Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DepthOfField.hlsl
2024-09-27 20:27:46 +03:00

272 lines
10 KiB
HLSL

#ifndef UNITY_POSTFX_DEPTH_OF_FIELD
#define UNITY_POSTFX_DEPTH_OF_FIELD
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DiskKernels.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4 _MainTex_TexelSize;
TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture);
TEXTURE2D_SAMPLER2D(_CoCTex, sampler_CoCTex);
TEXTURE2D_SAMPLER2D(_DepthOfFieldTex, sampler_DepthOfFieldTex);
float4 _DepthOfFieldTex_TexelSize;
// Camera parameters
float _Distance;
float _LensCoeff; // f^2 / (N * (S1 - f) * film_width * 2)
float _MaxCoC;
float _RcpMaxCoC;
float _RcpAspect;
half3 _TaaParams; // Jitter.x, Jitter.y, Blending
// CoC calculation
half4 FragCoC(VaryingsDefault i) : SV_Target
{
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
half coc = (depth - _Distance) * _LensCoeff / max(depth, 1e-4);
return saturate(coc * 0.5 * _RcpMaxCoC + 0.5);
}
// Temporal filter
half4 FragTempFilter(VaryingsDefault i) : SV_Target
{
float3 uvOffs = _MainTex_TexelSize.xyy * float3(1.0, 1.0, 0.0);
#if UNITY_GATHER_SUPPORTED
half4 cocTL = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xy * 0.5)); // top-left
half4 cocBR = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xy * 0.5)); // bottom-right
half coc1 = cocTL.x; // top
half coc2 = cocTL.z; // left
half coc3 = cocBR.x; // bottom
half coc4 = cocBR.z; // right
#else
half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xz)).r; // top
half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.zy)).r; // left
half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.zy)).r; // bottom
half coc4 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xz)).r; // right
#endif
// Dejittered center sample.
half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - _TaaParams.xy)).r;
// CoC dilation: determine the closest point in the four neighbors
float3 closest = float3(0.0, 0.0, coc0);
closest = coc1 < closest.z ? float3(-uvOffs.xz, coc1) : closest;
closest = coc2 < closest.z ? float3(-uvOffs.zy, coc2) : closest;
closest = coc3 < closest.z ? float3( uvOffs.zy, coc3) : closest;
closest = coc4 < closest.z ? float3( uvOffs.xz, coc4) : closest;
// Sample the history buffer with the motion vector at the closest point
float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, UnityStereoTransformScreenSpaceTex(i.texcoord + closest.xy)).xy;
half cocHis = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - motion)).r;
// Neighborhood clamping
half cocMin = closest.z;
half cocMax = Max3(Max3(coc0, coc1, coc2), coc3, coc4);
cocHis = clamp(cocHis, cocMin, cocMax);
// Blend with the history
return lerp(coc0, cocHis, _TaaParams.z);
}
// Prefilter: downsampling and premultiplying
half4 FragPrefilter(VaryingsDefault i) : SV_Target
{
#if UNITY_GATHER_SUPPORTED
// Sample source colors
half4 c_r = GATHER_RED_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half4 c_g = GATHER_GREEN_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half4 c_b = GATHER_BLUE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half3 c0 = half3(c_r.x, c_g.x, c_b.x);
half3 c1 = half3(c_r.y, c_g.y, c_b.y);
half3 c2 = half3(c_r.z, c_g.z, c_b.z);
half3 c3 = half3(c_r.w, c_g.w, c_b.w);
// Sample CoCs
half4 cocs = GATHER_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo) * 2.0 - 1.0;
half coc0 = cocs.x;
half coc1 = cocs.y;
half coc2 = cocs.z;
half coc3 = cocs.w;
#else
float3 duv = _MainTex_TexelSize.xyx * float3(0.5, 0.5, -0.5);
float2 uv0 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy);
float2 uv1 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy);
float2 uv2 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy);
float2 uv3 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy);
// Sample source colors
half3 c0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv0).rgb;
half3 c1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1).rgb;
half3 c2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv2).rgb;
half3 c3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv3).rgb;
// Sample CoCs
half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv0).r * 2.0 - 1.0;
half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv1).r * 2.0 - 1.0;
half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv2).r * 2.0 - 1.0;
half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv3).r * 2.0 - 1.0;
#endif
// Apply CoC and luma weights to reduce bleeding and flickering
float w0 = abs(coc0) / (Max3(c0.r, c0.g, c0.b) + 1.0);
float w1 = abs(coc1) / (Max3(c1.r, c1.g, c1.b) + 1.0);
float w2 = abs(coc2) / (Max3(c2.r, c2.g, c2.b) + 1.0);
float w3 = abs(coc3) / (Max3(c3.r, c3.g, c3.b) + 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-4);
// Select the largest CoC value
half coc_min = min(coc0, Min3(coc1, coc2, coc3));
half coc_max = max(coc0, Max3(coc1, coc2, coc3));
half coc = (-coc_min > coc_max ? coc_min : coc_max) * _MaxCoC;
// Premultiply CoC again
avg *= smoothstep(0, _MainTex_TexelSize.y * 2, abs(coc));
#if defined(UNITY_COLORSPACE_GAMMA)
avg = SRGBToLinear(avg);
#endif
return half4(avg, coc);
}
// Bokeh filter with disk-shaped kernels
half4 FragBlur(VaryingsDefault i) : SV_Target
{
half4 samp0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half4 bgAcc = 0.0; // Background: far field bokeh
half4 fgAcc = 0.0; // Foreground: near field bokeh
UNITY_LOOP
for (int si = 0; si < kSampleCount; si++)
{
float2 disp = kDiskKernel[si] * _MaxCoC;
float dist = length(disp);
float2 duv = float2(disp.x * _RcpAspect, disp.y);
half4 samp = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv));
// BG: Compare CoC of the current sample and the center sample
// and select smaller one.
half bgCoC = max(min(samp0.a, samp.a), 0.0);
// Compare the CoC to the sample distance.
// Add a small margin to smooth out.
const half margin = _MainTex_TexelSize.y * 2;
half bgWeight = saturate((bgCoC - dist + margin) / margin);
half fgWeight = saturate((-samp.a - dist + margin) / margin);
// Cut influence from focused areas because they're darkened by CoC
// premultiplying. This is only needed for near field.
fgWeight *= step(_MainTex_TexelSize.y, -samp.a);
// Accumulation
bgAcc += half4(samp.rgb, 1.0) * bgWeight;
fgAcc += half4(samp.rgb, 1.0) * fgWeight;
}
// Get the weighted average.
bgAcc.rgb /= bgAcc.a + (bgAcc.a == 0.0); // zero-div guard
fgAcc.rgb /= fgAcc.a + (fgAcc.a == 0.0);
// BG: Calculate the alpha value only based on the center CoC.
// This is a rather aggressive approximation but provides stable results.
bgAcc.a = smoothstep(_MainTex_TexelSize.y, _MainTex_TexelSize.y * 2.0, samp0.a);
// FG: Normalize the total of the weights.
fgAcc.a *= PI / kSampleCount;
// Alpha premultiplying
half alpha = saturate(fgAcc.a);
half3 rgb = lerp(bgAcc.rgb, fgAcc.rgb, alpha);
return half4(rgb, alpha);
}
// Postfilter blur
half4 FragPostBlur(VaryingsDefault i) : SV_Target
{
// 9 tap tent filter with 4 bilinear samples
const float4 duv = _MainTex_TexelSize.xyxy * float4(0.5, 0.5, -0.5, 0);
half4 acc;
acc = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy));
acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy));
acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy));
acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy));
return acc / 4.0;
}
// Combine with source
half4 FragCombine(VaryingsDefault i) : SV_Target
{
half4 dof = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
half coc = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo).r;
coc = (coc - 0.5) * 2.0 * _MaxCoC;
// Convert CoC to far field alpha value.
float ffa = smoothstep(_MainTex_TexelSize.y * 2.0, _MainTex_TexelSize.y * 4.0, coc);
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
#if defined(UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(color);
#endif
half alpha = Max3(dof.r, dof.g, dof.b);
// lerp(lerp(color, dof, ffa), dof, dof.a)
color = lerp(color, float4(dof.rgb, alpha), ffa + dof.a - ffa * dof.a);
#if defined(UNITY_COLORSPACE_GAMMA)
color = LinearToSRGB(color);
#endif
return color;
}
// Debug overlay
half4 FragDebugOverlay(VaryingsDefault i) : SV_Target
{
half3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb;
// Calculate the radiuses of CoC.
half4 src = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
float coc = (depth - _Distance) * _LensCoeff / depth;
coc *= 80;
// Visualize CoC (white -> red -> gray)
half3 rgb = lerp(half3(1.0, 0.0, 0.0), half3(1.0, 1.0, 1.0), saturate(-coc));
rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
// Black and white image overlay
rgb *= Luminance(color) + 0.5;
// Gamma correction
#if !UNITY_COLORSPACE_GAMMA
rgb = SRGBToLinear(rgb);
#endif
return half4(rgb, 1.0);
}
#endif // UNITY_POSTFX_DEPTH_OF_FIELD