Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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191 行
6.9 KiB

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
}
}
}