forked from BilalY/Rasagar
234 lines
10 KiB
Plaintext
234 lines
10 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/Bloom"
|
||
{
|
||
HLSLINCLUDE
|
||
#pragma multi_compile_local _ _USE_RGBM
|
||
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
|
||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
||
TEXTURE2D_X(_SourceTexLowMip);
|
||
float4 _SourceTexLowMip_TexelSize;
|
||
|
||
float4 _Params; // x: scatter, y: clamp, z: threshold (linear), w: threshold knee
|
||
|
||
#define Scatter _Params.x
|
||
#define ClampMax _Params.y
|
||
#define Threshold _Params.z
|
||
#define ThresholdKnee _Params.w
|
||
|
||
half4 EncodeHDR(half3 color)
|
||
{
|
||
#if _USE_RGBM
|
||
half4 outColor = EncodeRGBM(color);
|
||
#else
|
||
half4 outColor = half4(color, 1.0);
|
||
#endif
|
||
|
||
#if UNITY_COLORSPACE_GAMMA
|
||
return half4(sqrt(outColor.xyz), outColor.w); // linear to γ
|
||
#else
|
||
return outColor;
|
||
#endif
|
||
}
|
||
|
||
half3 DecodeHDR(half4 color)
|
||
{
|
||
#if UNITY_COLORSPACE_GAMMA
|
||
color.xyz *= color.xyz; // γ to linear
|
||
#endif
|
||
|
||
#if _USE_RGBM
|
||
return DecodeRGBM(color);
|
||
#else
|
||
return color.xyz;
|
||
#endif
|
||
}
|
||
|
||
half3 SamplePrefilter(float2 uv, float2 offset)
|
||
{
|
||
float2 texelSize = _BlitTexture_TexelSize.xy;
|
||
half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + texelSize * offset);
|
||
#if _ENABLE_ALPHA_OUTPUT
|
||
// When alpha is enabled, regions with zero alpha should not generate any bloom / glow. Therefore we pre-multipy the color with the alpha channel here and the rest
|
||
// of the computations remain float3. Still, when bloom is applied to the final image, bloom will still be spread on regions with zero alpha (see UberPost.compute)
|
||
color.xyz *= color.w;
|
||
#endif
|
||
return color.xyz;
|
||
}
|
||
|
||
half4 FragPrefilter(Varyings input) : SV_Target
|
||
{
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
|
||
|
||
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
||
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
|
||
{
|
||
uv = RemapFoveatedRenderingLinearToNonUniform(uv);
|
||
}
|
||
#endif
|
||
|
||
#if _BLOOM_HQ
|
||
half3 A = SamplePrefilter(uv, float2(-1.0, -1.0));
|
||
half3 B = SamplePrefilter(uv, float2( 0.0, -1.0));
|
||
half3 C = SamplePrefilter(uv, float2( 1.0, -1.0));
|
||
half3 D = SamplePrefilter(uv, float2(-0.5, -0.5));
|
||
half3 E = SamplePrefilter(uv, float2( 0.5, -0.5));
|
||
half3 F = SamplePrefilter(uv, float2(-1.0, 0.0));
|
||
half3 G = SamplePrefilter(uv, float2( 0.0, 0.0));
|
||
half3 H = SamplePrefilter(uv, float2( 1.0, 0.0));
|
||
half3 I = SamplePrefilter(uv, float2(-0.5, 0.5));
|
||
half3 J = SamplePrefilter(uv, float2( 0.5, 0.5));
|
||
half3 K = SamplePrefilter(uv, float2(-1.0, 1.0));
|
||
half3 L = SamplePrefilter(uv, float2( 0.0, 1.0));
|
||
half3 M = SamplePrefilter(uv, float2( 1.0, 1.0));
|
||
|
||
half2 div = (1.0 / 4.0) * half2(0.5, 0.125);
|
||
|
||
half3 color = (D + E + I + J) * div.x;
|
||
color += (A + B + G + F) * div.y;
|
||
color += (B + C + H + G) * div.y;
|
||
color += (F + G + L + K) * div.y;
|
||
color += (G + H + M + L) * div.y;
|
||
#else
|
||
half3 color = SamplePrefilter(uv, float2(0,0));
|
||
#endif
|
||
|
||
// User controlled clamp to limit crazy high broken spec
|
||
color = min(ClampMax, color);
|
||
|
||
// Thresholding
|
||
half brightness = Max3(color.r, color.g, color.b);
|
||
half softness = clamp(brightness - Threshold + ThresholdKnee, 0.0, 2.0 * ThresholdKnee);
|
||
softness = (softness * softness) / (4.0 * ThresholdKnee + 1e-4);
|
||
half multiplier = max(brightness - Threshold, softness) / max(brightness, 1e-4);
|
||
color *= multiplier;
|
||
|
||
// Clamp colors to positive once in prefilter. Encode can have a sqrt, and sqrt(-x) == NaN. Up/Downsample passes would then spread the NaN.
|
||
color = max(color, 0);
|
||
return EncodeHDR(color);
|
||
}
|
||
|
||
half4 FragBlurH(Varyings input) : SV_Target
|
||
{
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
float2 texelSize = _BlitTexture_TexelSize.xy * 2.0;
|
||
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
|
||
|
||
// 9-tap gaussian blur on the downsampled source
|
||
half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - float2(texelSize.x * 4.0, 0.0), texelSize)));
|
||
half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - float2(texelSize.x * 3.0, 0.0), texelSize)));
|
||
half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - float2(texelSize.x * 2.0, 0.0), texelSize)));
|
||
half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - float2(texelSize.x * 1.0, 0.0), texelSize)));
|
||
half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv , texelSize)));
|
||
half3 c5 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + float2(texelSize.x * 1.0, 0.0), texelSize)));
|
||
half3 c6 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + float2(texelSize.x * 2.0, 0.0), texelSize)));
|
||
half3 c7 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + float2(texelSize.x * 3.0, 0.0), texelSize)));
|
||
half3 c8 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + float2(texelSize.x * 4.0, 0.0), texelSize)));
|
||
|
||
half3 color = c0 * 0.01621622 + c1 * 0.05405405 + c2 * 0.12162162 + c3 * 0.19459459
|
||
+ c4 * 0.22702703
|
||
+ c5 * 0.19459459 + c6 * 0.12162162 + c7 * 0.05405405 + c8 * 0.01621622;
|
||
|
||
return EncodeHDR(color);
|
||
}
|
||
|
||
half4 FragBlurV(Varyings input) : SV_Target
|
||
{
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
float2 texelSize = _BlitTexture_TexelSize.xy;
|
||
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
|
||
|
||
// Optimized bilinear 5-tap gaussian on the same-sized source (9-tap equivalent)
|
||
half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - float2(0.0, texelSize.y * 3.23076923), texelSize)));
|
||
half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - float2(0.0, texelSize.y * 1.38461538), texelSize)));
|
||
half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv , texelSize)));
|
||
half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + float2(0.0, texelSize.y * 1.38461538), texelSize)));
|
||
half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + float2(0.0, texelSize.y * 3.23076923), texelSize)));
|
||
|
||
half3 color = c0 * 0.07027027 + c1 * 0.31621622
|
||
+ c2 * 0.22702703
|
||
+ c3 * 0.31621622 + c4 * 0.07027027;
|
||
|
||
return EncodeHDR(color);
|
||
}
|
||
|
||
half3 Upsample(float2 uv)
|
||
{
|
||
half3 highMip = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv));
|
||
|
||
#if _BLOOM_HQ
|
||
half3 lowMip = DecodeHDR(SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_SourceTexLowMip, sampler_LinearClamp), uv, _SourceTexLowMip_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex));
|
||
#else
|
||
half3 lowMip = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTexLowMip, sampler_LinearClamp, uv));
|
||
#endif
|
||
|
||
return lerp(highMip, lowMip, Scatter);
|
||
}
|
||
|
||
half4 FragUpsample(Varyings input) : SV_Target
|
||
{
|
||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
half3 color = Upsample(UnityStereoTransformScreenSpaceTex(input.texcoord));
|
||
return EncodeHDR(color);
|
||
}
|
||
|
||
ENDHLSL
|
||
|
||
SubShader
|
||
{
|
||
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
|
||
LOD 100
|
||
ZTest Always ZWrite Off Cull Off
|
||
|
||
Pass
|
||
{
|
||
Name "Bloom Prefilter"
|
||
|
||
HLSLPROGRAM
|
||
#pragma vertex Vert
|
||
#pragma fragment FragPrefilter
|
||
#pragma multi_compile_local_fragment _ _BLOOM_HQ
|
||
#pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT
|
||
ENDHLSL
|
||
}
|
||
|
||
Pass
|
||
{
|
||
Name "Bloom Blur Horizontal"
|
||
|
||
HLSLPROGRAM
|
||
#pragma vertex Vert
|
||
#pragma fragment FragBlurH
|
||
ENDHLSL
|
||
}
|
||
|
||
Pass
|
||
{
|
||
Name "Bloom Blur Vertical"
|
||
|
||
HLSLPROGRAM
|
||
#pragma vertex Vert
|
||
#pragma fragment FragBlurV
|
||
ENDHLSL
|
||
}
|
||
|
||
Pass
|
||
{
|
||
Name "Bloom Upsample"
|
||
|
||
HLSLPROGRAM
|
||
#pragma vertex Vert
|
||
#pragma fragment FragUpsample
|
||
#pragma multi_compile_local_fragment _ _BLOOM_HQ
|
||
ENDHLSL
|
||
}
|
||
}
|
||
}
|