forked from BilalY/Rasagar
190 lines
7.6 KiB
Plaintext
190 lines
7.6 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/FinalPost"
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{
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HLSLINCLUDE
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#pragma multi_compile_local_fragment _ _POINT_SAMPLING _RCAS _EASU_RCAS_AND_HDR_INPUT
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#pragma multi_compile_local_fragment _ _FXAA
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#pragma multi_compile_local_fragment _ _FILM_GRAIN
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#pragma multi_compile_local_fragment _ _DITHERING
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#pragma multi_compile_local_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE
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#pragma multi_compile_local_fragment _ HDR_INPUT HDR_COLORSPACE_CONVERSION HDR_ENCODING HDR_COLORSPACE_CONVERSION_AND_ENCODING
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ScreenCoordOverride.hlsl"
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#if defined(HDR_COLORSPACE_CONVERSION) || defined(HDR_ENCODING) || defined(HDR_COLORSPACE_CONVERSION_AND_ENCODING)
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#define HDR_INPUT 1 // this should be defined when HDR_COLORSPACE_CONVERSION or HDR_ENCODING are defined
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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TEXTURE2D(_Grain_Texture);
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TEXTURE2D(_BlueNoise_Texture);
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TEXTURE2D_X(_OverlayUITexture);
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float4 _SourceSize;
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float2 _Grain_Params;
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float4 _Grain_TilingParams;
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float4 _Dithering_Params;
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float4 _HDROutputLuminanceParams;
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#define GrainIntensity _Grain_Params.x
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#define GrainResponse _Grain_Params.y
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#define GrainScale _Grain_TilingParams.xy
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#define GrainOffset _Grain_TilingParams.zw
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#define DitheringScale _Dithering_Params.xy
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#define DitheringOffset _Dithering_Params.zw
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#define MinNits _HDROutputLuminanceParams.x
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#define MaxNits _HDROutputLuminanceParams.y
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#define PaperWhite _HDROutputLuminanceParams.z
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#define OneOverPaperWhite _HDROutputLuminanceParams.w
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#if SHADER_TARGET >= 45
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#define FSR_INPUT_TEXTURE _BlitTexture
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#define FSR_INPUT_SAMPLER sampler_LinearClamp
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// If HDR_INPUT is defined, we must also define FSR_EASU_ONE_OVER_PAPER_WHITE before including the FSR common header.
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// URP doesn't actually uses EASU from finalPost shader, only RCAS.
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#define FSR_EASU_ONE_OVER_PAPER_WHITE OneOverPaperWhite
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/FSRCommon.hlsl"
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#endif
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half4 FragFinalPost(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
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float2 positionNDC = uv;
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int2 positionSS = uv * _SourceSize.xy;
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#if _POINT_SAMPLING
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// Hlsl specifies missing input.a to fill 1 (0 for .rgb).
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half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv);
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#elif (_RCAS || _EASU_RCAS_AND_HDR_INPUT) && SHADER_TARGET >= 45
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half4 color = half4(ApplyRCAS(positionSS), 1.0);
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// When Unity is configured to use gamma color encoding, we must convert back from linear after RCAS is performed.
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// (The input color data for this shader variant is always linearly encoded because RCAS requires it)
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#if _EASU_RCAS_AND_HDR_INPUT
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// Revert operation from ScalingSetup.shader
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color.rgb = FastTonemapInvert(color.rgb) * PaperWhite;
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#endif
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#if UNITY_COLORSPACE_GAMMA
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color = GetLinearToSRGB(color);
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#endif
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#if _ENABLE_ALPHA_OUTPUT
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color.a = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).a;
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#endif
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#else
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half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv);
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#endif
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#if _FXAA
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{
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#if _ENABLE_ALPHA_OUTPUT
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// When alpha processing is enabled, FXAA should not affect pixels with zero alpha
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UNITY_BRANCH
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if(color.a > 0)
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color.rgb = ApplyFXAA(color.rgb, positionNDC, positionSS, _SourceSize, _BlitTexture, PaperWhite, OneOverPaperWhite);
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#else
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color.rgb = ApplyFXAA(color.rgb, positionNDC, positionSS, _SourceSize, _BlitTexture, PaperWhite, OneOverPaperWhite);
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#endif
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}
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#endif
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#if _FILM_GRAIN
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{
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color.rgb = ApplyGrain(color.rgb, SCREEN_COORD_APPLY_SCALEBIAS(positionNDC), TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset, OneOverPaperWhite);
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}
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#endif
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#if _LINEAR_TO_SRGB_CONVERSION
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{
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color = LinearToSRGB(color);
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}
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#endif
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#if _DITHERING
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{
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color.rgb = ApplyDithering(color.rgb, SCREEN_COORD_APPLY_SCALEBIAS(positionNDC), TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset, PaperWhite, OneOverPaperWhite);
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}
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#endif
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#ifdef HDR_COLORSPACE_CONVERSION
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{
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color.rgb = RotateRec709ToOutputSpace(color.rgb) * PaperWhite;
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}
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#endif
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#ifdef HDR_ENCODING
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{
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float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord);
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color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits);
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color.rgb = OETF(color.rgb, MaxNits);
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}
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#endif
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#if _ENABLE_ALPHA_OUTPUT
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half4 finalColor = color;
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#else
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half4 finalColor = half4(color.rgb, 1.0);
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#endif
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#if defined(DEBUG_DISPLAY)
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half4 debugColor = 0;
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if(CanDebugOverrideOutputColor(finalColor, uv, debugColor))
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{
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return debugColor;
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}
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#endif
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return finalColor;
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}
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ENDHLSL
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/// Standard FinalPost shader variant with support for FSR
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/// Note: FSR requires shader target 4.5 because it relies on texture gather instructions
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "FinalPost"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragFinalPost
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#pragma target 4.5
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ENDHLSL
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}
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}
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/// Fallback version of FinalPost shader which lacks support for FSR
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "FinalPost"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragFinalPost
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ENDHLSL
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}
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}
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}
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