. Amend / GCC / TU-Darmstadt
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the <organization> nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* HLSL/Unity version Copyright (c) 2024, Chelsea "Feilen" Jaggi and VRChat Inc
* The following is also licensed under the BSD 3-Clause License.
*
* This is a HLSL/Unity Compute shader implementation of the original cuda code
* available at https://github.com/mergian/dpid, adjusted to be used as an
* AssetPostprocessor (in-SDK) and a fully GPU-side texture updater (in-game)
* for generating mipmaps in Unity. The algorithm is intended to intentionally
* over-emphasize 'perceptually relevant' details, avoiding the need for
* post-sharpening typical in traditional downscaling algorithms.
*/
// TODO: 'quality' mode which does a gaussian filter of the original image, rather than box.
// Original paper says this makes little difference
#pragma kernel KernelGuidance GUIDANCE_SAMPLING
#pragma kernel KernelDownsampling DPID_SAMPLING
// Constants
#define THREADS 64
#define USE_WARP_REDUCTION 1
#define FLT_EPS 1.192092896e-07
//#define DEBUG_GUIDANCE 1
//#define DEBUG_INVERT 1
//#define DEBUG_BOXBLUR 1
// Buffers
Texture2D<unorm float4> _Input;
// OpenGL (ES) and Vulkan don't like RWTexture2D<> to be read/write, they bind them as write-only
#if defined(DPID_SAMPLING)
Texture2D<unorm float4> _Guidance;
#endif
RWTexture2D<unorm float4> _Output;
// For summation
groupshared float4 colorResultBuffer[THREADS]; // Output buffer where the results will be written
groupshared float factorResultBuffer[THREADS]; // Output buffer where the results will be written
groupshared float factorAlphaResultBuffer[THREADS]; // Output buffer where the results will be written
uint oWidth;
uint oHeight;
uint iWidth;
uint iHeight;
float pWidth;
float pHeight;
float lambda;
// Desired behavior for alpha handling is that, for example, a pure-white-on-black linear RGB star will end up the same as a pure alpha-on-transparent star
bool premultiplyAlpha;
bool sRGB;
bool normalMap;
struct ColorFactor
{
float4 color;
float factor;
float factorAlpha;
};
// Helper functions
inline void normalize(inout ColorFactor var, float4 fallbackColor)
{
if (!premultiplyAlpha)
{
if (var.factor < FLT_EPS)
{
var.color = fallbackColor;
}
else
{
var.color /= var.factor;
}
}
else
{
// Edge case where we have a single transparent pixel for 4 inputs,
// results in the non-transparent color becoming dominant.
// Then when we try and get contributions, it ends up re-emphasizing the hidden ones
if (var.factor < FLT_EPS)
{
var.color.rgb = fallbackColor.rgb;
}
else
{
var.color.rgb /= var.factor;
}
if (var.factorAlpha < FLT_EPS)
{
var.color.a = fallbackColor.a;
}
else
{
var.color.a /= var.factorAlpha;
}
}
var.factor = var.factorAlpha = 1.0f;
}
inline float3 LinearToSRGB(float3 color)
{
float3 sRGBLo = color * 12.92;
float3 sRGBHi = 1.055 * pow(abs(color), 1.0 / 2.4) - 0.055;
float3 isLow = step(color, 0.0031308);
return lerp(sRGBHi, sRGBLo, isLow);
}
inline float3 SRGBToLinear(float3 color)
{
float3 linearLo = color / 12.92;
float3 linearHi = pow((color + 0.055) / 1.055, 2.4);
float3 isLow = step(color, 0.04045);
return lerp(linearHi, linearLo, isLow);
}
// Sum up everything within our one group
void WarpReduce(inout float4 value, inout float factor, inout float factorAlpha, uint indexInGroup)
{
// Store the value in global buffer
colorResultBuffer[indexInGroup] = value;
factorResultBuffer[indexInGroup] = factor;
factorAlphaResultBuffer[indexInGroup] = factorAlpha;
// Synchronize to ensure all values are written
GroupMemoryBarrierWithGroupSync();
// Perform wave active sum reduction within the group
for (uint stride = THREADS / 2; stride > 0; stride /= 2)
{
// A coyote informed me that lanes can get out-of-order reads on some hardware
float4 c = colorResultBuffer[indexInGroup + stride];
float f = factorResultBuffer[indexInGroup + stride];
float fa = factorAlphaResultBuffer[indexInGroup + stride];
GroupMemoryBarrierWithGroupSync();
if (indexInGroup < stride)
{
colorResultBuffer[indexInGroup] += c;
factorResultBuffer[indexInGroup] += f;
factorAlphaResultBuffer[indexInGroup] += fa;
}
GroupMemoryBarrierWithGroupSync();
}
// Return the reduced sum for this warp
value = colorResultBuffer[0];
factor = factorResultBuffer[0];
factorAlpha = factorAlphaResultBuffer[0];
}
inline void add(inout ColorFactor var, float4 color, float factorColor, float factorAlpha)
{
// Without the 'max' term here, normalizing produces invalid results
if (!premultiplyAlpha)
{
var.color += color * factorColor;
var.factor += factorColor;
}
else
{
float premultFactor = factorColor * color.a;
var.color.rgb += color.rgb * premultFactor;
var.color.a += factorAlpha * color.a;
var.factor += premultFactor;
}
var.factorAlpha += factorAlpha;
}
inline float applyLambda(float dist, float lambdaValue)
{
if (lambdaValue == 0.0f)
return 1.0f;
else if (lambdaValue == 1.0f)
return dist;
return pow(dist, lambdaValue);
}
inline float contribution(float2 max_f, float2 min_f, uint x, uint y)
{
float f = 1.0f;
float fx = (float)x, fy = (float)y;
if (fx < max_f.x) f *= 1.0f - (max_f.x - fx);
if ((fx + 1.0f) > min_f.x) f *= 1.0f - ((fx + 1.0f) - min_f.x);
if (fy < max_f.y) f *= 1.0f - (max_f.y - fy);
if ((fy + 1.0f) > min_f.y) f *= 1.0f - ((fy + 1.0f) - min_f.y);
return f;
}
inline float distance(float4 avg, float4 color)
{
float4 diff = avg - color;
return length(diff) / 2.0f; // sqrt(2)
}
inline float distance(float3 avg, float3 color)
{
float3 diff = avg - color;
return length(diff) / sqrt(3.0f); // sqrt(2)
}
inline float distance(float avg, float color)
{
return abs(avg - color);
}
// Same as add but does optional srgb conversion
inline void addBoxBlur(inout ColorFactor var, float4 color, float factor)
{
if (sRGB)
color.rgb = SRGBToLinear(color.rgb);
add(var, color, factor, factor);
}
#if defined(DPID_SAMPLING)
float4 BoxBlurSample(uint PX, uint PY) {
const float corner = 1.0;
const float edge = 2.0;
const float center = 4.0;
// calculate average color
ColorFactor avg = { float4(0, 0, 0, 0), 0.0f, 0.0f };
// TOP
if(PY > 0) {
if(PX > 0)
addBoxBlur(avg, _Guidance[int2(PX - 1, PY - 1)], corner);
addBoxBlur(avg, _Guidance[int2(PX, PY - 1)], edge);
if((PX+1) < oWidth)
addBoxBlur(avg, _Guidance[int2(PX + 1, PY - 1)], corner);
}
// LEFT
if(PX > 0)
addBoxBlur(avg, _Guidance[int2(PX - 1, PY)], edge);
// CENTER
addBoxBlur(avg, _Guidance[int2(PX, PY)], center);
// RIGHT
if((PX+1) < oWidth)
addBoxBlur(avg, _Guidance[int2(PX + 1, PY)], edge);
// BOTTOM
if((PY+1) < oHeight) {
if(PX > 0)
addBoxBlur(avg, _Guidance[int2(PX - 1, PY + 1)], corner);
addBoxBlur(avg, _Guidance[int2(PX, PY + 1)], edge);
if((PX+1) < oWidth)
addBoxBlur(avg, _Guidance[int2(PX + 1, PY + 1)], corner);
}
normalize(avg, avg.color);
return avg.color;
}
#endif
// Dispatch is sent as Dispatch(Math.Max(param.oWidth / THREADS, 1), Math.Max(param.oHeight, 1), 1) (ignore numthreads)
// Each warp will handle a patch of patchSize pixels: inputTex.width / outputTex.width, inputTex.height / outputTex.height for PX, PY
// Kernels
void Downsampling(uint3 id, uint3 gid, uint gtid)
{
uint indexInGroup = gtid;
uint PX = id.x / THREADS;
uint PY = id.y;
float2 max_f = float2(max(PX * pWidth, 0.0f), max(PY * pHeight, 0.0f));
float2 min_f = float2(min((PX + 1) * pWidth, iWidth), min((PY + 1) * pHeight, iHeight));
uint2 patchMinCorner = uint2(floor(max_f.x), floor(max_f.y));
uint2 patchMaxCorner = uint2(ceil(min_f.x), ceil(min_f.y));
uint2 patchSize = patchMaxCorner - patchMinCorner;
uint pixelCount = patchSize.x * patchSize.y;
#if defined(DPID_SAMPLING)
float4 avg = BoxBlurSample(PX, PY);
#else
float4 avg = float4(1, 0, 1, 1);
#endif
ColorFactor color = { float4(0, 0, 0, 0), 0.0f, 0.0f };
#if USE_WARP_REDUCTION
for (uint i = indexInGroup; i < pixelCount; i += THREADS)
#else
for(uint i = 0; i < pixelCount; i++)
#endif
{
uint x = patchMinCorner.x + (i % patchSize.x);
uint y = patchMinCorner.y + (i / patchSize.x);
float4 pixel = _Input[int2(x, y)];
if (normalMap)
pixel.ba = 1.0f;
#if defined(DPID_SAMPLING)
float f_c = 0.0f, f_a = 0.0f;
if (premultiplyAlpha)
{
f_c = distance(avg.rgb, pixel.rgb);
f_a = distance(avg.a, pixel.a);
}
else
{
f_c = f_a = distance(avg, pixel);
}
f_c = applyLambda(f_c, lambda);
f_a = applyLambda(f_a, lambda);
float contrib = contribution(max_f, min_f, x, y);
f_c *= contrib;
f_a *= contrib;
#elif defined(GUIDANCE_SAMPLING)
float contrib = contribution(max_f, min_f, x, y);
float f_c = contrib, f_a = contrib;
#endif
bool b = (PX >= oWidth || PY >= oHeight);
add(color, pixel, b ? 0.0f : f_c, b ? 0.0f : f_a);
}
#if USE_WARP_REDUCTION
WarpReduce(color.color, color.factor, color.factorAlpha, indexInGroup);
#endif
if (PX >= oWidth || PY >= oHeight)
return;
if (indexInGroup == 0)
{
normalize(color, avg);
#ifdef DEBUG_INVERT
color.color.xyz = 1 - color.color.xyz;
#endif
if (sRGB)
color.color.xyz = LinearToSRGB(color.color.xyz);
#if defined(DEBUG_GUIDANCE) && defined(DPID_SAMPLING)
_Output[int2(PX, PY)] = _Guidance[int2(PX, PY)];
#else
_Output[int2(PX, PY)] = color.color;
#endif
}
}
#if defined(GUIDANCE_SAMPLING)
[numthreads(THREADS, 1, 1)]
void KernelGuidance(uint3 id : SV_DispatchThreadID, uint3 gid: SV_GroupID, uint gtid: SV_GroupIndex)
{
Downsampling(id, gid, gtid);
}
void KernelDownsampling(uint3 id : SV_DispatchThreadID, uint3 gid: SV_GroupID, uint gtid: SV_GroupIndex) { }
#else
[numthreads(THREADS, 1, 1)]
void KernelDownsampling(uint3 id : SV_DispatchThreadID, uint3 gid: SV_GroupID, uint gtid: SV_GroupIndex)
{
Downsampling(id, gid, gtid);
}
[numthreads(THREADS, 1, 1)]
void KernelGuidance(uint3 id : SV_DispatchThreadID, uint3 gid: SV_GroupID, uint gtid: SV_GroupIndex) { }
#endif

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