Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasingBridge.hlsl

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2024-09-27 10:27:46 -07:00
#ifndef UNITY_POSTFX_SMAA_BRIDGE
#define UNITY_POSTFX_SMAA_BRIDGE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
TEXTURE2D_SAMPLER2D(_BlendTex, sampler_BlendTex);
TEXTURE2D_SAMPLER2D(_AreaTex, sampler_AreaTex);
TEXTURE2D_SAMPLER2D(_SearchTex, sampler_SearchTex);
float4 _MainTex_TexelSize;
#define SMAA_RT_METRICS _MainTex_TexelSize
#define SMAA_AREATEX_SELECT(s) s.rg
#define SMAA_SEARCHTEX_SELECT(s) s.a
#define LinearSampler sampler_MainTex
#define PointSampler sampler_MainTex
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasing.hlsl"
// ----------------------------------------------------------------------------------------
// Edge Detection
struct VaryingsEdge
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 offsets[3] : TEXCOORD1;
};
VaryingsEdge VertEdge(AttributesDefault v)
{
VaryingsEdge o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.offsets[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), o.texcoord.xyxy);
o.offsets[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), o.texcoord.xyxy);
o.offsets[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), o.texcoord.xyxy);
return o;
}
float4 FragEdge(VaryingsEdge i) : SV_Target
{
return float4(SMAAColorEdgeDetectionPS(i.texcoord, i.offsets, _MainTex), 0.0, 0.0);
}
// ----------------------------------------------------------------------------------------
// Blend Weights Calculation
struct VaryingsBlend
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 pixcoord : TEXCOORD1;
float4 offsets[3] : TEXCOORD2;
};
VaryingsBlend VertBlend(AttributesDefault v)
{
VaryingsBlend o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.pixcoord = o.texcoord * SMAA_RT_METRICS.zw;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
o.offsets[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.250, -0.125, 1.250, -0.125), o.texcoord.xyxy);
o.offsets[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.250, -0.125, 1.250), o.texcoord.xyxy);
// And these for the searches, they indicate the ends of the loops:
o.offsets[2] = mad(SMAA_RT_METRICS.xxyy, float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
float4(o.offsets[0].xz, o.offsets[1].yw));
return o;
}
float4 FragBlend(VaryingsBlend i) : SV_Target
{
return SMAABlendingWeightCalculationPS(i.texcoord, i.pixcoord, i.offsets, _MainTex, _AreaTex, _SearchTex, 0);
}
// ----------------------------------------------------------------------------------------
// Neighborhood Blending
struct VaryingsNeighbor
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 offset : TEXCOORD1;
};
VaryingsNeighbor VertNeighbor(AttributesDefault v)
{
VaryingsNeighbor o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), o.texcoord.xyxy);
return o;
}
float4 FragNeighbor(VaryingsNeighbor i) : SV_Target
{
return SMAANeighborhoodBlendingPS(i.texcoord, i.offset, _MainTex, _BlendTex);
}
#endif