Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/SSAO.hlsl
2024-08-26 23:07:20 +03:00

656 lines
22 KiB
HLSL

#ifndef UNIVERSAL_SSAO_INCLUDED
#define UNIVERSAL_SSAO_INCLUDED
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
// Textures & Samplers
TEXTURE2D_HALF(_BlueNoiseTexture);
TEXTURE2D_X_HALF(_ScreenSpaceOcclusionTexture);
SAMPLER(sampler_BlitTexture);
// Params
half4 _BlurOffset;
half4 _SSAOParams;
float4 _CameraViewTopLeftCorner[2];
float4x4 _CameraViewProjections[2]; // This is different from UNITY_MATRIX_VP (platform-agnostic projection matrix is used). Handle both non-XR and XR modes.
float4 _SourceSize;
float4 _ProjectionParams2;
float4 _CameraViewXExtent[2];
float4 _CameraViewYExtent[2];
float4 _CameraViewZExtent[2];
// SSAO Settings
#define INTENSITY _SSAOParams.x
#define RADIUS _SSAOParams.y
#define DOWNSAMPLE _SSAOParams.z
#define FALLOFF _SSAOParams.w
#if defined(_BLUE_NOISE)
half4 _SSAOBlueNoiseParams;
#define BlueNoiseScale _SSAOBlueNoiseParams.xy
#define BlueNoiseOffset _SSAOBlueNoiseParams.zw
#endif
#if defined(_SAMPLE_COUNT_HIGH)
static const int SAMPLE_COUNT = 12;
#elif defined(_SAMPLE_COUNT_MEDIUM)
static const int SAMPLE_COUNT = 8;
#else
static const int SAMPLE_COUNT = 4;
#endif
// Hardcoded random UV values that improves performance.
// The values were taken from this function:
// r = frac(43758.5453 * sin( dot(float2(12.9898, 78.233), uv)) ));
// Indices 0 to 19 are for u = 0.0
// Indices 20 to 39 are for u = 1.0
static half SSAORandomUV[40] =
{
0.00000000, // 00
0.33984375, // 01
0.75390625, // 02
0.56640625, // 03
0.98437500, // 04
0.07421875, // 05
0.23828125, // 06
0.64062500, // 07
0.35937500, // 08
0.50781250, // 09
0.38281250, // 10
0.98437500, // 11
0.17578125, // 12
0.53906250, // 13
0.28515625, // 14
0.23137260, // 15
0.45882360, // 16
0.54117650, // 17
0.12941180, // 18
0.64313730, // 19
0.92968750, // 20
0.76171875, // 21
0.13333330, // 22
0.01562500, // 23
0.00000000, // 24
0.10546875, // 25
0.64062500, // 26
0.74609375, // 27
0.67968750, // 28
0.35156250, // 29
0.49218750, // 30
0.12500000, // 31
0.26562500, // 32
0.62500000, // 33
0.44531250, // 34
0.17647060, // 35
0.44705890, // 36
0.93333340, // 37
0.87058830, // 38
0.56862750, // 39
};
// Function defines
#define SCREEN_PARAMS GetScaledScreenParams()
#define SAMPLE_BASEMAP(uv) half4(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, UnityStereoTransformScreenSpaceTex(uv)));
#define SAMPLE_BASEMAP_R(uv) half(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, UnityStereoTransformScreenSpaceTex(uv)).r);
#define SAMPLE_BLUE_NOISE(uv) SAMPLE_TEXTURE2D(_BlueNoiseTexture, sampler_PointRepeat, UnityStereoTransformScreenSpaceTex(uv)).a;
// Constants
// kContrast determines the contrast of occlusion. This allows users to control over/under
// occlusion. At the moment, this is not exposed to the editor because it's rarely useful.
// The range is between 0 and 1.
static const half kContrast = half(0.6);
// The constant below controls the geometry-awareness of the bilateral
// filter. The higher value, the more sensitive it is.
static const half kGeometryCoeff = half(0.8);
// The constants below are used in the AO estimator. Beta is mainly used for suppressing
// self-shadowing noise, and Epsilon is used to prevent calculation underflow. See the paper
// (Morgan 2011 https://casual-effects.com/research/McGuire2011AlchemyAO/index.html)
// for further details of these constants.
static const half kBeta = half(0.004);
static const half kEpsilon = half(0.0001);
static const float SKY_DEPTH_VALUE = 0.00001;
static const half HALF_POINT_ONE = half(0.1);
static const half HALF_MINUS_ONE = half(-1.0);
static const half HALF_ZERO = half(0.0);
static const half HALF_HALF = half(0.5);
static const half HALF_ONE = half(1.0);
static const half4 HALF4_ONE = half4(1.0, 1.0, 1.0, 1.0);
static const half HALF_TWO = half(2.0);
static const half HALF_TWO_PI = half(6.28318530717958647693);
static const half HALF_FOUR = half(4.0);
static const half HALF_NINE = half(9.0);
static const half HALF_HUNDRED = half(100.0);
#if defined(USING_STEREO_MATRICES)
#define unity_eyeIndex unity_StereoEyeIndex
#else
#define unity_eyeIndex 0
#endif
half4 PackAONormal(half ao, half3 n)
{
n *= HALF_HALF;
n += HALF_HALF;
return half4(ao, n);
}
half3 GetPackedNormal(half4 p)
{
return p.gba * HALF_TWO - HALF_ONE;
}
half GetPackedAO(half4 p)
{
return p.r;
}
half EncodeAO(half x)
{
#if UNITY_COLORSPACE_GAMMA
return half(1.0 - max(LinearToSRGB(1.0 - saturate(x)), 0.0));
#else
return x;
#endif
}
half CompareNormal(half3 d1, half3 d2)
{
return smoothstep(kGeometryCoeff, HALF_ONE, dot(d1, d2));
}
float2 GetScreenSpacePosition(float2 uv)
{
return float2(uv * SCREEN_PARAMS.xy * DOWNSAMPLE);
}
// Pseudo random number generator
half GetRandomVal(half u, half sampleIndex)
{
return SSAORandomUV[u * 20 + sampleIndex];
}
// Sample point picker
half3 PickSamplePoint(float2 uv, int sampleIndex, half sampleIndexHalf, half rcpSampleCount, half3 normal_o, float2 pixelDensity)
{
#if defined(_BLUE_NOISE)
const half lerpVal = sampleIndexHalf * rcpSampleCount;
const half noise = SAMPLE_BLUE_NOISE(((uv + BlueNoiseOffset) * BlueNoiseScale) + lerpVal);
const half u = frac(GetRandomVal(HALF_ZERO, sampleIndexHalf).x + noise) * HALF_TWO - HALF_ONE;
const half theta = (GetRandomVal(HALF_ONE, sampleIndexHalf).x + noise) * HALF_TWO_PI * HALF_HUNDRED;
const half u2 = half(sqrt(HALF_ONE - u * u));
half3 v = half3(u2 * cos(theta), u2 * sin(theta), u);
v *= (dot(normal_o, v) >= HALF_ZERO) * HALF_TWO - HALF_ONE;
v *= lerp(0.1, 1.0, lerpVal * lerpVal);
#else
const float2 positionSS = GetScreenSpacePosition(uv);
const half noise = half(InterleavedGradientNoise(positionSS, sampleIndex));
const half u = frac(GetRandomVal(HALF_ZERO, sampleIndex) + noise) * HALF_TWO - HALF_ONE;
const half theta = (GetRandomVal(HALF_ONE, sampleIndex) + noise) * HALF_TWO_PI;
const half u2 = half(sqrt(HALF_ONE - u * u));
half3 v = half3(u2 * cos(theta), u2 * sin(theta), u);
v *= sqrt((sampleIndexHalf + HALF_ONE) * rcpSampleCount);
v = faceforward(v, -normal_o, v);
#endif
v *= RADIUS;
v.xy *= pixelDensity;
return v;
}
// For Downsampled SSAO we need to adjust the UV coordinates
// so it hits the center of the pixel inside the depth texture.
// The texelSize multiplier is 1.0 when DOWNSAMPLE is enabled, otherwise 0.0
#define ADJUSTED_DEPTH_UV(uv) uv.xy + ((_CameraDepthTexture_TexelSize.xy * 0.5) * (1.0 - (DOWNSAMPLE - 0.5) * 2.0))
float SampleDepth(float2 uv)
{
return SampleSceneDepth(ADJUSTED_DEPTH_UV(uv.xy));
}
float GetLinearEyeDepth(float rawDepth)
{
#if defined(_ORTHOGRAPHIC)
return LinearDepthToEyeDepth(rawDepth);
#else
return LinearEyeDepth(rawDepth, _ZBufferParams);
#endif
}
float SampleAndGetLinearEyeDepth(float2 uv)
{
const float rawDepth = SampleDepth(uv);
return GetLinearEyeDepth(rawDepth);
}
// This returns a vector in world unit (not a position), from camera to the given point described by uv screen coordinate and depth (in absolute world unit).
half3 ReconstructViewPos(float2 uv, float linearDepth)
{
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
uv = RemapFoveatedRenderingNonUniformToLinear(uv);
}
#endif
// Screen is y-inverted.
uv.y = 1.0 - uv.y;
// view pos in world space
#if defined(_ORTHOGRAPHIC)
float zScale = linearDepth * _ProjectionParams.w; // divide by far plane
float3 viewPos = _CameraViewTopLeftCorner[unity_eyeIndex].xyz
+ _CameraViewXExtent[unity_eyeIndex].xyz * uv.x
+ _CameraViewYExtent[unity_eyeIndex].xyz * uv.y
+ _CameraViewZExtent[unity_eyeIndex].xyz * zScale;
#else
float zScale = linearDepth * _ProjectionParams2.x; // divide by near plane
float3 viewPos = _CameraViewTopLeftCorner[unity_eyeIndex].xyz
+ _CameraViewXExtent[unity_eyeIndex].xyz * uv.x
+ _CameraViewYExtent[unity_eyeIndex].xyz * uv.y;
viewPos *= zScale;
#endif
return half3(viewPos);
}
// Try reconstructing normal accurately from depth buffer.
// Low: DDX/DDY on the current pixel
// Medium: 3 taps on each direction | x | * | y |
// High: 5 taps on each direction: | z | x | * | y | w |
// https://atyuwen.github.io/posts/normal-reconstruction/
// https://wickedengine.net/2019/09/22/improved-normal-reconstruction-from-depth/
half3 ReconstructNormal(float2 uv, float linearDepth, float3 vpos, float2 pixelDensity)
{
#if defined(_SOURCE_DEPTH_LOW)
return half3(normalize(cross(ddy(vpos), ddx(vpos))));
#else
float2 delta = float2(_SourceSize.zw * 2.0);
pixelDensity = rcp(pixelDensity);
// Sample the neighbour fragments
float2 lUV = float2(-delta.x, 0.0) * pixelDensity;
float2 rUV = float2(delta.x, 0.0) * pixelDensity;
float2 uUV = float2(0.0, delta.y) * pixelDensity;
float2 dUV = float2(0.0, -delta.y) * pixelDensity;
float3 l1 = float3(uv + lUV, 0.0); l1.z = SampleAndGetLinearEyeDepth(l1.xy); // Left1
float3 r1 = float3(uv + rUV, 0.0); r1.z = SampleAndGetLinearEyeDepth(r1.xy); // Right1
float3 u1 = float3(uv + uUV, 0.0); u1.z = SampleAndGetLinearEyeDepth(u1.xy); // Up1
float3 d1 = float3(uv + dUV, 0.0); d1.z = SampleAndGetLinearEyeDepth(d1.xy); // Down1
// Determine the closest horizontal and vertical pixels...
// horizontal: left = 0.0 right = 1.0
// vertical : down = 0.0 up = 1.0
#if defined(_SOURCE_DEPTH_MEDIUM)
uint closest_horizontal = l1.z > r1.z ? 0 : 1;
uint closest_vertical = d1.z > u1.z ? 0 : 1;
#else
float3 l2 = float3(uv + lUV * 2.0, 0.0); l2.z = SampleAndGetLinearEyeDepth(l2.xy); // Left2
float3 r2 = float3(uv + rUV * 2.0, 0.0); r2.z = SampleAndGetLinearEyeDepth(r2.xy); // Right2
float3 u2 = float3(uv + uUV * 2.0, 0.0); u2.z = SampleAndGetLinearEyeDepth(u2.xy); // Up2
float3 d2 = float3(uv + dUV * 2.0, 0.0); d2.z = SampleAndGetLinearEyeDepth(d2.xy); // Down2
const uint closest_horizontal = abs( (2.0 * l1.z - l2.z) - linearDepth) < abs( (2.0 * r1.z - r2.z) - linearDepth) ? 0 : 1;
const uint closest_vertical = abs( (2.0 * d1.z - d2.z) - linearDepth) < abs( (2.0 * u1.z - u2.z) - linearDepth) ? 0 : 1;
#endif
// Calculate the triangle, in a counter-clockwize order, to
// use based on the closest horizontal and vertical depths.
// h == 0.0 && v == 0.0: p1 = left, p2 = down
// h == 1.0 && v == 0.0: p1 = down, p2 = right
// h == 1.0 && v == 1.0: p1 = right, p2 = up
// h == 0.0 && v == 1.0: p1 = up, p2 = left
// Calculate the view space positions for the three points...
half3 P1;
half3 P2;
if (closest_vertical == 0)
{
P1 = half3(closest_horizontal == 0 ? l1 : d1);
P2 = half3(closest_horizontal == 0 ? d1 : r1);
}
else
{
P1 = half3(closest_horizontal == 0 ? u1 : r1);
P2 = half3(closest_horizontal == 0 ? l1 : u1);
}
// Use the cross product to calculate the normal...
return half3(normalize(cross(ReconstructViewPos(P2.xy, P2.z) - vpos, ReconstructViewPos(P1.xy, P1.z) - vpos)));
#endif
}
half3 SampleNormal(float2 uv, float linearDepth, float2 pixelDensity)
{
#if defined(_SOURCE_DEPTH_NORMALS)
return half3(SampleSceneNormals(uv));
#else
float3 vpos = ReconstructViewPos(uv, linearDepth);
return ReconstructNormal(uv, linearDepth, vpos, pixelDensity);
#endif
}
// Distance-based AO estimator based on Morgan 2011
// "Alchemy screen-space ambient obscurance algorithm"
// http://graphics.cs.williams.edu/papers/AlchemyHPG11/
half4 SSAO(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord;
// Early Out for Sky...
float rawDepth_o = SampleDepth(uv);
if (rawDepth_o < SKY_DEPTH_VALUE)
return PackAONormal(HALF_ZERO, HALF_ZERO);
// Early Out for Falloff
float linearDepth_o = GetLinearEyeDepth(rawDepth_o);
half halfLinearDepth_o = half(linearDepth_o);
if (halfLinearDepth_o > FALLOFF)
return PackAONormal(HALF_ZERO, HALF_ZERO);
float2 pixelDensity;
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
pixelDensity = RemapFoveatedRenderingDensity(RemapFoveatedRenderingNonUniformToLinear(uv));
}
else
#endif
{
pixelDensity = float2(1.0f, 1.0f);
}
// Normal for this fragment
half3 normal_o = SampleNormal(uv, linearDepth_o, pixelDensity);
// View position for this fragment
float3 vpos_o = ReconstructViewPos(uv, linearDepth_o);
// Parameters used in coordinate conversion
half3 camTransform000102 = half3(_CameraViewProjections[unity_eyeIndex]._m00, _CameraViewProjections[unity_eyeIndex]._m01, _CameraViewProjections[unity_eyeIndex]._m02);
half3 camTransform101112 = half3(_CameraViewProjections[unity_eyeIndex]._m10, _CameraViewProjections[unity_eyeIndex]._m11, _CameraViewProjections[unity_eyeIndex]._m12);
const half rcpSampleCount = half(rcp(SAMPLE_COUNT));
half ao = HALF_ZERO;
half sHalf = HALF_MINUS_ONE;
UNITY_UNROLL
for (int s = 0; s < SAMPLE_COUNT; s++)
{
sHalf += HALF_ONE;
// Sample point
half3 v_s1 = PickSamplePoint(uv, s, sHalf, rcpSampleCount, normal_o, pixelDensity);
half3 vpos_s1 = half3(vpos_o + v_s1);
half2 spos_s1 = half2(
camTransform000102.x * vpos_s1.x + camTransform000102.y * vpos_s1.y + camTransform000102.z * vpos_s1.z,
camTransform101112.x * vpos_s1.x + camTransform101112.y * vpos_s1.y + camTransform101112.z * vpos_s1.z
);
half zDist = HALF_ZERO;
#if defined(_ORTHOGRAPHIC)
zDist = halfLinearDepth_o;
half2 uv_s1_01 = saturate((spos_s1 + HALF_ONE) * HALF_HALF);
#else
zDist = half(-dot(UNITY_MATRIX_V[2].xyz, vpos_s1));
half2 uv_s1_01 = saturate(half2(spos_s1 * rcp(zDist) + HALF_ONE) * HALF_HALF);
#endif
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
uv_s1_01 = RemapFoveatedRenderingLinearToNonUniform(uv_s1_01);
}
#endif
// Relative depth of the sample point
float rawDepth_s = SampleDepth(uv_s1_01);
float linearDepth_s = GetLinearEyeDepth(rawDepth_s);
// We need to make sure we not use the AO value if the sample point it's outside the radius or if it's the sky...
half halfLinearDepth_s = half(linearDepth_s);
half isInsideRadius = abs(zDist - halfLinearDepth_s) < RADIUS ? 1.0 : 0.0;
isInsideRadius *= rawDepth_s > SKY_DEPTH_VALUE ? 1.0 : 0.0;
// Relative postition of the sample point
half3 v_s2 = half3(ReconstructViewPos(uv_s1_01, linearDepth_s) - vpos_o);
// Estimate the obscurance value
half dotVal = dot(v_s2, normal_o) - kBeta * halfLinearDepth_o;
half a1 = max(dotVal, HALF_ZERO);
half a2 = dot(v_s2, v_s2) + kEpsilon;
ao += a1 * rcp(a2) * isInsideRadius;
}
// Intensity normalization
ao *= RADIUS;
// Calculate falloff...
half falloff = HALF_ONE - halfLinearDepth_o * half(rcp(FALLOFF));
falloff = falloff*falloff;
// Apply contrast + intensity + falloff^2
ao = PositivePow(saturate(ao * INTENSITY * falloff * rcpSampleCount), kContrast);
// Return the packed ao + normals
return PackAONormal(ao, normal_o);
}
// ------------------------------------------------------------------
// Bilateral Blur
// ------------------------------------------------------------------
// Geometry-aware separable bilateral filter
half4 Blur(const float2 uv, const float2 delta) : SV_Target
{
half4 p0 = SAMPLE_BASEMAP(uv );
half4 p1a = SAMPLE_BASEMAP(uv - delta * 1.3846153846);
half4 p1b = SAMPLE_BASEMAP(uv + delta * 1.3846153846);
half4 p2a = SAMPLE_BASEMAP(uv - delta * 3.2307692308);
half4 p2b = SAMPLE_BASEMAP(uv + delta * 3.2307692308);
half3 n0 = GetPackedNormal(p0);
half w0 = half(0.2270270270);
half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * half(0.3162162162);
half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * half(0.3162162162);
half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * half(0.0702702703);
half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * half(0.0702702703);
half s = half(0.0);
s += GetPackedAO(p0) * w0;
s += GetPackedAO(p1a) * w1a;
s += GetPackedAO(p1b) * w1b;
s += GetPackedAO(p2a) * w2a;
s += GetPackedAO(p2b) * w2b;
s *= rcp(w0 + w1a + w1b + w2a + w2b);
return PackAONormal(s, n0);
}
// Geometry-aware bilateral filter (single pass/small kernel)
half BlurSmall(const float2 uv, const float2 delta)
{
half4 p0 = SAMPLE_BASEMAP(uv );
half4 p1 = SAMPLE_BASEMAP(uv + float2(-delta.x, -delta.y));
half4 p2 = SAMPLE_BASEMAP(uv + float2( delta.x, -delta.y));
half4 p3 = SAMPLE_BASEMAP(uv + float2(-delta.x, delta.y));
half4 p4 = SAMPLE_BASEMAP(uv + float2( delta.x, delta.y));
half3 n0 = GetPackedNormal(p0);
half w0 = HALF_ONE;
half w1 = CompareNormal(n0, GetPackedNormal(p1));
half w2 = CompareNormal(n0, GetPackedNormal(p2));
half w3 = CompareNormal(n0, GetPackedNormal(p3));
half w4 = CompareNormal(n0, GetPackedNormal(p4));
half s = HALF_ZERO;
s += GetPackedAO(p0) * w0;
s += GetPackedAO(p1) * w1;
s += GetPackedAO(p2) * w2;
s += GetPackedAO(p3) * w3;
s += GetPackedAO(p4) * w4;
return s *= rcp(w0 + w1 + w2 + w3 + w4);
}
half4 HorizontalBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
const float2 uv = input.texcoord;
const float2 delta = float2(_SourceSize.z * rcp(DOWNSAMPLE), 0.0);
return Blur(uv, delta);
}
half4 VerticalBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
const float2 uv = input.texcoord;
const float2 delta = float2(0.0, _SourceSize.w * rcp(DOWNSAMPLE));
return Blur(uv, delta);
}
half4 FinalBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
const float2 uv = input.texcoord;
const float2 delta = _SourceSize.zw * rcp(DOWNSAMPLE);
return HALF_ONE - BlurSmall(uv, delta );
}
// ------------------------------------------------------------------
// Gaussian Blur
// ------------------------------------------------------------------
// https://software.intel.com/content/www/us/en/develop/blogs/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms.html
half GaussianBlur(half2 uv, half2 pixelOffset)
{
half colOut = 0;
// Kernel width 7 x 7
const int stepCount = 2;
const half gWeights[stepCount] ={
0.44908,
0.05092
};
const half gOffsets[stepCount] ={
0.53805,
2.06278
};
UNITY_UNROLL
for( int i = 0; i < stepCount; i++ )
{
half2 texCoordOffset = gOffsets[i] * pixelOffset;
half4 p1 = SAMPLE_BASEMAP(uv + texCoordOffset);
half4 p2 = SAMPLE_BASEMAP(uv - texCoordOffset);
half col = p1.r + p2.r;
colOut += gWeights[i] * col;
}
return colOut;
}
half HorizontalGaussianBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half2 uv = input.texcoord;
half2 delta = half2(_SourceSize.z * rcp(DOWNSAMPLE), HALF_ZERO);
return GaussianBlur(uv, delta);
}
half VerticalGaussianBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half2 uv = input.texcoord;
half2 delta = half2(HALF_ZERO, _SourceSize.w * rcp(DOWNSAMPLE));
return HALF_ONE - GaussianBlur(uv, delta);
}
// ------------------------------------------------------------------
// Kawase Blur
// ------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Developed by Masaki Kawase, Bunkasha Games
// Used in DOUBLE-S.T.E.A.L. (aka Wreckless)
// From his GDC2003 Presentation: Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
half KawaseBlurFilter( half2 texCoord, half2 pixelSize, half iteration )
{
half2 texCoordSample;
half2 halfPixelSize = pixelSize * HALF_HALF;
half2 dUV = ( pixelSize.xy * half2( iteration, iteration ) ) + halfPixelSize.xy;
half cOut;
// Sample top left pixel
texCoordSample.x = texCoord.x - dUV.x;
texCoordSample.y = texCoord.y + dUV.y;
cOut = SAMPLE_BASEMAP_R(texCoordSample);
// Sample top right pixel
texCoordSample.x = texCoord.x + dUV.x;
texCoordSample.y = texCoord.y + dUV.y;
cOut += SAMPLE_BASEMAP_R(texCoordSample);
// Sample bottom right pixel
texCoordSample.x = texCoord.x + dUV.x;
texCoordSample.y = texCoord.y - dUV.y;
cOut += SAMPLE_BASEMAP_R(texCoordSample);
// Sample bottom left pixel
texCoordSample.x = texCoord.x - dUV.x;
texCoordSample.y = texCoord.y - dUV.y;
cOut += SAMPLE_BASEMAP_R(texCoordSample);
// Average
cOut *= half(0.25);
return cOut;
}
half KawaseBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half2 uv = input.texcoord;
half2 texelSize = _SourceSize.zw * rcp(DOWNSAMPLE);
half col = KawaseBlurFilter(uv, texelSize, 0);
col = HALF_ONE - col;
return col;
}
#endif //UNIVERSAL_SSAO_INCLUDED