Shader "Hidden/PostProcessing/Debug/Overlays" { HLSLINCLUDE #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl" #pragma target 3.0 TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture); TEXTURE2D_SAMPLER2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture); TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture); #if SOURCE_GBUFFER TEXTURE2D_SAMPLER2D(_CameraGBufferTexture2, sampler_CameraGBufferTexture2); #endif float4 _MainTex_TexelSize; float4 _Params; // ----------------------------------------------------------------------------- // Depth float4 FragDepth(VaryingsDefault i) : SV_Target { float d = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo, 0); d = lerp(d, Linear01Depth(d), _Params.x); //#if !UNITY_COLORSPACE_GAMMA // d = SRGBToLinear(d); //#endif return float4(d.xxx, 1.0); } // ----------------------------------------------------------------------------- // Normals float4 FragNormals(VaryingsDefault i) : SV_Target { #if SOURCE_GBUFFER float3 norm = SAMPLE_TEXTURE2D(_CameraGBufferTexture2, sampler_CameraGBufferTexture2, i.texcoordStereo).xyz * 2.0 - 1.0; float3 n = mul((float3x3)unity_WorldToCamera, norm); #else float4 cdn = SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, i.texcoordStereo); float3 n = DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0); #endif #if UNITY_COLORSPACE_GAMMA n = LinearToSRGB(n); #endif return float4(n, 1.0); } // ----------------------------------------------------------------------------- // Motion vectors float DistanceToLine(float2 p, float2 p1, float2 p2) { float2 center = (p1 + p2) * 0.5; float len = length(p2 - p1); float2 dir = (p2 - p1) / len; float2 rel_p = p - center; return dot(rel_p, float2(dir.y, -dir.x)); } float DistanceToSegment(float2 p, float2 p1, float2 p2) { float2 center = (p1 + p2) * 0.5; float len = length(p2 - p1); float2 dir = (p2 - p1) / len; float2 rel_p = p - center; float dist1 = abs(dot(rel_p, float2(dir.y, -dir.x))); float dist2 = abs(dot(rel_p, dir)) - 0.5 * len; return max(dist1, dist2); } float DrawArrow(float2 texcoord, float body, float head, float height, float linewidth, float antialias) { float w = linewidth / 2.0 + antialias; float2 start = -float2(body / 2.0, 0.0); float2 end = float2(body / 2.0, 0.0); // Head: 3 lines float d1 = DistanceToLine(texcoord, end, end - head * float2(1.0, -height)); float d2 = DistanceToLine(texcoord, end - head * float2(1.0, height), end); float d3 = texcoord.x - end.x + head; // Body: 1 segment float d4 = DistanceToSegment(texcoord, start, end - float2(linewidth, 0.0)); float d = min(max(max(d1, d2), -d3), d4); return d; } float2 SampleMotionVectors(float2 coords) { float2 mv = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, UnityStereoTransformScreenSpaceTex(coords)).xy; mv.y *= -1.0; return mv; } float4 FragMotionVectors(VaryingsDefault i) : SV_Target { #if UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM float3 src = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb; float2 mv = SampleMotionVectors(i.texcoord); // Background color intensity - keep this low unless you want to make your eyes bleed const float kIntensity = _Params.x; // Map motion vector direction to color wheel (hue between 0 and 360deg) float phi = atan2(mv.x, mv.y); float hue = (phi / PI + 1.0) * 0.5; float r = abs(hue * 6.0 - 3.0) - 1.0; float g = 2.0 - abs(hue * 6.0 - 2.0); float b = 2.0 - abs(hue * 6.0 - 4.0); float a = length(mv * kIntensity); float4 color = saturate(float4(r, g, b, a)); // Grid subdivisions const float kGrid = _Params.y; // Arrow grid (aspect ratio is kept) float rows = floor(kGrid * _MainTex_TexelSize.w / _MainTex_TexelSize.z); float cols = kGrid; float2 size = _MainTex_TexelSize.zw / float2(cols, rows); float body = (min(size.x, size.y) / 1.4142135623730951) * saturate(length(mv * kGrid * 0.25)); float2 texcoord = i.vertex.xy; float2 center = (floor(texcoord / size) + 0.5) * size; texcoord -= center; // Sample the center of the cell to get the current arrow vector float2 arrow_coord = center / _MainTex_TexelSize.zw; float2 mv_arrow = SampleMotionVectors(arrow_coord); // Skip empty motion float d = 0.0; if (any(mv_arrow)) { // Rotate the arrow according to the direction mv_arrow = normalize(mv_arrow); float2x2 rot = float2x2(mv_arrow.x, -mv_arrow.y, mv_arrow.y, mv_arrow.x); texcoord = mul(rot, texcoord); d = DrawArrow(texcoord, body, 0.25 * body, 0.5, 2.0, 1.0); d = 1.0 - saturate(d); } #if !UNITY_COLORSPACE_GAMMA src = LinearToSRGB(src); #endif color.rgb = lerp(src, color.rgb, color.a); #if !UNITY_COLORSPACE_GAMMA color.rgb = SRGBToLinear(color.rgb); #endif return float4(color.rgb + d.xxx, 1.0); #else // Reading vertex SV_POSITION in a fragment shader is not supported by this platform so just return solid color. return float4(1.0f, 0.0f, 1.0f, 1.0f); #endif } // ----------------------------------------------------------------------------- // NAN tracker float4 FragNANTracker(VaryingsDefault i) : SV_Target { float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo); if (AnyIsNan(color)) { color = float4(1.0, 0.0, 1.0, 1.0); } else { // Dim the color buffer so we can see NaNs & Infs better color.rgb = saturate(color.rgb) * 0.25; } return color; } // ----------------------------------------------------------------------------- // Color blindness simulation float3 RGFilter(float3 color, float k1, float k2, float k3) { float3 c_lin = color * 128.498039; float r_blind = (k1 * c_lin.r + k2 * c_lin.g) / 16448.25098; float b_blind = (k3 * c_lin.r - k3 * c_lin.g + 128.498039 * c_lin.b) / 16448.25098; r_blind = saturate(r_blind); b_blind = saturate(b_blind); return lerp(color, float3(r_blind, r_blind, b_blind), _Params.x); } float4 FragDeuteranopia(VaryingsDefault i) : SV_Target { float3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb; color = saturate(color); #if UNITY_COLORSPACE_GAMMA color = SRGBToLinear(color); #endif color = RGFilter(color, 37.611765, 90.87451, -2.862745); #if UNITY_COLORSPACE_GAMMA color = LinearToSRGB(color); #endif return float4(color, 1.0); } float4 FragProtanopia(VaryingsDefault i) : SV_Target { float3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb; color = saturate(color); #if UNITY_COLORSPACE_GAMMA color = SRGBToLinear(color); #endif color = RGFilter(color, 14.443137, 114.054902, 0.513725); #if UNITY_COLORSPACE_GAMMA color = LinearToSRGB(color); #endif return float4(color, 1.0); } float4 FragTritanopia(VaryingsDefault i) : SV_Target { float3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb; color = saturate(color); float anchor_e0 = 0.05059983 + 0.08585369 + 0.00952420; float anchor_e1 = 0.01893033 + 0.08925308 + 0.01370054; float anchor_e2 = 0.00292202 + 0.00975732 + 0.07145979; float inflection = anchor_e1 / anchor_e0; float a1 = -anchor_e2 * 0.007009; float b1 = anchor_e2 * 0.0914; float c1 = anchor_e0 * 0.007009 - anchor_e1 * 0.0914; float a2 = anchor_e1 * 0.3636 - anchor_e2 * 0.2237; float b2 = anchor_e2 * 0.1284 - anchor_e0 * 0.3636; float c2 = anchor_e0 * 0.2237 - anchor_e1 * 0.1284; #if UNITY_COLORSPACE_GAMMA color = SRGBToLinear(color); #endif float3 c_lin = color * 128.498039; float L = (c_lin.r * 0.05059983 + c_lin.g * 0.08585369 + c_lin.b * 0.00952420) / 128.498039; float M = (c_lin.r * 0.01893033 + c_lin.g * 0.08925308 + c_lin.b * 0.01370054) / 128.498039; float S = (c_lin.r * 0.00292202 + c_lin.g * 0.00975732 + c_lin.b * 0.07145979) / 128.498039; float tmp = M / L; if (tmp < inflection) S = -(a1 * L + b1 * M) / c1; else S = -(a2 * L + b2 * M) / c2; float r = L * 30.830854 - M * 29.832659 + S * 1.610474; float g = -L * 6.481468 + M * 17.715578 - S * 2.532642; float b = -L * 0.375690 - M * 1.199062 + S * 14.273846; color = lerp(color, saturate(float3(r, g, b)), _Params.x); #if UNITY_COLORSPACE_GAMMA color = LinearToSRGB(color); #endif return float4(color, 1.0); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always // 0 - Depth Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragDepth ENDHLSL } // 1 - Normals Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragNormals #pragma multi_compile _ SOURCE_GBUFFER ENDHLSL } // 2 - Motion vectors Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragMotionVectors ENDHLSL } // 3 - Nan tracker Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragNANTracker ENDHLSL } // 4 - Color blindness (deuteranopia) Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragDeuteranopia ENDHLSL } // 5 - Color blindness (protanopia) Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragProtanopia ENDHLSL } // 6 - Color blindness (tritanopia) Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment FragTritanopia ENDHLSL } } }