forked from BilalY/Rasagar
139 lines
4.0 KiB
HLSL
139 lines
4.0 KiB
HLSL
#ifndef UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
|
|
#define UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
|
|
|
|
#define SMAA_HLSL_4_1
|
|
|
|
#if _SMAA_PRESET_LOW
|
|
#define SMAA_PRESET_LOW
|
|
#elif _SMAA_PRESET_MEDIUM
|
|
#define SMAA_PRESET_MEDIUM
|
|
#else
|
|
#define SMAA_PRESET_HIGH
|
|
#endif
|
|
|
|
TEXTURE2D_X(_BlendTexture);
|
|
TEXTURE2D(_AreaTexture);
|
|
TEXTURE2D(_SearchTexture);
|
|
|
|
float4 _Metrics;
|
|
|
|
#define SMAA_RT_METRICS _Metrics
|
|
#define SMAA_AREATEX_SELECT(s) s.rg
|
|
#define SMAA_SEARCHTEX_SELECT(s) s.a
|
|
#define LinearSampler sampler_LinearClamp
|
|
#define PointSampler sampler_PointClamp
|
|
|
|
#if UNITY_COLORSPACE_GAMMA
|
|
#define GAMMA_FOR_EDGE_DETECTION (1)
|
|
#else
|
|
#define GAMMA_FOR_EDGE_DETECTION (1/2.2)
|
|
#endif
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl"
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Edge Detection
|
|
|
|
struct VaryingsEdge
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 offsets[3] : TEXCOORD1;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
VaryingsEdge VertEdge(Attributes input)
|
|
{
|
|
VaryingsEdge output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
|
|
|
|
output.positionCS = pos;
|
|
output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
|
|
|
|
SMAAEdgeDetectionVS(output.texcoord, output.offsets);
|
|
return output;
|
|
}
|
|
|
|
float4 FragEdge(VaryingsEdge input) : SV_Target
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
return float4(SMAAColorEdgeDetectionPS(input.texcoord, input.offsets, _BlitTexture), 0.0, 0.0);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Blend Weights Calculation
|
|
|
|
struct VaryingsBlend
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
float2 pixcoord : TEXCOORD1;
|
|
float4 offsets[3] : TEXCOORD2;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
VaryingsBlend VertBlend(Attributes input)
|
|
{
|
|
VaryingsBlend output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
|
|
|
|
output.positionCS = pos;
|
|
output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
|
|
|
|
SMAABlendingWeightCalculationVS(output.texcoord, output.pixcoord, output.offsets);
|
|
return output;
|
|
}
|
|
|
|
float4 FragBlend(VaryingsBlend input) : SV_Target
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
return SMAABlendingWeightCalculationPS(input.texcoord, input.pixcoord, input.offsets, _BlitTexture, _AreaTexture, _SearchTexture, 0);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Neighborhood Blending
|
|
|
|
struct VaryingsNeighbor
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 offset : TEXCOORD1;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
VaryingsNeighbor VertNeighbor(Attributes input)
|
|
{
|
|
VaryingsNeighbor output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
|
|
|
|
output.positionCS = pos;
|
|
output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
|
|
|
|
SMAANeighborhoodBlendingVS(output.texcoord, output.offset);
|
|
return output;
|
|
}
|
|
|
|
float4 FragNeighbor(VaryingsNeighbor input) : SV_Target
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
return SMAANeighborhoodBlendingPS(input.texcoord, input.offset, _BlitTexture, _BlendTexture);
|
|
}
|
|
|
|
#endif // UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
|