206 lines
6.3 KiB
Plaintext
206 lines
6.3 KiB
Plaintext
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Shader "Hidden/PostProcessing/Bloom"
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{
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HLSLINCLUDE
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Sampling.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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TEXTURE2D_SAMPLER2D(_BloomTex, sampler_BloomTex);
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TEXTURE2D_SAMPLER2D(_AutoExposureTex, sampler_AutoExposureTex);
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float4 _MainTex_TexelSize;
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float _SampleScale;
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float4 _ColorIntensity;
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float4 _Threshold; // x: threshold value (linear), y: threshold - knee, z: knee * 2, w: 0.25 / knee
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float4 _Params; // x: clamp, yzw: unused
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// ----------------------------------------------------------------------------------------
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// Prefilter
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half4 Prefilter(half4 color, float2 uv)
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{
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half autoExposure = SAMPLE_TEXTURE2D(_AutoExposureTex, sampler_AutoExposureTex, uv).r;
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color *= autoExposure;
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color = min(_Params.x, color); // clamp to max
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color = QuadraticThreshold(color, _Threshold.x, _Threshold.yzw);
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return color;
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}
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half4 FragPrefilter13(VaryingsDefault i) : SV_Target
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{
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half4 color = DownsampleBox13Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
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return Prefilter(SafeHDR(color), i.texcoord);
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}
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half4 FragPrefilter4(VaryingsDefault i) : SV_Target
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{
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half4 color = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
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return Prefilter(SafeHDR(color), i.texcoord);
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}
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// ----------------------------------------------------------------------------------------
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// Downsample
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half4 FragDownsample13(VaryingsDefault i) : SV_Target
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{
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half4 color = DownsampleBox13Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
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return color;
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}
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half4 FragDownsample4(VaryingsDefault i) : SV_Target
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{
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half4 color = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
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return color;
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}
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// ----------------------------------------------------------------------------------------
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// Upsample & combine
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half4 Combine(half4 bloom, float2 uv)
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{
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half4 color = SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, uv);
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return bloom + color;
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}
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half4 FragUpsampleTent(VaryingsDefault i) : SV_Target
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{
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half4 bloom = UpsampleTent(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
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return Combine(bloom, i.texcoordStereo);
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}
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half4 FragUpsampleBox(VaryingsDefault i) : SV_Target
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{
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half4 bloom = UpsampleBox(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
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return Combine(bloom, i.texcoordStereo);
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}
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// ----------------------------------------------------------------------------------------
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// Debug overlays
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half4 FragDebugOverlayThreshold(VaryingsDefault i) : SV_Target
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{
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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return half4(Prefilter(SafeHDR(color), i.texcoord).rgb, 1.0);
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}
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half4 FragDebugOverlayTent(VaryingsDefault i) : SV_Target
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{
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half4 bloom = UpsampleTent(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
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return half4(bloom.rgb * _ColorIntensity.w * _ColorIntensity.rgb, 1.0);
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}
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half4 FragDebugOverlayBox(VaryingsDefault i) : SV_Target
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{
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half4 bloom = UpsampleBox(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
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return half4(bloom.rgb * _ColorIntensity.w * _ColorIntensity.rgb, 1.0);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0: Prefilter 13 taps
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragPrefilter13
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ENDHLSL
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}
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// 1: Prefilter 4 taps
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragPrefilter4
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ENDHLSL
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}
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// 2: Downsample 13 taps
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDownsample13
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ENDHLSL
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}
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// 3: Downsample 4 taps
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDownsample4
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ENDHLSL
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}
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// 4: Upsample tent filter
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragUpsampleTent
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ENDHLSL
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}
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// 5: Upsample box filter
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragUpsampleBox
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ENDHLSL
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}
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// 6: Debug overlay (threshold)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDebugOverlayThreshold
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ENDHLSL
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}
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// 7: Debug overlay (tent filter)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDebugOverlayTent
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ENDHLSL
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}
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// 8: Debug overlay (box filter)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDebugOverlayBox
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ENDHLSL
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}
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}
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}
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