Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl

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2024-08-26 13:07:20 -07:00
#ifndef DEPTH_OF_FIELD_COMMON
#define DEPTH_OF_FIELD_COMMON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
struct TileData
{
uint position;
};
uint PackKernelCoord(float2 coords)
{
return uint(f32tof16(coords.x) | f32tof16(coords.y) << 16);
}
float2 UnpackKernelCoord(StructuredBuffer<uint> kernel, uint id)
{
uint coord = kernel[id];
return float2(f16tof32(coord), f16tof32(coord >> 16));
}
uint PackTileCoord(uint2 coord)
{
return (coord.x << 16u) | coord.y;
}
uint2 UnpackTileCoord(TileData tile)
{
uint pos = tile.position;
return uint2((pos >> 16u) & 0xffff, pos & 0xffff);
}
float CameraDepth(TEXTURE2D_X(depthMinMaxAvg), uint2 pixelCoords)
{
pixelCoords = FromOutputPosSSToPreupsamplePosSS(pixelCoords);
#ifndef USE_MIN_DEPTH
return LoadCameraDepth(pixelCoords);
#else
// When MSAA is enabled, DoF should use the min depth of the MSAA samples to avoid 1-pixel ringing around in-focus objects [case 1347291]
// Since the transparent depth pre-pass is not using MSAA and it's not included in the _DepthMinMaxAvg texture, we manually compute the min against the standard depth pyramid
return min(LOAD_TEXTURE2D_X_LOD(depthMinMaxAvg, pixelCoords, 0).g, LoadCameraDepth(pixelCoords));
#endif
}
#endif // DEPTH_OF_FIELD_COMMON