Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader
2024-08-26 23:07:20 +03:00

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Shader "Hidden/Universal Render Pipeline/BokehDepthOfField"
{
HLSLINCLUDE
#pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
// Do not change this without changing PostProcessPass.PrepareBokehKernel()
#define SAMPLE_COUNT 42
// Toggle this to reduce flickering - note that it will reduce overall bokeh energy and add
// a small cost to the pre-filtering pass
#define COC_LUMA_WEIGHTING 0
TEXTURE2D_X(_DofTexture);
TEXTURE2D_X(_FullCoCTexture);
half4 _SourceSize;
half4 _DownSampleScaleFactor;
half4 _CoCParams;
half4 _BokehKernel[SAMPLE_COUNT];
half4 _BokehConstants;
#define FocusDist _CoCParams.x
#define MaxCoC _CoCParams.y
#define MaxRadius _CoCParams.z
#define RcpAspect _CoCParams.w
half FragCoC(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _SourceSize.xy * uv).x;
float linearEyeDepth = LinearEyeDepth(depth, _ZBufferParams);
half coc = (1.0 - FocusDist / linearEyeDepth) * MaxCoC;
half nearCoC = clamp(coc, -1.0, 0.0);
half farCoC = saturate(coc);
return saturate((farCoC + nearCoC + 1.0) * 0.5);
}
half4 FragPrefilter(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
#if SHADER_TARGET >= 45 && defined(PLATFORM_SUPPORT_GATHER)
// Sample source colors
half4 cr = GATHER_RED_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
half4 cg = GATHER_GREEN_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
half4 cb = GATHER_BLUE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
half3 c0 = half3(cr.x, cg.x, cb.x);
half3 c1 = half3(cr.y, cg.y, cb.y);
half3 c2 = half3(cr.z, cg.z, cb.z);
half3 c3 = half3(cr.w, cg.w, cb.w);
// Sample CoCs
half4 cocs = GATHER_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv) * 2.0 - 1.0;
half coc0 = cocs.x;
half coc1 = cocs.y;
half coc2 = cocs.z;
half coc3 = cocs.w;
#else
float3 duv = _SourceSize.zwz * float3(0.5, 0.5, -0.5);
float2 uv0 = uv - duv.xy;
float2 uv1 = uv - duv.zy;
float2 uv2 = uv + duv.zy;
float2 uv3 = uv + duv.xy;
// Sample source colors
half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv0).xyz;
half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv1).xyz;
half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv2).xyz;
half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv3).xyz;
// Sample CoCs
half coc0 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv0).x * 2.0 - 1.0;
half coc1 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv1).x * 2.0 - 1.0;
half coc2 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv2).x * 2.0 - 1.0;
half coc3 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv3).x * 2.0 - 1.0;
#endif
#if COC_LUMA_WEIGHTING
// Apply CoC and luma weights to reduce bleeding and flickering
half w0 = abs(coc0) / (Max3(c0.x, c0.y, c0.z) + 1.0);
half w1 = abs(coc1) / (Max3(c1.x, c1.y, c1.z) + 1.0);
half w2 = abs(coc2) / (Max3(c2.x, c2.y, c2.z) + 1.0);
half w3 = abs(coc3) / (Max3(c3.x, c3.y, c3.z) + 1.0);
// Weighted average of the color samples
half3 avg = c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3;
avg /= max(w0 + w1 + w2 + w3, 1e-5);
#else
half3 avg = (c0 + c1 + c2 + c3) / 4.0;
#endif
// Select the largest CoC value
half cocMin = min(coc0, Min3(coc1, coc2, coc3));
half cocMax = max(coc0, Max3(coc1, coc2, coc3));
half coc = (-cocMin > cocMax ? cocMin : cocMax) * MaxRadius;
// Premultiply CoC
avg *= smoothstep(0, _SourceSize.w * 2.0, abs(coc));
#if defined(UNITY_COLORSPACE_GAMMA)
avg = GetSRGBToLinear(avg);
#endif
return half4(avg, coc);
}
void Accumulate(half4 samp0, float2 uv, half4 disp, inout half4 farAcc, inout half4 nearAcc)
{
half4 samp = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampAndScaleUVForBilinear(uv + disp.wy, _BlitTexture_TexelSize.xy));
// Compare CoC of the current sample and the center sample and select smaller one
half farCoC = max(min(samp0.a, samp.a), 0.0);
// Compare the CoC to the sample distance & add a small margin to smooth out
half farWeight = saturate((farCoC - disp.z + _BokehConstants.y) / _BokehConstants.y);
half nearWeight = saturate((-samp.a - disp.z + _BokehConstants.y) / _BokehConstants.y);
// Cut influence from focused areas because they're darkened by CoC premultiplying. This is only
// needed for near field
nearWeight *= step(_BokehConstants.x, -samp.a);
// Accumulation
farAcc += half4(samp.rgb, 1.0h) * farWeight;
nearAcc += half4(samp.rgb, 1.0h) * nearWeight;
}
half4 FragBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
half4 samp0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
half4 farAcc = 0.0; // Background: far field bokeh
half4 nearAcc = 0.0; // Foreground: near field bokeh
// Center sample isn't in the kernel array, accumulate it separately
Accumulate(samp0, uv, 0.0, farAcc, nearAcc);
UNITY_LOOP
for (int si = 0; si < SAMPLE_COUNT; si++)
{
Accumulate(samp0, uv, _BokehKernel[si], farAcc, nearAcc);
}
// Get the weighted average
farAcc.rgb /= farAcc.a + (farAcc.a == 0.0); // Zero-div guard
nearAcc.rgb /= nearAcc.a + (nearAcc.a == 0.0);
// Normalize the total of the weights for the near field
nearAcc.a *= PI / (SAMPLE_COUNT + 1);
// Alpha premultiplying (total near field accumulation weight)
half alpha = saturate(nearAcc.a);
half3 rgb = lerp(farAcc.rgb, nearAcc.rgb, alpha);
return half4(rgb, alpha);
}
half4 FragPostBlur(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
// 9-tap tent filter with 4 bilinear samples
float4 duv = _SourceSize.zwzw * _DownSampleScaleFactor.zwzw * float4(0.5, 0.5, -0.5, 0);
half4 acc;
acc = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - duv.xy, _BlitTexture_TexelSize.xy));
acc += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - duv.zy, _BlitTexture_TexelSize.xy));
acc += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + duv.zy, _BlitTexture_TexelSize.xy));
acc += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + duv.xy, _BlitTexture_TexelSize.xy));
return acc * 0.25;
}
half4 FragComposite(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
float dofDownSample = 2.0f;
half4 dof = SAMPLE_TEXTURE2D_X(_DofTexture, sampler_LinearClamp, ClampUVForBilinear(uv, _BlitTexture_TexelSize.xy * dofDownSample));
half coc = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, ClampUVForBilinear(uv, _BlitTexture_TexelSize.xy)).r;
coc = (coc - 0.5) * 2.0 * MaxRadius;
// Convert CoC to far field alpha value
float ffa = smoothstep(_SourceSize.w * 2.0, _SourceSize.w * 4.0, coc);
half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv, _BlitTexture_TexelSize.xy));
#if defined(UNITY_COLORSPACE_GAMMA)
color = GetSRGBToLinear(color);
#endif
half alpha = Max3(dof.r, dof.g, dof.b);
half4 outColor = lerp(color, half4(dof.rgb, alpha), ffa + dof.a - ffa * dof.a);
#if _ENABLE_ALPHA_OUTPUT
// Preserve the original value of the pixels with zero alpha
outColor.rgb = color.a > 0 ? outColor.rgb : color.rgb;
// The BokehDoF does not process source content alpha as it uses the alpha channel to pack CoC and near/far field weights.
// The outColor.a is an approximate mixed alpha between the sharp and the blurred (near+far) dof layers.
// It is not the actual blurred alpha of the source content.
// Keep the original alpha mask.
outColor.a = color.a;
#endif
#if defined(UNITY_COLORSPACE_GAMMA)
outColor = GetLinearToSRGB(outColor);
#endif
return outColor;
}
ENDHLSL
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "Bokeh Depth Of Field CoC"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragCoC
#pragma target 4.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Prefilter"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragPrefilter
#pragma target 4.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Blur"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBlur
#pragma target 4.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Post Blur"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragPostBlur
#pragma target 4.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Composite"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragComposite
#pragma target 4.5
#pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT
ENDHLSL
}
}
// SM3.5 fallbacks - needed because of the use of Gather
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "Bokeh Depth Of Field CoC"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragCoC
#pragma target 3.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Prefilter"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragPrefilter
#pragma target 3.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Blur"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBlur
#pragma target 3.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Post Blur"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragPostBlur
#pragma target 3.5
ENDHLSL
}
Pass
{
Name "Bokeh Depth Of Field Composite"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragComposite
#pragma target 3.5
#pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT
ENDHLSL
}
}
}