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936 lines
24 KiB
936 lines
24 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Hidden/Dof/DepthOfFieldHdr" { |
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Properties { |
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_MainTex ("-", 2D) = "black" {} |
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_FgOverlap ("-", 2D) = "black" {} |
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_LowRez ("-", 2D) = "black" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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}; |
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struct v2fRadius { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float4 uv1[4] : TEXCOORD1; |
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}; |
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struct v2fBlur { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float4 uv01 : TEXCOORD1; |
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float4 uv23 : TEXCOORD2; |
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float4 uv45 : TEXCOORD3; |
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float4 uv67 : TEXCOORD4; |
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float4 uv89 : TEXCOORD5; |
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}; |
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uniform sampler2D _MainTex; |
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uniform sampler2D_float _CameraDepthTexture; |
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uniform sampler2D _FgOverlap; |
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uniform sampler2D _LowRez; |
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uniform float4 _CurveParams; |
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uniform float4 _MainTex_TexelSize; |
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uniform float4 _Offsets; |
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v2f vert( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv1.xy = v.texcoord.xy; |
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o.uv.xy = v.texcoord.xy; |
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#if UNITY_UV_STARTS_AT_TOP |
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if (_MainTex_TexelSize.y < 0) |
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o.uv.y = 1-o.uv.y; |
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#endif |
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return o; |
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} |
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v2f vertFlip( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos (v.vertex); |
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o.uv1.xy = v.texcoord.xy; |
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o.uv.xy = v.texcoord.xy; |
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#if UNITY_UV_STARTS_AT_TOP |
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if (_MainTex_TexelSize.y < 0) |
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o.uv.y = 1-o.uv.y; |
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if (_MainTex_TexelSize.y < 0) |
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o.uv1.y = 1-o.uv1.y; |
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#endif |
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return o; |
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} |
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v2fBlur vertBlurPlusMinus (appdata_img v) |
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{ |
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v2fBlur o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv.xy = v.texcoord.xy; |
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o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; |
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o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0; |
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o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0; |
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o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0; |
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o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0; |
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return o; |
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} |
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#define SCATTER_OVERLAP_SMOOTH (-0.265) |
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inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample) |
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{ |
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return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance); |
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} |
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inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample) |
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{ |
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return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); } |
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static const int SmallDiscKernelSamples = 12; |
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static const float2 SmallDiscKernel[SmallDiscKernelSamples] = |
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{ |
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float2(-0.326212,-0.40581), |
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float2(-0.840144,-0.07358), |
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float2(-0.695914,0.457137), |
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float2(-0.203345,0.620716), |
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float2(0.96234,-0.194983), |
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float2(0.473434,-0.480026), |
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float2(0.519456,0.767022), |
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float2(0.185461,-0.893124), |
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float2(0.507431,0.064425), |
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float2(0.89642,0.412458), |
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float2(-0.32194,-0.932615), |
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float2(-0.791559,-0.59771) |
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}; |
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static const int NumDiscSamples = 28; |
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static const float3 DiscKernel[NumDiscSamples] = |
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{ |
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float3(0.62463,0.54337,0.82790), |
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float3(-0.13414,-0.94488,0.95435), |
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float3(0.38772,-0.43475,0.58253), |
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float3(0.12126,-0.19282,0.22778), |
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float3(-0.20388,0.11133,0.23230), |
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float3(0.83114,-0.29218,0.88100), |
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float3(0.10759,-0.57839,0.58831), |
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float3(0.28285,0.79036,0.83945), |
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float3(-0.36622,0.39516,0.53876), |
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float3(0.75591,0.21916,0.78704), |
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float3(-0.52610,0.02386,0.52664), |
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float3(-0.88216,-0.24471,0.91547), |
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float3(-0.48888,-0.29330,0.57011), |
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float3(0.44014,-0.08558,0.44838), |
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float3(0.21179,0.51373,0.55567), |
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float3(0.05483,0.95701,0.95858), |
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float3(-0.59001,-0.70509,0.91938), |
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float3(-0.80065,0.24631,0.83768), |
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float3(-0.19424,-0.18402,0.26757), |
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float3(-0.43667,0.76751,0.88304), |
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float3(0.21666,0.11602,0.24577), |
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float3(0.15696,-0.85600,0.87027), |
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float3(-0.75821,0.58363,0.95682), |
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float3(0.99284,-0.02904,0.99327), |
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float3(-0.22234,-0.57907,0.62029), |
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float3(0.55052,-0.66984,0.86704), |
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float3(0.46431,0.28115,0.54280), |
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float3(-0.07214,0.60554,0.60982), |
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}; |
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float4 fragBlurInsaneMQ (v2f i) : SV_Target |
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{ |
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float4 centerTap = tex2D(_MainTex, i.uv1.xy); |
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float4 sum = centerTap; |
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float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; |
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float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec |
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sum *= sampleCount; |
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float weights = 0; |
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for(int l=0; l < NumDiscSamples; l++) |
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{ |
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float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; |
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float4 sample0 = tex2D(_MainTex, sampleUV.xy); |
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if( sample0.a > 0.0 ) |
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{ |
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weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); |
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sum += sample0 * weights; |
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sampleCount += weights; |
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} |
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} |
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float4 returnValue = sum / sampleCount; |
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returnValue.a = centerTap.a; |
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return returnValue; |
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} |
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float4 fragBlurInsaneHQ (v2f i) : SV_Target |
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{ |
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float4 centerTap = tex2D(_MainTex, i.uv1.xy); |
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float4 sum = centerTap; |
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float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; |
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float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec |
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sum *= sampleCount; |
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float2 weights = 0; |
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for(int l=0; l < NumDiscSamples; l++) |
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{ |
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float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz); |
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float4 sample0 = tex2D(_MainTex, sampleUV.xy); |
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float4 sample1 = tex2D(_MainTex, sampleUV.zw); |
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if( (sample0.a + sample1.a) > 0.0 ) |
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{ |
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weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap); |
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sum += sample0 * weights.x + sample1 * weights.y; |
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sampleCount += dot(weights, 1); |
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} |
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} |
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float4 returnValue = sum / sampleCount; |
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returnValue.a = centerTap.a; |
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return returnValue; |
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} |
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inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high) |
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{ |
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float blend = smoothstep(0.65,0.85, coc); |
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return lerp(low, high, blend); |
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} |
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inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high) |
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{ |
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float blend = smoothstep(0.4,0.6, coc); |
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return lerp(low, high, blend); |
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} |
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float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target |
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{ |
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float4 bigBlur = tex2D(_LowRez, i.uv1.xy); |
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float4 centerTap = tex2D(_MainTex, i.uv1.xy); |
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float4 smallBlur = centerTap; |
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float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; |
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float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec |
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smallBlur *= sampleCount; |
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for(int l=0; l < NumDiscSamples; l++) |
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{ |
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float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; |
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float4 sample0 = tex2D(_MainTex, sampleUV); |
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float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); |
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smallBlur += sample0 * weight0; sampleCount += weight0; |
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} |
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smallBlur /= (sampleCount+1e-5f); |
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smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur); |
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return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); |
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} |
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float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target |
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{ |
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float4 bigBlur = tex2D(_LowRez, i.uv1.xy); |
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float4 centerTap = tex2D(_MainTex, i.uv1.xy); |
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float4 smallBlur = centerTap; |
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float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; |
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float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec |
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smallBlur *= sampleCount; |
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for(int l=0; l < SmallDiscKernelSamples; l++) |
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{ |
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float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1; |
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float4 sample0 = tex2D(_MainTex, sampleUV); |
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float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap); |
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smallBlur += sample0 * weight0; sampleCount += weight0; |
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} |
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smallBlur /= (sampleCount+1e-5f); |
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smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur); |
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return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); |
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} |
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float4 fragBlurUpsampleCheap (v2f i) : SV_Target |
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{ |
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float4 centerTap = tex2D(_MainTex, i.uv1.xy); |
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float4 bigBlur = tex2D(_LowRez, i.uv1.xy); |
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float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a; |
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float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 )); |
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return float4(smallBlur.rgb, centerTap.a); |
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} |
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float4 fragBlurBox (v2f i) : SV_Target |
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{ |
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const int TAPS = 12; |
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float4 centerTap = tex2D(_MainTex, i.uv1.xy); |
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// TODO: important ? breaks when HR blur is being used |
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//centerTap.a = max(centerTap.a, 0.1f); |
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float sampleCount = centerTap.a; |
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float4 sum = centerTap * sampleCount; |
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float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0)); |
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float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1); |
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for(int l=1; l<TAPS; l++) |
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{ |
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float4 sampleUV = i.uv1.xyxy + steps * (float)l; |
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float4 sample0 = tex2D(_MainTex, sampleUV.xy); |
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float4 sample1 = tex2D(_MainTex, sampleUV.zw); |
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float2 maxLen01 = float2(sample0.a, sample1.a); |
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float2 r = lenStep.xx * (float)l; |
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float2 weight01 = smoothstep(float2(-0.4,-0.4),float2(0.0,0.0), maxLen01-r); |
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sum += sample0 * weight01.x + sample1 * weight01.y; |
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sampleCount += dot(weight01,1); |
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} |
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float4 returnValue = sum / (1e-5f + sampleCount); |
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//returnValue.a = centerTap.a; |
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//return centerTap.a; |
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return returnValue; |
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} |
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float4 fragVisualize (v2f i) : SV_Target |
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{ |
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float4 returnValue = tex2D(_MainTex, i.uv1.xy); |
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returnValue.rgb = lerp(float3(0.0,0.0,0.0), float3(1.0,1.0,1.0), saturate(returnValue.a/_CurveParams.x)); |
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return returnValue; |
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} |
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float4 fragBoxDownsample (v2f i) : SV_Target |
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{ |
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//float4 returnValue = tex2D(_MainTex, i.uv1.xy); |
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float4 returnValue = tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy); |
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returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy); |
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returnValue += tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy * float2(1,-1)); |
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returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy * float2(1,-1)); |
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return returnValue/4; |
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} |
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float4 fragBlurAlphaWeighted (v2fBlur i) : SV_Target |
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{ |
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const float ALPHA_WEIGHT = 2.0f; |
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float4 sum = float4 (0,0,0,0); |
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float w = 0; |
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float weights = 0; |
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const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075}; |
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float4 sampleA = tex2D(_MainTex, i.uv.xy); |
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float4 sampleB = tex2D(_MainTex, i.uv01.xy); |
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float4 sampleC = tex2D(_MainTex, i.uv01.zw); |
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float4 sampleD = tex2D(_MainTex, i.uv23.xy); |
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float4 sampleE = tex2D(_MainTex, i.uv23.zw); |
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float4 sampleF = tex2D(_MainTex, i.uv45.xy); |
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float4 sampleG = tex2D(_MainTex, i.uv45.zw); |
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float4 sampleH = tex2D(_MainTex, i.uv67.xy); |
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float4 sampleI = tex2D(_MainTex, i.uv67.zw); |
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float4 sampleJ = tex2D(_MainTex, i.uv89.xy); |
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float4 sampleK = tex2D(_MainTex, i.uv89.zw); |
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w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleB.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleC.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleD.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleE.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleF.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleG.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleH.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleI.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleJ.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w; |
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w = saturate(ALPHA_WEIGHT*sampleK.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w; |
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sum /= weights + 1e-4f; |
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sum.a = sampleA.a; |
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if(sampleA.a<1e-2f) sum.rgb = sampleA.rgb; |
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return sum; |
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} |
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float4 fragBlurForFgCoc (v2fBlur i) : SV_Target |
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{ |
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float4 sum = float4 (0,0,0,0); |
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float w = 0; |
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float weights = 0; |
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const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075}; |
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float4 sampleA = tex2D(_MainTex, i.uv.xy); |
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float4 sampleB = tex2D(_MainTex, i.uv01.xy); |
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float4 sampleC = tex2D(_MainTex, i.uv01.zw); |
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float4 sampleD = tex2D(_MainTex, i.uv23.xy); |
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float4 sampleE = tex2D(_MainTex, i.uv23.zw); |
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float4 sampleF = tex2D(_MainTex, i.uv45.xy); |
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float4 sampleG = tex2D(_MainTex, i.uv45.zw); |
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float4 sampleH = tex2D(_MainTex, i.uv67.xy); |
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float4 sampleI = tex2D(_MainTex, i.uv67.zw); |
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float4 sampleJ = tex2D(_MainTex, i.uv89.xy); |
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float4 sampleK = tex2D(_MainTex, i.uv89.zw); |
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w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleB.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleC.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleD.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleE.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleF.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleG.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleH.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleI.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleJ.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w; |
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w = smoothstep(-0.5,0.0,sampleK.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w; |
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sum /= weights + 1e-4f; |
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return sum; |
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} |
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float4 fragGaussBlur (v2fBlur i) : SV_Target |
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{ |
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float4 sum = float4 (0,0,0,0); |
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float w = 0; |
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float weights = 0; |
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const float G_WEIGHTS[9] = {1.0, 0.8, 0.65, 0.5, 0.4, 0.2, 0.1, 0.05, 0.025}; |
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float4 sampleA = tex2D(_MainTex, i.uv.xy); |
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float4 sampleB = tex2D(_MainTex, i.uv01.xy); |
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float4 sampleC = tex2D(_MainTex, i.uv01.zw); |
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float4 sampleD = tex2D(_MainTex, i.uv23.xy); |
|
float4 sampleE = tex2D(_MainTex, i.uv23.zw); |
|
float4 sampleF = tex2D(_MainTex, i.uv45.xy); |
|
float4 sampleG = tex2D(_MainTex, i.uv45.zw); |
|
float4 sampleH = tex2D(_MainTex, i.uv67.xy); |
|
float4 sampleI = tex2D(_MainTex, i.uv67.zw); |
|
float4 sampleJ = tex2D(_MainTex, i.uv89.xy); |
|
float4 sampleK = tex2D(_MainTex, i.uv89.zw); |
|
|
|
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w; |
|
w = sampleB.a * G_WEIGHTS[1]; sum += sampleB * w; weights += w; |
|
w = sampleC.a * G_WEIGHTS[1]; sum += sampleC * w; weights += w; |
|
w = sampleD.a * G_WEIGHTS[2]; sum += sampleD * w; weights += w; |
|
w = sampleE.a * G_WEIGHTS[2]; sum += sampleE * w; weights += w; |
|
w = sampleF.a * G_WEIGHTS[3]; sum += sampleF * w; weights += w; |
|
w = sampleG.a * G_WEIGHTS[3]; sum += sampleG * w; weights += w; |
|
w = sampleH.a * G_WEIGHTS[4]; sum += sampleH * w; weights += w; |
|
w = sampleI.a * G_WEIGHTS[4]; sum += sampleI * w; weights += w; |
|
w = sampleJ.a * G_WEIGHTS[5]; sum += sampleJ * w; weights += w; |
|
w = sampleK.a * G_WEIGHTS[5]; sum += sampleK * w; weights += w; |
|
|
|
sum /= weights + 1e-4f; |
|
|
|
return sum; |
|
} |
|
|
|
float4 frag4TapBlurForLRSpawn (v2f i) : SV_Target |
|
{ |
|
float4 tap = tex2D(_MainTex, i.uv.xy); |
|
|
|
float4 tapA = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy); |
|
float4 tapB = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy); |
|
float4 tapC = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy * float2(1,-1)); |
|
float4 tapD = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy * float2(1,-1)); |
|
|
|
float4 weights = saturate(10.0 * float4(tapA.a, tapB.a, tapC.a, tapD.a)); |
|
float sumWeights = dot(weights, 1); |
|
|
|
float4 color = (tapA*weights.x + tapB*weights.y + tapC*weights.z + tapD*weights.w); |
|
|
|
float4 outColor = tap; |
|
if(tap.a * sumWeights * 8.0 > 1e-5f) outColor.rgb = color.rgb/sumWeights; |
|
|
|
return outColor; |
|
} |
|
|
|
float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target |
|
{ |
|
float4 color = tex2D (_MainTex, i.uv1.xy); |
|
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); |
|
d = Linear01Depth (d); |
|
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); |
|
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w); |
|
|
|
return color; |
|
} |
|
|
|
float4 fragCaptureCoc (v2f i) : SV_Target |
|
{ |
|
float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); |
|
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); |
|
d = Linear01Depth (d); |
|
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); |
|
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); |
|
|
|
return color; |
|
} |
|
|
|
float4 AddFgCoc (v2f i) : SV_Target |
|
{ |
|
return tex2D (_MainTex, i.uv1.xy); |
|
} |
|
|
|
float4 fragMergeCoc (v2f i) : SV_Target |
|
{ |
|
float4 color = tex2D (_FgOverlap, i.uv.xy); // this is the foreground overlap value |
|
float fgCoc = color.a; |
|
|
|
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); |
|
d = Linear01Depth (d); |
|
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); |
|
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); |
|
|
|
return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc)); |
|
} |
|
|
|
float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target |
|
{ |
|
float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a; |
|
float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a; |
|
|
|
return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc); |
|
} |
|
|
|
float4 fragCaptureForegroundCoc (v2f i) : SV_Target |
|
{ |
|
float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); |
|
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); |
|
d = Linear01Depth (d); |
|
color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); |
|
color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); |
|
|
|
return color; |
|
} |
|
|
|
float4 fragCaptureForegroundCocMask (v2f i) : SV_Target |
|
{ |
|
float4 color = float4(0,0,0,0); |
|
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); |
|
d = Linear01Depth (d); |
|
color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); |
|
color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); |
|
|
|
return color.a > 0; |
|
} |
|
|
|
float4 fragBlendInHighRez (v2f i) : SV_Target |
|
{ |
|
float4 tapHighRez = tex2D(_MainTex, i.uv.xy); |
|
return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0)); |
|
} |
|
|
|
float4 fragBlendInLowRezParts (v2f i) : SV_Target |
|
{ |
|
float4 from = tex2D(_MainTex, i.uv1.xy); |
|
from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f); |
|
float square = from.a * from.a; |
|
from.a = square * square * _CurveParams.x; |
|
return from; |
|
} |
|
|
|
float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target |
|
{ |
|
float4 c = tex2D(_MainTex, i.uv1.xy); |
|
return c; |
|
} |
|
|
|
float4 fragAlphaMask(v2f i) : SV_Target |
|
{ |
|
float4 c = tex2D(_MainTex, i.uv1.xy); |
|
c.a = saturate(c.a*100.0); |
|
return c; |
|
} |
|
|
|
ENDCG |
|
|
|
Subshader |
|
{ |
|
|
|
// pass 0 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
ColorMask A |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragCaptureCoc |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 1 |
|
|
|
Pass |
|
{ |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vertBlurPlusMinus |
|
#pragma fragment fragGaussBlur |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 2 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vertBlurPlusMinus |
|
#pragma fragment fragBlurForFgCoc |
|
|
|
ENDCG |
|
} |
|
|
|
|
|
// pass 3 |
|
|
|
Pass |
|
{ |
|
ZTest Always Cull Off ZWrite Off |
|
ColorMask A |
|
BlendOp Max, Max |
|
Blend One One, One One |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment AddFgCoc |
|
|
|
ENDCG |
|
} |
|
|
|
|
|
// pass 4 |
|
|
|
Pass |
|
{ |
|
ZTest Always Cull Off ZWrite Off |
|
ColorMask A |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragCaptureForegroundCoc |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 5 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlurBox |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 6 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment frag4TapBlurForLRSpawn |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 7 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
ColorMask RGB |
|
Blend SrcAlpha OneMinusSrcAlpha |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlendInHighRez |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 8 |
|
|
|
Pass |
|
{ |
|
ZTest Always Cull Off ZWrite Off |
|
ColorMask A |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragCaptureForegroundCocMask |
|
|
|
ENDCG |
|
} |
|
|
|
|
|
// pass 9 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlurUpsampleCheap |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 10 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragCaptureColorAndSignedCoc |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 11 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlurInsaneMQ |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 12 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlurUpsampleCombineMQ |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 13 |
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
ColorMask A |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragMergeCoc |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 14 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
ColorMask A |
|
BlendOp Max, Max |
|
Blend One One, One One |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragCombineCocWithMaskBlur |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 15 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBoxDownsample |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 16 |
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragVisualize |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 17 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlurInsaneHQ |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 18 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragBlurUpsampleCombineHQ |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 19 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vertBlurPlusMinus |
|
#pragma fragment fragBlurAlphaWeighted |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 20 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragAlphaMask |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 21 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
BlendOp Add, Add |
|
Blend DstAlpha OneMinusDstAlpha, Zero One |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vertFlip |
|
#pragma fragment fragBlurBox |
|
|
|
ENDCG |
|
} |
|
|
|
// pass 22 |
|
|
|
Pass { |
|
ZTest Always Cull Off ZWrite Off |
|
|
|
// destination alpha needs to stay intact as we have layed alpha before |
|
BlendOp Add, Add |
|
Blend DstAlpha One, Zero One |
|
|
|
CGPROGRAM |
|
|
|
#pragma target 3.0 |
|
#pragma vertex vert |
|
#pragma fragment fragUpsampleWithAlphaMask |
|
|
|
ENDCG |
|
} |
|
} |
|
|
|
Fallback off |
|
|
|
}
|
|
|