#ifndef UNITY_POSTFX_SSR #define UNITY_POSTFX_SSR #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityStandardUtils.cginc" #define SSR_MINIMUM_ATTENUATION 0.275 #define SSR_ATTENUATION_SCALE (1.0 - SSR_MINIMUM_ATTENUATION) #define SSR_VIGNETTE_INTENSITY _VignetteIntensity #define SSR_VIGNETTE_SMOOTHNESS 5. #define SSR_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD 1.0 #define SSR_FINAL_BLEND_STATIC_FACTOR 0.95 #define SSR_FINAL_BLEND_DYNAMIC_FACTOR 0.7 #define SSR_ENABLE_CONTACTS 0 #define SSR_KILL_FIREFLIES 0 // // Helper structs // struct Ray { float3 origin; float3 direction; }; struct Segment { float3 start; float3 end; float3 direction; }; struct Result { bool isHit; float2 uv; float3 position; int iterationCount; }; // // Uniforms // Texture2D _MainTex; SamplerState sampler_MainTex; Texture2D _History; SamplerState sampler_History; Texture2D _CameraDepthTexture; SamplerState sampler_CameraDepthTexture; Texture2D _CameraMotionVectorsTexture; SamplerState sampler_CameraMotionVectorsTexture; Texture2D _CameraReflectionsTexture; SamplerState sampler_CameraReflectionsTexture; Texture2D _CameraGBufferTexture0; // albedo = g[0].rgb Texture2D _CameraGBufferTexture1; // roughness = g[1].a Texture2D _CameraGBufferTexture2; SamplerState sampler_CameraGBufferTexture2; // normal.xyz 2. * g[2].rgb - 1. Texture2D _Noise; SamplerState sampler_Noise; Texture2D _Test; SamplerState sampler_Test; Texture2D _Resolve; SamplerState sampler_Resolve; float4 _MainTex_TexelSize; float4 _Test_TexelSize; float4x4 _ViewMatrix; float4x4 _InverseViewMatrix; float4x4 _ScreenSpaceProjectionMatrix; float4 _Params; // x: vignette intensity, y: distance fade, z: maximum march distance, w: blur pyramid lod count float4 _Params2; // x: aspect ratio, y: noise tiling, z: thickness, w: maximum iteration count #define _Attenuation .25 #define _VignetteIntensity _Params.x #define _DistanceFade _Params.y #define _MaximumMarchDistance _Params.z #define _BlurPyramidLODCount _Params.w #define _AspectRatio _Params2.x #define _NoiseTiling _Params2.y #define _Bandwidth _Params2.z #define _MaximumIterationCount _Params2.w // // Helper functions // float Attenuate(float2 uv) { float offset = min(1.0 - max(uv.x, uv.y), min(uv.x, uv.y)); float result = offset / (SSR_ATTENUATION_SCALE * _Attenuation + SSR_MINIMUM_ATTENUATION); result = saturate(result); return pow(result, 0.5); } float Vignette(float2 uv) { float2 k = abs(uv - 0.5) * SSR_VIGNETTE_INTENSITY; k.x *= _MainTex_TexelSize.y * _MainTex_TexelSize.z; return pow(saturate(1.0 - dot(k, k)), SSR_VIGNETTE_SMOOTHNESS); } float3 GetViewSpacePosition(float2 uv) { float depth = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0).r; float4 result = float4(float2(2.0 * uv - 1.0) * float2(unity_CameraInvProjection[0][0], unity_CameraInvProjection[1][1]), depth * unity_CameraInvProjection[2][2] + unity_CameraInvProjection[2][3], _ZBufferParams . z * depth + _ZBufferParams . w); // Use _ZBufferParams as it accounts for 0...1 depth value range return result.xyz / result.w; } float GetSquaredDistance(float2 first, float2 second) { first -= second; return dot(first, first); } float4 ProjectToScreenSpace(float3 position) { return float4( _ScreenSpaceProjectionMatrix[0][0] * position.x + _ScreenSpaceProjectionMatrix[0][2] * position.z, _ScreenSpaceProjectionMatrix[1][1] * position.y + _ScreenSpaceProjectionMatrix[1][2] * position.z, _ScreenSpaceProjectionMatrix[2][2] * position.z + _ScreenSpaceProjectionMatrix[2][3], _ScreenSpaceProjectionMatrix[3][2] * position.z ); } // Heavily adapted from McGuire and Mara's original implementation // http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html Result March(Ray ray, VaryingsDefault input) { Result result; result.isHit = false; result.uv = 0.0; result.position = 0.0; result.iterationCount = 0; Segment segment; segment.start = ray.origin; float end = ray.origin.z + ray.direction.z * _MaximumMarchDistance; float magnitude = _MaximumMarchDistance; if (end > -_ProjectionParams.y) magnitude = (-_ProjectionParams.y - ray.origin.z) / ray.direction.z; segment.end = ray.origin + ray.direction * magnitude; float4 r = ProjectToScreenSpace(segment.start); float4 q = ProjectToScreenSpace(segment.end); const float2 homogenizers = rcp(float2(r.w, q.w)); segment.start *= homogenizers.x; segment.end *= homogenizers.y; float4 endPoints = float4(r.xy, q.xy) * homogenizers.xxyy; endPoints.zw += step(GetSquaredDistance(endPoints.xy, endPoints.zw), 0.0001) * max(_Test_TexelSize.x, _Test_TexelSize.y); float2 displacement = endPoints.zw - endPoints.xy; bool isPermuted = false; if (abs(displacement.x) < abs(displacement.y)) { isPermuted = true; displacement = displacement.yx; endPoints.xyzw = endPoints.yxwz; } float direction = sign(displacement.x); float normalizer = direction / displacement.x; segment.direction = (segment.end - segment.start) * normalizer; float4 derivatives = float4(float2(direction, displacement.y * normalizer), (homogenizers.y - homogenizers.x) * normalizer, segment.direction.z); float stride = 1.0 - min(1.0, -ray.origin.z * 0.01); float2 uv = input.texcoord * _NoiseTiling; uv.y *= _AspectRatio; float jitter = _Noise.SampleLevel(sampler_Noise, uv + _WorldSpaceCameraPos.xz, 0).a; stride *= _Bandwidth; derivatives *= stride; segment.direction *= stride; float2 z = 0.0; float4 tracker = float4(endPoints.xy, homogenizers.x, segment.start.z) + derivatives * jitter; for (int i = 0; i < _MaximumIterationCount; ++i) { if (any(result.uv < 0.0) || any(result.uv > 1.0)) { result.isHit = false; return result; } tracker += derivatives; z.x = z.y; z.y = tracker.w + derivatives.w * 0.5; z.y /= tracker.z + derivatives.z * 0.5; #if SSR_KILL_FIREFLIES UNITY_FLATTEN if (z.y < -_MaximumMarchDistance) { result.isHit = false; return result; } #endif UNITY_FLATTEN if (z.y > z.x) { float k = z.x; z.x = z.y; z.y = k; } uv = tracker.xy; UNITY_FLATTEN if (isPermuted) uv = uv.yx; uv *= _Test_TexelSize.xy; float d = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0); float depth = -LinearEyeDepth(d); UNITY_FLATTEN if (z.y < depth) { result.uv = uv; result.isHit = true; result.iterationCount = i + 1; return result; } } return result; } // // Fragment shaders // float4 FragTest(VaryingsDefault i) : SV_Target { float4 gbuffer2 = _CameraGBufferTexture2.Sample(sampler_CameraGBufferTexture2, i.texcoordStereo); if (dot(gbuffer2, 1.0) == 0.0) return 0.0; float3 normal = 2.0 * gbuffer2.rgb - 1.0; normal = mul((float3x3)_ViewMatrix, normal); Ray ray; ray.origin = GetViewSpacePosition(i.texcoord); if (ray.origin.z < -_MaximumMarchDistance) return 0.0; ray.direction = normalize(reflect(normalize(ray.origin), normal)); if (ray.direction.z > 0.0) return 0.0; Result result = March(ray, i); float confidence = (float)result.iterationCount / (float)_MaximumIterationCount; return float4(result.uv, confidence, (float)result.isHit); } float4 FragResolve(VaryingsDefault i) : SV_Target { float4 test = _Test.Load(int3(i.vertex.xy, 0)); if (test.w == 0.0) return _MainTex.Sample(sampler_MainTex, i.texcoordStereo); float4 color = _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(test.xy), 0); float confidence = test.w * Attenuate(test.xy) * Vignette(test.xy); color.rgb *= confidence; color.a = test.z; return color; } float4 FragReproject(VaryingsDefault i) : SV_Target { float2 motion = _CameraMotionVectorsTexture.SampleLevel(sampler_CameraMotionVectorsTexture, i.texcoordStereo, 0).xy; float2 uv = i.texcoord - motion; const float2 k = SSR_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD * _MainTex_TexelSize.xy; float4 color = _MainTex.SampleLevel(sampler_MainTex, i.texcoordStereo, 0); // 0 1 2 // 3 float4x4 top = float4x4( _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, -k.y)), 0), _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( 0.0, -k.y)), 0), _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, -k.y)), 0), _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, 0.0)), 0) ); // 0 // 1 2 3 float4x4 bottom = float4x4( _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, 0.0)), 0), _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, k.y)), 0), _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( 0.0, k.y)), 0), _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, k.y)), 0) ); float4 minimum = min(min(min(min(min(min(min(min(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color); float4 maximum = max(max(max(max(max(max(max(max(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color); float4 history = _History.SampleLevel(sampler_History, UnityStereoTransformScreenSpaceTex(uv), 0); history = clamp(history, minimum, maximum); color.a = saturate(smoothstep(0.002 * _MainTex_TexelSize.z, 0.0035 * _MainTex_TexelSize.z, length(motion))); float weight = clamp(lerp(SSR_FINAL_BLEND_STATIC_FACTOR, SSR_FINAL_BLEND_DYNAMIC_FACTOR, history.a * 100.0), SSR_FINAL_BLEND_DYNAMIC_FACTOR, SSR_FINAL_BLEND_STATIC_FACTOR); color.a *= 0.85; return lerp(color, history, weight); } float4 FragComposite(VaryingsDefault i) : SV_Target { float z = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, i.texcoordStereo, 0).r; if (Linear01Depth(z) > 0.999) return _MainTex.Sample(sampler_MainTex, i.texcoordStereo); float4 gbuffer0 = _CameraGBufferTexture0.Load(int3(i.vertex.xy, 0)); float4 gbuffer1 = _CameraGBufferTexture1.Load(int3(i.vertex.xy, 0)); float4 gbuffer2 = _CameraGBufferTexture2.Load(int3(i.vertex.xy, 0)); half oneMinusReflectivity = 0.0; EnergyConservationBetweenDiffuseAndSpecular(gbuffer0.rgb, gbuffer1.rgb, oneMinusReflectivity); float3 normal = 2.0 * gbuffer2.rgb - 1.0; float3 position = GetViewSpacePosition(i.texcoord); float3 eye = mul((float3x3)_InverseViewMatrix, normalize(position)); position = mul(_InverseViewMatrix, float4(position, 1.0)).xyz; #if SSR_ENABLE_CONTACTS float4 test = _Test.SampleLevel(sampler_Test, i.texcoordStereo, 0); float4 resolve = _Resolve.SampleLevel(sampler_Resolve, i.texcoordStereo, SmoothnessToRoughness(gbuffer1.a) * (_BlurPyramidLODCount - 1.0) * test.z + 1.0); #else float4 resolve = _Resolve.SampleLevel(sampler_Resolve, i.texcoordStereo, SmoothnessToRoughness(gbuffer1.a) * (_BlurPyramidLODCount - 1.0) + 1.0); #endif float confidence = saturate(2.0 * dot(-eye, normalize(reflect(-eye, normal)))); UnityLight light; light.color = 0.0; light.dir = 0.0; light.ndotl = 0.0; UnityIndirect indirect; indirect.diffuse = 0.0; indirect.specular = resolve.rgb; resolve.rgb = UNITY_BRDF_PBS(gbuffer0.rgb, gbuffer1.rgb, oneMinusReflectivity, gbuffer1.a, normal, -eye, light, indirect).rgb; float4 reflectionProbes = _CameraReflectionsTexture.Sample(sampler_CameraReflectionsTexture, i.texcoordStereo); float4 color = _MainTex.Sample(sampler_MainTex, i.texcoordStereo); color.rgb = max(0.0, color.rgb - reflectionProbes.rgb); resolve.a *= 2. * resolve.a; // 2 and 1.5 are quite important for the correct ratio of 3:2 distribution float fade = 1.0 - saturate(1.5 * resolve.a * smoothstep(0.5, 1.0, 1.5 * resolve.a) * _DistanceFade); resolve.rgb = lerp(reflectionProbes.rgb, resolve.rgb, confidence * fade); color.rgb += resolve.rgb * gbuffer0.a; return color; } #endif // UNITY_POSTFX_SSR