Shader "Hidden/Universal Render Pipeline/Bloom" { Properties { _MainTex("Source", 2D) = "white" {} } 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.universal/Shaders/PostProcessing/Common.hlsl" TEXTURE2D_X(_MainTex); TEXTURE2D_X(_MainTexLowMip); float4 _MainTex_TexelSize; float4 _MainTexLowMip_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 } half4 FragPrefilter(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half3 color = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv).xyz; #if UNITY_COLORSPACE_GAMMA color = SRGBToLinear(color); #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; return EncodeHDR(color); } half4 FragBlurH(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float texelSize = _MainTex_TexelSize.x * 2.0; // 9-tap gaussian blur on the downsampled source half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv - float2(texelSize * 4.0, 0.0))); half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv - float2(texelSize * 3.0, 0.0))); half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv - float2(texelSize * 2.0, 0.0))); half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv - float2(texelSize * 1.0, 0.0))); half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv )); half3 c5 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv + float2(texelSize * 1.0, 0.0))); half3 c6 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv + float2(texelSize * 2.0, 0.0))); half3 c7 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv + float2(texelSize * 3.0, 0.0))); half3 c8 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv + float2(texelSize * 4.0, 0.0))); 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); float texelSize = _MainTex_TexelSize.y; // Optimized bilinear 5-tap gaussian on the same-sized source (9-tap equivalent) half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv - float2(0.0, texelSize * 3.23076923))); half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv - float2(0.0, texelSize * 1.38461538))); half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv )); half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv + float2(0.0, texelSize * 1.38461538))); half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, input.uv + float2(0.0, texelSize * 3.23076923))); 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(_MainTex, sampler_LinearClamp, uv)); #if _BLOOM_HQ && !defined(SHADER_API_GLES) half3 lowMip = DecodeHDR(SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_MainTexLowMip, sampler_LinearClamp), uv, _MainTexLowMip_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex)); #else half3 lowMip = DecodeHDR(SAMPLE_TEXTURE2D_X(_MainTexLowMip, 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(input.uv); 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 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 _ _BLOOM_HQ ENDHLSL } } }