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100 zmienionych plików z 8726 dodań i 0 usunięć
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+    skeleton: []
+    armTwist: 0.5
+    foreArmTwist: 0.5
+    upperLegTwist: 0.5
+    legTwist: 0.5
+    armStretch: 0.05
+    legStretch: 0.05
+    feetSpacing: 0
+    globalScale: 1
+    rootMotionBoneName: 
+    hasTranslationDoF: 0
+    hasExtraRoot: 0
+    skeletonHasParents: 1
+  lastHumanDescriptionAvatarSource: {instanceID: 0}
+  animationType: 0
+  humanoidOversampling: 1
+  additionalBone: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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+folderAsset: yes
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package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior.meta

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package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders.meta

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+ 96 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader

@@ -0,0 +1,96 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/ColorCorrectionCurves" {
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "" {}
+
+		_RgbTex ("_RgbTex (RGB)", 2D) = "" {}
+		
+		_ZCurve ("_ZCurve (RGB)", 2D) = "" {}
+		
+		_RgbDepthTex ("_RgbDepthTex (RGB)", 2D) = "" {}
+	}
+	
+	// note: also have a look at ColorCorrectionCurvesSimple
+	//  for a much simpler color correction without use of 
+	//  depth texture lookups
+	
+	// Shader code pasted into all further CGPROGRAM blocks
+	CGINCLUDE
+
+	#include "UnityCG.cginc"
+	
+	struct v2f {
+		float4 pos : SV_POSITION;
+		float2 uv  : TEXCOORD0;
+		float2 uv2 : TEXCOORD1;
+	};
+	 
+	sampler2D _MainTex;
+	sampler2D_float _CameraDepthTexture;
+	
+	float4 _CameraDepthTexture_ST;
+	uniform float4 _MainTex_TexelSize;
+	half4 _MainTex_ST;
+
+	sampler2D _RgbTex;
+	sampler2D _ZCurve; 
+	sampler2D _RgbDepthTex;
+
+	fixed _Saturation;
+	
+	v2f vert( appdata_img v ) 
+	{
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
+		o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture);
+		
+		#if UNITY_UV_STARTS_AT_TOP
+		if (_MainTex_TexelSize.y < 0)
+			o.uv2.y = 1-o.uv2.y;
+		#endif		
+		
+		return o;
+	} 
+	
+	half4 frag(v2f i) : SV_Target 
+	{
+		half4 color = tex2D(_MainTex, i.uv); 
+
+		half3 ycoords = half3(0.5,1.5,2.5) * 0.25;
+		
+		half3 red = tex2D(_RgbTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0);
+		half3 green = tex2D(_RgbTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0);
+		half3 blue = tex2D(_RgbTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1);
+		
+		half theDepth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2) ;
+		half zval = tex2D(_ZCurve, half2( Linear01Depth (theDepth), 0.5));
+		
+		half3 depthRed = tex2D(_RgbDepthTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0);
+		half3 depthGreen = tex2D(_RgbDepthTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0);
+		half3 depthBlue = tex2D(_RgbDepthTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1);
+		
+		color = half4( lerp(red+green+blue, depthRed+depthBlue+depthGreen, zval), color.a);
+
+		half lum = Luminance(color.rgb);
+		color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation);
+		return color;
+	}
+
+	ENDCG 
+	
+Subshader {
+ Pass {
+	  ZTest Always Cull Off ZWrite Off
+
+      CGPROGRAM
+      #pragma vertex vert
+      #pragma fragment frag
+      ENDCG
+  }
+}
+
+Fallback off
+	
+} // shader

+ 4 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader.meta

@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: 62bcade1028c24ca1a39760ed84b9487
+ShaderImporter:
+  userData: 

+ 63 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader

@@ -0,0 +1,63 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/ColorCorrectionCurvesSimple" {
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "" {}
+		_RgbTex ("_RgbTex (RGB)", 2D) = "" {}
+	}
+	
+	// Shader code pasted into all further CGPROGRAM blocks
+	CGINCLUDE
+
+	#include "UnityCG.cginc"
+	
+	struct v2f {
+		float4 pos : SV_POSITION;
+		half2 uv : TEXCOORD0;
+	};
+	
+	sampler2D _MainTex;
+	sampler2D _RgbTex;
+	fixed _Saturation;
+
+	half4 _MainTex_ST;
+	
+	v2f vert( appdata_img v ) 
+	{
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
+		return o;
+	} 
+	
+	fixed4 frag(v2f i) : SV_Target 
+	{
+		fixed4 color = tex2D(_MainTex, i.uv); 
+		
+		fixed3 red = tex2D(_RgbTex, half2(color.r, 0.5/4.0)).rgb * fixed3(1,0,0);
+		fixed3 green = tex2D(_RgbTex, half2(color.g, 1.5/4.0)).rgb * fixed3(0,1,0);
+		fixed3 blue = tex2D(_RgbTex, half2(color.b, 2.5/4.0)).rgb * fixed3(0,0,1);
+		
+		color = fixed4(red+green+blue, color.a);
+
+		fixed lum = Luminance(color.rgb);
+		color.rgb = lerp(fixed3(lum,lum,lum), color.rgb, _Saturation);
+		return color;		
+	}
+
+	ENDCG 
+	
+Subshader {
+ Pass {
+	  ZTest Always Cull Off ZWrite Off
+
+      CGPROGRAM
+      #pragma vertex vert
+      #pragma fragment frag
+      ENDCG
+  }
+}
+
+Fallback off
+	
+} // shader

+ 4 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader.meta

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+fileFormatVersion: 2
+guid: 438ddd58d82c84d9eb1fdc56111702e1
+ShaderImporter:
+  userData: 

+ 55 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader

@@ -0,0 +1,55 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/ColorCorrectionSelective" {
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "" {}
+	}
+	
+	CGINCLUDE
+	
+	#include "UnityCG.cginc"
+	
+	struct v2f {
+		float4 pos : SV_POSITION;
+		float2 uv : TEXCOORD0;
+	};
+	
+	sampler2D _MainTex;
+	half4 _MainTex_ST;
+
+	float4 selColor;
+	float4 targetColor;
+	
+	v2f vert( appdata_img v ) {
+		v2f o;
+		o.pos = UnityObjectToClipPos (v.vertex);
+		o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
+		return o;
+	}
+	
+	fixed4 frag(v2f i) : SV_Target {
+		fixed4 color = tex2D (_MainTex, i.uv); 
+	
+		fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb));
+		color = lerp (targetColor, color, diff);
+		return color;
+	}
+
+	ENDCG  
+	
+Subshader {
+ Pass {
+	  ZTest Always Cull Off ZWrite Off
+
+      CGPROGRAM
+      
+      #pragma vertex vert
+      #pragma fragment frag
+      
+      ENDCG
+  }
+}
+
+Fallback off
+	
+} 

+ 4 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader.meta

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+fileFormatVersion: 2
+guid: e515e0f94cefc4c0db54b45cba621544
+ShaderImporter:
+  userData: 

+ 417 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader

@@ -0,0 +1,417 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+
+// This Ambient Occlusion image effect is based on "Scalable Ambient Obscurance":
+
+/**
+
+\author Morgan McGuire and Michael Mara, NVIDIA and Williams College, http://research.nvidia.com, http://graphics.cs.williams.edu
+
+Open Source under the "BSD" license: http://www.opensource.org/licenses/bsd-license.php
+
+Copyright (c) 2011-2012, NVIDIA
+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.
+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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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.
+
+*/
+
+Shader "Hidden/ScreenSpaceAmbientObscurance"
+{
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "white" {}
+		_AOTex("", 2D) = "" {}
+		_Rand("", 2D) = "" {}
+	}
+
+	CGINCLUDE
+
+	#include "UnityCG.cginc"
+
+	#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE)
+		#define NUM_SAMPLES (15)
+	#else
+		#define NUM_SAMPLES (11)
+	#endif
+
+	#define FAR_PLANE_Z (300.0)
+	#define NUM_SPIRAL_TURNS (7)
+	#define bias (0.01)
+
+	float _Radius;
+	float _Radius2; // _Radius * _Radius;
+	float _Intensity;
+	float4 _ProjInfo;
+	float4 _ProjInfoLeft;
+	float4 _ProjInfoRight;
+	float4x4 _ProjectionInv; // ref only
+
+	sampler2D_float _CameraDepthTexture;
+	sampler2D _Rand;
+	sampler2D _AOTex;
+	sampler2D _MainTex;
+
+	float4 _MainTex_TexelSize;
+	half4 _MainTex_ST;
+
+	half4 _AOTex_ST;
+	half4 _CameraDepthTexture_ST;
+
+	static const float gaussian[5] = { 0.153170, 0.144893, 0.122649, 0.092902, 0.062970 };  // stddev = 2.0
+
+	float2 _Axis;
+
+	/** Increase to make edges crisper. Decrease to reduce temporal flicker. */
+	#define EDGE_SHARPNESS     (1.0)
+
+	float _BlurFilterDistance;
+	#define SCALE               _BlurFilterDistance
+
+	/** Filter _Radius in pixels. This will be multiplied by SCALE. */
+	#define R                   (4)
+
+	struct v2f
+	{
+		float4 pos : SV_POSITION;
+		float2 uv : TEXCOORD0;
+		float2 uv2 : TEXCOORD1;
+	};
+
+	v2f vert( appdata_img v )
+	{
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv = v.texcoord.xy;
+		o.uv2 = v.texcoord.xy;
+		#if UNITY_UV_STARTS_AT_TOP
+		if (_MainTex_TexelSize.y < 0)
+			o.uv2.y = 1-o.uv2.y;
+		#endif
+		return o;
+	}
+
+	float3 ReconstructCSPosition(float2 S, float z)
+	{
+		float linEyeZ = LinearEyeDepth(z);
+#ifdef UNITY_SINGLE_PASS_STEREO
+		float4 projInfo = (unity_StereoEyeIndex == 0) ? _ProjInfoLeft : _ProjInfoRight;
+		return float3((S.xy * projInfo.xy + projInfo.zw) * linEyeZ, linEyeZ);
+#else		
+		return float3(( S.xy * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ);
+#endif
+
+		/*
+		// for reference
+		float4 clipPos = float4(S*2.0-1.0, (z*2-1), 1);
+		float4 viewPos;
+		viewPos.x = dot((float4)_ProjectionInv[0], clipPos);
+		viewPos.y = dot((float4)_ProjectionInv[1], clipPos);
+		viewPos.w = dot((float4)_ProjectionInv[3], clipPos);
+		viewPos.z = z;
+		viewPos = viewPos/viewPos.w;
+		return viewPos.xyz;
+		*/
+	}
+
+	float3 ReconstructCSFaceNormal(float3 C) {
+		return normalize(cross(ddy(C), ddx(C)));
+	}
+
+
+	/** Returns a unit vector and a screen-space _Radius for the tap on a unit disk (the caller should scale by the actual disk _Radius) */
+
+	float2 TapLocation(int sampleNumber, float spinAngle, out float ssR){
+		// Radius relative to ssR
+		float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES);
+		float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle;
+
+		ssR = alpha;
+		return float2(cos(angle), sin(angle));
+	}
+
+	/** Used for packing Z into the GB channels */
+	float CSZToKey(float z) {
+		return saturate(z * (1.0 / FAR_PLANE_Z));
+	}
+
+	/** Used for packing Z into the GB channels */
+	void packKey(float key, out float2 p) {
+		// Round to the nearest 1/256.0
+		float temp = floor(key * 256.0);
+
+		// Integer part
+		p.x = temp * (1.0 / 256.0);
+
+		// Fractional part
+		p.y = key * 256.0 - temp;
+	}
+
+	/** Returns a number on (0, 1) */
+	float UnpackKey(float2 p)
+	{
+		return p.x * (256.0 / 257.0) + p.y * (1.0 / 257.0);
+	}
+
+
+	/** Read the camera-space position of the point at screen-space pixel ssP */
+	float3 GetPosition(float2 ssP) {
+		float3 P;
+
+		P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(ssP.xy, _CameraDepthTexture_ST));
+
+		// Offset to pixel center
+		P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z);
+		return P;
+	}
+
+	/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR.  Assumes length(unitOffset) == 1 */
+	float3 GetOffsetPosition(float2 ssC, float2 unitOffset, float ssR)
+	{
+		float2 ssP = saturate(float2(ssR*unitOffset) + ssC);
+
+		float3 P;
+		P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(ssP.xy, _CameraDepthTexture_ST));
+
+		// Offset to pixel center
+		P = ReconstructCSPosition(float2(ssP)/* + float2(0.5, 0.5)*/, P.z);
+
+		return P;
+	}
+
+	/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
+    to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling _Radius \a ssDiskRadius */
+
+	float SampleAO(in float2 ssC, in float3 C, in float3 n_C, in float ssDiskRadius, in int tapIndex, in float randomPatternRotationAngle)
+	{
+		// Offset on the unit disk, spun for this pixel
+		float ssR;
+		float2 unitOffset = TapLocation(tapIndex, randomPatternRotationAngle, ssR);
+		ssR *= ssDiskRadius;
+
+		// The occluding point in camera space
+		float3 Q = GetOffsetPosition(ssC, unitOffset, ssR);
+
+		float3 v = Q - C;
+
+		float vv = dot(v, v);
+		float vn = dot(v, n_C);
+
+	    const float epsilon = 0.01;
+	    float f = max(_Radius2 - vv, 0.0);
+	    return f * f * f * max((vn - bias) / (epsilon + vv), 0.0);
+	}
+
+	float4 fragAO(v2f i) : SV_Target
+	{
+		float4 fragment = fixed4(1,1,1,1);
+
+		// Pixel being shaded
+		float2 ssC = i.uv2.xy;// * _MainTex_TexelSize.zw;
+
+		// View space point being shaded
+		float3 C = GetPosition(ssC);
+
+		//return abs(float4(C.xyz,0));
+		//if(abs(C.z)<0.31)
+		//	return 1;
+		//return abs(C.z);
+
+		packKey(CSZToKey(C.z), fragment.gb);
+		//packKey(CSZToKey(C.z), bilateralKey);
+
+		float randomPatternRotationAngle = 1.0;
+	#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE)
+			int2 ssCInt = ssC.xy * _MainTex_TexelSize.zw;
+			randomPatternRotationAngle = frac(sin(dot(i.uv, float2(12.9898, 78.233))) * 43758.5453) * 1000.0;
+		#else
+			// TODO: make dx9 rand better
+			randomPatternRotationAngle = tex2D(_Rand, i.uv*12.0).x * 1000.0;
+		#endif
+
+		// Reconstruct normals from positions. These will lead to 1-pixel black lines
+		// at depth discontinuities, however the blur will wipe those out so they are not visible
+		// in the final image.
+		float3 n_C = ReconstructCSFaceNormal(C);
+
+		//return float4((n_C),0);
+
+		// Choose the screen-space sample _Radius
+		// proportional to the projected area of the sphere
+		float ssDiskRadius = -_Radius / C.z; // -projScale * _Radius / C.z; // <:::::
+
+		float sum = 0.0;
+		for (int l = 0; l < NUM_SAMPLES; ++l) {
+		     sum += SampleAO(ssC, C, n_C, (ssDiskRadius), l, randomPatternRotationAngle);
+		}
+
+        float temp = _Radius2 * _Radius;
+        sum /= temp * temp;
+
+		float A = max(0.0, 1.0 - sum * _Intensity * (5.0 / NUM_SAMPLES));
+		fragment.ra = float2(A,A);
+
+		return fragment;
+	}
+
+	float4 fragUpsample (v2f i) : SV_Target
+	{
+		float4 fragment = fixed4(1,1,1,1);
+
+		// View space point being shaded
+		float3 C = GetPosition(i.uv.xy);
+
+		packKey(CSZToKey(C.z), fragment.gb);
+		fragment.ra = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)).ra;
+
+		return fragment;
+	}
+
+	float4 fragApply (v2f i) : SV_Target
+	{
+		float4 ao = tex2D(_AOTex, UnityStereoScreenSpaceUVAdjust(i.uv2.xy, _AOTex_ST));
+		return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)) * ao.rrrr;
+	}
+
+	float4 fragApplySoft (v2f i) : SV_Target
+	{
+		float4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
+
+		float ao = tex2D(_AOTex, UnityStereoScreenSpaceUVAdjust(i.uv2.xy, _AOTex_ST)).r;
+		ao += tex2D(_AOTex, UnityStereoScreenSpaceUVAdjust(i.uv2.xy, _AOTex_ST) + _MainTex_TexelSize.xy * 0.75).r;
+		ao += tex2D(_AOTex, UnityStereoScreenSpaceUVAdjust(i.uv2.xy, _AOTex_ST) - _MainTex_TexelSize.xy * 0.75).r;
+		ao += tex2D(_AOTex, UnityStereoScreenSpaceUVAdjust(i.uv2.xy, _AOTex_ST) + _MainTex_TexelSize.xy * float2(-0.75,0.75)).r;
+		ao += tex2D(_AOTex, UnityStereoScreenSpaceUVAdjust(i.uv2.xy, _AOTex_ST) - _MainTex_TexelSize.xy * float2(-0.75,0.75)).r;
+
+		return color * float4(ao,ao,ao,5)/5;
+	}
+
+	float4 fragBlurBL (v2f i) : SV_Target
+	{
+		float4 fragment = float4(1,1,1,1);
+
+		float2 ssC = UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST);
+
+		float4 temp = tex2Dlod(_MainTex, float4(UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST),0,0));
+
+		float2 passthrough2 = temp.gb;
+		float key = UnpackKey(passthrough2);
+
+		float sum = temp.r;
+
+		/*
+		if (key >= 0.999) {
+			// Sky pixel (if you aren't using depth keying, disable this test)
+			fragment.gb = passthrough2;
+			return fragment;
+		}
+		*/
+
+		// Base weight for depth falloff. Increase this for more blurriness, decrease it for better edge discrimination
+
+		float BASE = gaussian[0] * 0.5; // ole: i decreased
+		float totalWeight = BASE;
+		sum *= totalWeight;
+
+		for (int r = -R; r <= R; ++r) {
+			// We already handled the zero case above.  This loop should be unrolled and the branch discarded
+			if (r != 0) {
+				temp = tex2Dlod(_MainTex, float4(ssC + _Axis * _MainTex_TexelSize.xy * (r * SCALE),0,0) );
+				float tapKey = UnpackKey(temp.gb);
+				float value  = temp.r;
+
+				// spatial domain: offset gaussian tap
+				float weight = 0.3 + gaussian[abs(r)];
+
+				// range domain (the "bilateral" weight). As depth difference increases, decrease weight.
+				weight *= max(0.0, 1.0 - (2000.0 * EDGE_SHARPNESS) * abs(tapKey - key));
+
+				sum += value * weight;
+				totalWeight += weight;
+			}
+		}
+
+		const float epsilon = 0.0001;
+		fragment = sum / (totalWeight + epsilon);
+
+		fragment.gb = passthrough2;
+
+		return fragment;
+	}
+
+	ENDCG
+
+SubShader {
+
+	// 0: get ao
+	Pass {
+		ZTest Always Cull Off ZWrite Off
+
+		CGPROGRAM
+
+		#pragma vertex vert
+		#pragma fragment fragAO
+		#pragma target 3.0
+
+		ENDCG
+	}
+
+	// 1: bilateral blur
+	Pass {
+		ZTest Always Cull Off ZWrite Off
+
+		CGPROGRAM
+
+		#pragma vertex vert
+		#pragma fragment fragBlurBL
+		#pragma target 3.0
+
+		ENDCG
+	}
+
+	// 2: apply ao
+	Pass {
+		ZTest Always Cull Off ZWrite Off
+
+		CGPROGRAM
+
+		#pragma vertex vert
+		#pragma fragment fragApply
+		#pragma target 3.0
+
+		ENDCG
+	}
+
+	// 3: apply with a slight box filter
+	Pass {
+		ZTest Always Cull Off ZWrite Off
+
+		CGPROGRAM
+
+		#pragma vertex vert
+		#pragma fragment fragApplySoft
+		#pragma target 3.0
+
+		ENDCG
+	}
+
+	// 4: in case you want to blur in high rez for nicer z borders
+	Pass {
+		ZTest Always Cull Off ZWrite Off
+
+		CGPROGRAM
+
+		#pragma vertex vert
+		#pragma fragment fragUpsample
+		#pragma target 3.0
+
+		ENDCG
+	}
+}
+
+Fallback off
+
+}

+ 4 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta

@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: 95616c020c5604dda96cf76afbbc0272
+ShaderImporter:
+  userData: 

+ 8 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 302cbcdfa19b2744b9bf28a2876f085b
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 234 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader

@@ -0,0 +1,234 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/BlendForBloom" {
+	Properties {
+		_MainTex ("Screen Blended", 2D) = "" {}
+		_ColorBuffer ("Color", 2D) = "" {}
+	}
+	
+	CGINCLUDE
+
+	#include "UnityCG.cginc"
+	
+	struct v2f {
+		float4 pos : SV_POSITION;
+		float2 uv[2] : TEXCOORD0;
+	};
+	struct v2f_mt {
+		float4 pos : SV_POSITION;
+		float2 uv[5] : TEXCOORD0;
+	};
+			
+	sampler2D _ColorBuffer;
+	sampler2D _MainTex;
+	
+	half _Intensity;
+	half4 _ColorBuffer_TexelSize;
+	half4 _MainTex_TexelSize;
+		
+	v2f vert( appdata_img v ) {
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv[0] =  v.texcoord.xy;
+		o.uv[1] =  v.texcoord.xy;
+		
+		#if UNITY_UV_STARTS_AT_TOP
+		if (_ColorBuffer_TexelSize.y < 0) 
+			o.uv[1].y = 1-o.uv[1].y;
+		#endif	
+		
+		return o;
+	}
+
+	v2f_mt vertMultiTap( appdata_img v ) {
+		v2f_mt o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv[4] = v.texcoord.xy;
+		o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
+		o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;	
+		o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;	
+		o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;	
+		return o;
+	}
+	
+	half4 fragScreen (v2f i) : SV_Target {
+		half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
+		half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
+		return 1-(1-addedbloom)*(1-screencolor);
+	}
+
+	half4 fragScreenCheap(v2f i) : SV_Target {
+		half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity;
+		half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
+		return 1-(1-addedbloom)*(1-screencolor);
+	}
+
+	half4 fragAdd (v2f i) : SV_Target {
+		half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
+		half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
+		return _Intensity * addedbloom + screencolor;
+	}
+
+	half4 fragAddCheap (v2f i) : SV_Target {
+		half4 addedbloom = tex2D(_MainTex, i.uv[0].xy);
+		half4 screencolor = tex2D(_ColorBuffer, i.uv[1]);
+		return _Intensity * addedbloom + screencolor;
+	}
+
+	half4 fragVignetteMul (v2f i) : SV_Target {
+		return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
+	}
+
+	half4 fragVignetteBlend (v2f i) : SV_Target {
+		return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r);
+	}
+
+	half4 fragClear (v2f i) : SV_Target {
+		return 0;
+	}
+
+	half4 fragAddOneOne (v2f i) : SV_Target {
+		half4 addedColors = tex2D(_MainTex, i.uv[0].xy);
+		return addedColors * _Intensity;
+	}
+
+	half4 frag1Tap (v2f i) : SV_Target {
+		return tex2D(_MainTex, i.uv[0].xy);
+	}
+	
+	half4 fragMultiTapMax (v2f_mt i) : SV_Target {
+		half4 outColor = tex2D(_MainTex, i.uv[4].xy);
+		outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy));
+		outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy));
+		outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy));
+		outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy));
+		return outColor;
+	}
+
+	half4 fragMultiTapBlur (v2f_mt i) : SV_Target {
+		half4 outColor = 0;
+		outColor += tex2D(_MainTex, i.uv[0].xy);
+		outColor += tex2D(_MainTex, i.uv[1].xy);
+		outColor += tex2D(_MainTex, i.uv[2].xy);
+		outColor += tex2D(_MainTex, i.uv[3].xy);
+		return outColor/4;
+	}
+
+	ENDCG 
+	
+Subshader {
+	  ZTest Always Cull Off ZWrite Off
+	  Fog { Mode off }  
+
+ // 0: nicer & softer "screen" blend mode	  		  	
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragScreen
+      ENDCG
+  }
+
+ // 1: "add" blend mode 
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragAdd
+      ENDCG
+  }
+ // 2: several taps, maxxed
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vertMultiTap
+      #pragma fragment fragMultiTapMax
+      ENDCG
+  } 
+ // 3: vignette blending
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragVignetteMul
+      ENDCG
+  } 
+  // 4: nicer & softer "screen" blend mode(cheapest)
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragScreenCheap
+      ENDCG
+ }  
+  // 5: "add" blend mode (cheapest)
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragAddCheap
+      ENDCG
+  }     
+ // 6: used for "stable" downsampling (blur)
+ Pass {    
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vertMultiTap
+      #pragma fragment fragMultiTapBlur
+      ENDCG
+  }   
+ // 7: vignette blending (blend to dest)
+ Pass {    
+ 	  
+ 	  Blend Zero SrcAlpha
+
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragVignetteBlend
+      ENDCG
+  }
+ // 8: clear
+ Pass {    
+ 	  
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragClear
+      ENDCG
+  }   
+ // 9: fragAddOneOne
+ Pass {    
+
+ 	  Blend One One
+ 	  
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment fragAddOneOne
+      ENDCG
+  }  
+ // 10: max blend
+ Pass {    
+
+ 	  BlendOp Max
+ 	  Blend One One
+ 	  
+      CGPROGRAM
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma vertex vert
+      #pragma fragment frag1Tap
+      ENDCG
+  }
+}
+
+Fallback off
+	
+} // shader

+ 9 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 7856cbff0a0ca45c787d5431eb805bb0
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 215 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader

@@ -0,0 +1,215 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/BlurAndFlares" {
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "" {}
+		_NonBlurredTex ("Base (RGB)", 2D) = "" {}
+	}
+	
+	CGINCLUDE
+
+	#include "UnityCG.cginc"
+	
+	struct v2f {
+		half4 pos : SV_POSITION;
+		half2 uv : TEXCOORD0;
+	};
+
+	struct v2f_opts {
+		half4 pos : SV_POSITION;
+		half2 uv[7] : TEXCOORD0;
+	};
+
+	struct v2f_blur {
+		half4 pos : SV_POSITION;
+		half2 uv : TEXCOORD0;
+		half4 uv01 : TEXCOORD1;
+		half4 uv23 : TEXCOORD2;
+		half4 uv45 : TEXCOORD3;
+		half4 uv67 : TEXCOORD4;
+	};
+	
+	half4 _Offsets;
+	half4 _TintColor;
+	
+	half _StretchWidth;
+	half2 _Threshhold;
+	half _Saturation;
+	
+	half4 _MainTex_TexelSize;
+	
+	sampler2D _MainTex;
+	sampler2D _NonBlurredTex;
+		
+	v2f vert (appdata_img v) {
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv =  v.texcoord.xy;
+		return o;
+	}
+
+	v2f_blur vertWithMultiCoords2 (appdata_img v) {
+		v2f_blur o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv.xy = v.texcoord.xy;
+		o.uv01 =  v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1);
+		o.uv23 =  v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 2.0;
+		o.uv45 =  v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 3.0;
+		o.uv67 =  v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 4.0;
+		o.uv67 =  v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 5.0;
+		return o;  
+	}
+
+	v2f_opts vertStretch (appdata_img v) {
+		v2f_opts o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		half b = _StretchWidth;		
+		o.uv[0] = v.texcoord.xy;
+		o.uv[1] = v.texcoord.xy + b * 2.0 * _Offsets.xy;
+		o.uv[2] = v.texcoord.xy - b * 2.0 * _Offsets.xy;
+		o.uv[3] = v.texcoord.xy + b * 4.0 * _Offsets.xy;
+		o.uv[4] = v.texcoord.xy - b * 4.0 * _Offsets.xy;
+		o.uv[5] = v.texcoord.xy + b * 6.0 * _Offsets.xy;
+		o.uv[6] = v.texcoord.xy - b * 6.0 * _Offsets.xy;
+		return o;
+	}
+	
+	v2f_opts vertWithMultiCoords (appdata_img v) {
+		v2f_opts o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv[0] = v.texcoord.xy;
+		o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * _Offsets.xy;
+		o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * _Offsets.xy;
+		o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * _Offsets.xy;
+		o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * _Offsets.xy;
+		o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * _Offsets.xy;
+		o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * _Offsets.xy;
+		return o;
+	}	
+
+	half4 fragPostNoBlur (v2f i) : SV_Target {
+		half4 color = tex2D (_MainTex, i.uv);
+		return color * 1.0/(1.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
+	}
+
+	half4 fragGaussBlur (v2f_blur i) : SV_Target {
+		half4 color = half4 (0,0,0,0);
+		color += 0.225 * tex2D (_MainTex, i.uv);
+		color += 0.150 * tex2D (_MainTex, i.uv01.xy);
+		color += 0.150 * tex2D (_MainTex, i.uv01.zw);
+		color += 0.110 * tex2D (_MainTex, i.uv23.xy);
+		color += 0.110 * tex2D (_MainTex, i.uv23.zw);
+		color += 0.075 * tex2D (_MainTex, i.uv45.xy);
+		color += 0.075 * tex2D (_MainTex, i.uv45.zw);	
+		color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
+		color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
+		return color;
+	} 
+
+	half4 fragPreAndCut (v2f_opts i) : SV_Target {
+		half4 color = tex2D (_MainTex, i.uv[0]);
+		color += tex2D (_MainTex, i.uv[1]);
+		color += tex2D (_MainTex, i.uv[2]);
+		color += tex2D (_MainTex, i.uv[3]);
+		color += tex2D (_MainTex, i.uv[4]);
+		color += tex2D (_MainTex, i.uv[5]);
+		color += tex2D (_MainTex, i.uv[6]);
+		color = max(color / 7.0 - _Threshhold.xxxx, float4(0,0,0,0));
+		half lum = Luminance(color.rgb);
+		color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation) * _TintColor.rgb;
+		return color;
+	}
+
+	half4 fragStretch (v2f_opts i) : SV_Target {
+		half4 color = tex2D (_MainTex, i.uv[0]);
+		color = max (color, tex2D (_MainTex, i.uv[1]));
+		color = max (color, tex2D (_MainTex, i.uv[2]));
+		color = max (color, tex2D (_MainTex, i.uv[3]));
+		color = max (color, tex2D (_MainTex, i.uv[4]));
+		color = max (color, tex2D (_MainTex, i.uv[5]));
+		color = max (color, tex2D (_MainTex, i.uv[6]));
+		return color;
+	}	
+	
+	half4 fragPost (v2f_opts i) : SV_Target {
+		half4 color = tex2D (_MainTex, i.uv[0]);
+		color += tex2D (_MainTex, i.uv[1]);
+		color += tex2D (_MainTex, i.uv[2]);
+		color += tex2D (_MainTex, i.uv[3]);
+		color += tex2D (_MainTex, i.uv[4]);
+		color += tex2D (_MainTex, i.uv[5]);
+		color += tex2D (_MainTex, i.uv[6]);
+		return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
+	}
+
+	ENDCG
+	
+Subshader {
+	  ZTest Always Cull Off ZWrite Off
+	  Fog { Mode off } 
+ Pass {     
+
+      CGPROGRAM
+      
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma exclude_renderers flash
+      #pragma vertex vert
+      #pragma fragment fragPostNoBlur
+      
+      ENDCG
+  }
+
+ Pass {     
+
+      CGPROGRAM
+      
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma exclude_renderers flash
+      #pragma vertex vertStretch
+      #pragma fragment fragStretch
+      
+      ENDCG
+  }
+
+ // 2
+ Pass {     
+
+      CGPROGRAM
+      
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma exclude_renderers flash
+      #pragma vertex vertWithMultiCoords
+      #pragma fragment fragPreAndCut
+      
+      ENDCG
+  } 
+
+ // 3
+ Pass {     
+
+      CGPROGRAM
+      
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma exclude_renderers flash
+      #pragma vertex vertWithMultiCoords
+      #pragma fragment fragPost
+      
+      ENDCG
+  }
+ // 4
+ Pass {     
+
+      CGPROGRAM
+      
+      #pragma fragmentoption ARB_precision_hint_fastest
+      #pragma exclude_renderers flash
+      #pragma vertex vertWithMultiCoords2
+      #pragma fragment fragGaussBlur
+      
+      ENDCG
+  } 
+}
+	
+Fallback off
+	
+}

+ 9 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: be6e39cf196f146d5be72fbefb18ed75
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 80 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader

@@ -0,0 +1,80 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/BrightPassFilter2"
+{
+	Properties 
+	{
+		_MainTex ("Base (RGB)", 2D) = "" {}
+	}
+	
+	CGINCLUDE
+	
+	#include "UnityCG.cginc"
+	
+	struct v2f 
+	{
+		float4 pos : SV_POSITION;
+		float2 uv : TEXCOORD0;
+	};
+	
+	sampler2D _MainTex;	
+	
+	half4 _Threshhold;
+		
+	v2f vert( appdata_img v ) 
+	{
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+		o.uv =  v.texcoord.xy;
+		return o;
+	} 
+	
+	half4 fragScalarThresh(v2f i) : SV_Target 
+	{
+		half4 color = tex2D(_MainTex, i.uv);
+		color.rgb = color.rgb;
+		color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx);
+		return color;
+	}
+
+	half4 fragColorThresh(v2f i) : SV_Target 
+	{
+		half4 color = tex2D(_MainTex, i.uv);
+		color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb);
+		return color;
+	}	
+
+	ENDCG 
+	
+	Subshader 
+	{
+		Pass 
+ 		{
+			ZTest Always Cull Off ZWrite Off
+			Fog { Mode off }      
+
+			CGPROGRAM
+
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma vertex vert
+			#pragma fragment fragScalarThresh
+
+			ENDCG
+		}
+
+		Pass 
+ 		{
+			ZTest Always Cull Off ZWrite Off
+			Fog { Mode off }      
+
+			CGPROGRAM
+
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma vertex vert
+			#pragma fragment fragColorThresh
+
+			ENDCG
+		}		
+	}
+	Fallback off
+}

+ 9 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 65 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader

@@ -0,0 +1,65 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Hidden/LensFlareCreate" {
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "" {}
+	}
+	
+	CGINCLUDE
+	
+	#include "UnityCG.cginc"
+	
+	struct v2f {
+		float4 pos : SV_POSITION;
+		float2 uv[4] : TEXCOORD0;
+	};
+		
+	fixed4 colorA;
+	fixed4 colorB; 
+	fixed4 colorC; 
+	fixed4 colorD; 
+	
+	sampler2D _MainTex;
+		
+	v2f vert( appdata_img v ) {
+		v2f o;
+		o.pos = UnityObjectToClipPos(v.vertex);
+
+		o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5;
+		o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5;
+		o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5;
+		o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5;
+		return o;
+	}
+	
+	fixed4 frag(v2f i) : SV_Target {
+		fixed4 color = float4 (0,0,0,0);
+		color += tex2D(_MainTex, i.uv[0] ) * colorA;
+		color += tex2D(_MainTex, i.uv[1] ) * colorB;
+		color += tex2D(_MainTex, i.uv[2] ) * colorC;
+		color += tex2D(_MainTex, i.uv[3] ) * colorD;
+		return color;
+	}
+
+	ENDCG
+	
+Subshader {
+ Blend One One
+ Pass {
+	  ZTest Always Cull Off ZWrite Off
+	  Fog { Mode off }      
+
+      CGPROGRAM
+
+      #pragma fragmentoption ARB_precision_hint_fastest 
+
+      #pragma vertex vert
+      #pragma fragment frag
+
+      ENDCG
+  }
+}
+	
+Fallback off
+
+} // shader

+ 9 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta

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+guid: 459fe69d2f6d74ddb92f04dbf45a866b
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 289 - 0
package/Samples~/OBE/ModelFile/FX/AmplifyShaderEditor/Excelsior/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader

@@ -0,0 +1,289 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+
+Shader "Hidden/FastBloom" {
+	Properties {
+		_MainTex ("Base (RGB)", 2D) = "white" {}
+		_Bloom ("Bloom (RGB)", 2D) = "black" {}
+	}
+	
+	CGINCLUDE
+
+		#include "UnityCG.cginc"
+
+		sampler2D _MainTex;
+		sampler2D _Bloom;
+				
+		uniform half4 _MainTex_TexelSize;
+		half4 _MainTex_ST;
+		
+		uniform half4 _Parameter;
+		uniform half4 _OffsetsA;
+		uniform half4 _OffsetsB;
+		
+		#define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w
+		#define THRESHHOLD _Parameter.z
+
+		struct v2f_simple 
+		{
+			float4 pos : SV_POSITION; 
+			half2 uv : TEXCOORD0;
+
+        #if UNITY_UV_STARTS_AT_TOP
+				half2 uv2 : TEXCOORD1;
+		#endif
+		};	
+		
+		v2f_simple vertBloom ( appdata_img v )
+		{
+			v2f_simple o;
+			
+			o.pos = UnityObjectToClipPos (v.vertex);
+        	o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
+        	
+        #if UNITY_UV_STARTS_AT_TOP
+        	o.uv2 = o.uv;
+        	if (_MainTex_TexelSize.y < 0.0)
+        		o.uv.y = 1.0 - o.uv.y;
+        #endif
+        	        	
+			return o; 
+		}
+
+		struct v2f_tap
+		{
+			float4 pos : SV_POSITION;
+			half2 uv20 : TEXCOORD0;
+			half2 uv21 : TEXCOORD1;
+			half2 uv22 : TEXCOORD2;
+			half2 uv23 : TEXCOORD3;
+		};			
+
+		v2f_tap vert4Tap ( appdata_img v )
+		{
+			v2f_tap o;
+
+			o.pos = UnityObjectToClipPos (v.vertex);
+        	o.uv20 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST);
+			o.uv21 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h), _MainTex_ST);
+			o.uv22 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h), _MainTex_ST);
+			o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h), _MainTex_ST);
+
+			return o; 
+		}					
+						
+		fixed4 fragBloom ( v2f_simple i ) : SV_Target
+		{	
+        	#if UNITY_UV_STARTS_AT_TOP
+			
+			fixed4 color = tex2D(_MainTex, i.uv2);
+			return color + tex2D(_Bloom, i.uv);
+			
+			#else
+
+			fixed4 color = tex2D(_MainTex, i.uv);
+			return color + tex2D(_Bloom, i.uv);
+						
+			#endif
+		} 
+		
+		fixed4 fragDownsample ( v2f_tap i ) : SV_Target
+		{				
+			fixed4 color = tex2D (_MainTex, i.uv20);
+			color += tex2D (_MainTex, i.uv21);
+			color += tex2D (_MainTex, i.uv22);
+			color += tex2D (_MainTex, i.uv23);
+			return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY;
+		}
+	
+		// weight curves
+
+		static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 };  // gauss'ish blur weights
+
+		static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0),
+			half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) };
+
+		struct v2f_withBlurCoords8 
+		{
+			float4 pos : SV_POSITION;
+			half4 uv : TEXCOORD0;
+			half2 offs : TEXCOORD1;
+		};	
+		
+		struct v2f_withBlurCoordsSGX 
+		{
+			float4 pos : SV_POSITION;
+			half2 uv : TEXCOORD0;
+			half4 offs[3] : TEXCOORD1;
+		};
+
+		v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v)
+		{
+			v2f_withBlurCoords8 o;
+			o.pos = UnityObjectToClipPos (v.vertex);
+			
+			o.uv = half4(v.texcoord.xy,1,1);
+			o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;
+
+			return o; 
+		}
+		
+		v2f_withBlurCoords8 vertBlurVertical (appdata_img v)
+		{
+			v2f_withBlurCoords8 o;
+			o.pos = UnityObjectToClipPos (v.vertex);
+			
+			o.uv = half4(v.texcoord.xy,1,1);
+			o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
+			 
+			return o; 
+		}	
+
+		half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target
+		{
+			half2 uv = i.uv.xy; 
+			half2 netFilterWidth = i.offs;  
+			half2 coords = uv - netFilterWidth * 3.0;  
+			
+			half4 color = 0;
+  			for( int l = 0; l < 7; l++ )  
+  			{   
+				half4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(coords, _MainTex_ST));
+				color += tap * curve4[l];
+				coords += netFilterWidth;
+  			}
+			return color;
+		}
+
+
+		v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v)
+		{
+			v2f_withBlurCoordsSGX o;
+			o.pos = UnityObjectToClipPos (v.vertex);
+			
+			o.uv = v.texcoord.xy;
+
+			half offsetMagnitude = _MainTex_TexelSize.x * _Parameter.x;
+			o.offs[0] = v.texcoord.xyxy + offsetMagnitude * half4(-3.0h, 0.0h, 3.0h, 0.0h);
+			o.offs[1] = v.texcoord.xyxy + offsetMagnitude * half4(-2.0h, 0.0h, 2.0h, 0.0h);
+			o.offs[2] = v.texcoord.xyxy + offsetMagnitude * half4(-1.0h, 0.0h, 1.0h, 0.0h);
+
+			return o; 
+		}		
+		
+		v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v)
+		{
+			v2f_withBlurCoordsSGX o;
+			o.pos = UnityObjectToClipPos (v.vertex);
+			
+			o.uv = half4(v.texcoord.xy,1,1);
+
+			half offsetMagnitude = _MainTex_TexelSize.y * _Parameter.x;
+			o.offs[0] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -3.0h, 0.0h, 3.0h);
+			o.offs[1] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -2.0h, 0.0h, 2.0h);
+			o.offs[2] = v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -1.0h, 0.0h, 1.0h);
+
+			return o; 
+		}	
+
+		half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target
+		{
+			half2 uv = i.uv.xy;
+			
+			half4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)) * curve4[3];
+			
+  			for( int l = 0; l < 3; l++ )  
+  			{   
+				half4 tapA = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.offs[l].xy, _MainTex_ST));
+				half4 tapB = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.offs[l].zw, _MainTex_ST));
+				color += (tapA + tapB) * curve4[l];
+  			}
+
+			return color;
+
+		}	
+					
+	ENDCG
+	
+	SubShader {
+	  ZTest Off Cull Off ZWrite Off Blend Off
+	  
+	// 0
+	Pass {
+	
+		CGPROGRAM
+		#pragma vertex vertBloom
+		#pragma fragment fragBloom
+		
+		ENDCG
+		 
+		}
+
+	// 1
+	Pass { 
+	
+		CGPROGRAM
+		
+		#pragma vertex vert4Tap
+		#pragma fragment fragDownsample
+		
+		ENDCG
+		 
+		}
+
+	// 2
+	Pass {
+		ZTest Always
+		Cull Off
+		
+		CGPROGRAM 
+		
+		#pragma vertex vertBlurVertical
+		#pragma fragment fragBlur8
+		
+		ENDCG 
+		}	
+		
+	// 3	
+	Pass {		
+		ZTest Always
+		Cull Off
+				
+		CGPROGRAM
+		
+		#pragma vertex vertBlurHorizontal
+		#pragma fragment fragBlur8
+		
+		ENDCG
+		}	
+
+	// alternate blur
+	// 4
+	Pass {
+		ZTest Always
+		Cull Off
+		
+		CGPROGRAM 
+		
+		#pragma vertex vertBlurVerticalSGX
+		#pragma fragment fragBlurSGX
+		
+		ENDCG
+		}	
+		
+	// 5
+	Pass {		
+		ZTest Always
+		Cull Off
+				
+		CGPROGRAM
+		
+		#pragma vertex vertBlurHorizontalSGX
+		#pragma fragment fragBlurSGX
+		
+		ENDCG
+		}	
+	}	
+
+	FallBack Off
+}

+ 4 - 0
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