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151 行
4.5 KiB
151 行
4.5 KiB
#ifndef UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
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#define UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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// ----------------------------------------------------------------------------------
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// Common shader data used in most post-processing passes
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = input.uv;
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return output;
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}
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// ----------------------------------------------------------------------------------
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// Samplers
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SAMPLER(sampler_LinearClamp);
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SAMPLER(sampler_LinearRepeat);
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SAMPLER(sampler_PointClamp);
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SAMPLER(sampler_PointRepeat);
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// ----------------------------------------------------------------------------------
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// Utility functions
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half GetLuminance(half3 colorLinear)
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{
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#if _TONEMAP_ACES
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return AcesLuminance(colorLinear);
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#else
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return Luminance(colorLinear);
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#endif
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}
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// ----------------------------------------------------------------------------------
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// Shared functions for uber & fast path (on-tile)
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// These should only process an input color, don't sample in neighbor pixels!
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half3 ApplyVignette(half3 input, float2 uv, float2 center, float intensity, float roundness, float smoothness, half3 color)
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{
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float2 dist = abs(uv - center) * intensity;
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dist.x *= roundness;
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float vfactor = pow(saturate(1.0 - dot(dist, dist)), smoothness);
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return input * lerp(color, (1.0).xxx, vfactor);
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}
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half3 ApplyTonemap(half3 input)
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{
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#if _TONEMAP_ACES
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float3 aces = unity_to_ACES(input);
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input = AcesTonemap(aces);
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#elif _TONEMAP_NEUTRAL
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input = NeutralTonemap(input);
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#endif
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return saturate(input);
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}
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half3 ApplyColorGrading(half3 input, float postExposure, TEXTURE2D_PARAM(lutTex, lutSampler), float3 lutParams, TEXTURE2D_PARAM(userLutTex, userLutSampler), float3 userLutParams, float userLutContrib)
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{
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// Artist request to fine tune exposure in post without affecting bloom, dof etc
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input *= postExposure;
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// HDR Grading:
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// - Apply internal LogC LUT
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// - (optional) Clamp result & apply user LUT
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#if _HDR_GRADING
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{
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float3 inputLutSpace = saturate(LinearToLogC(input)); // LUT space is in LogC
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input = ApplyLut2D(TEXTURE2D_ARGS(lutTex, lutSampler), inputLutSpace, lutParams);
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UNITY_BRANCH
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if (userLutContrib > 0.0)
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{
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input = saturate(input);
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half3 outLut = ApplyLut2D(TEXTURE2D_ARGS(userLutTex, userLutSampler), input, userLutParams);
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input = lerp(input, outLut, userLutContrib);
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}
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}
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// LDR Grading:
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// - Apply tonemapping (result is clamped)
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// - (optional) Apply user LUT
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// - Apply internal linear LUT
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#else
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{
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input = ApplyTonemap(input);
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UNITY_BRANCH
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if (userLutContrib > 0.0)
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{
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half3 outLut = ApplyLut2D(TEXTURE2D_ARGS(userLutTex, userLutSampler), input, userLutParams);
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input = lerp(input, outLut, userLutContrib);
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}
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input = ApplyLut2D(TEXTURE2D_ARGS(lutTex, lutSampler), input, lutParams);
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}
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#endif
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return input;
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}
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half3 ApplyGrain(half3 input, float2 uv, TEXTURE2D_PARAM(GrainTexture, GrainSampler), float intensity, float response, float2 scale, float2 offset)
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{
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// Grain in range [0;1] with neutral at 0.5
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half grain = SAMPLE_TEXTURE2D(GrainTexture, GrainSampler, uv * scale + offset).w;
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// Remap [-1;1]
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grain = (grain - 0.5) * 2.0;
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// Noisiness response curve based on scene luminance
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float lum = 1.0 - sqrt(Luminance(input));
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lum = lerp(1.0, lum, response);
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return input + input * grain * intensity * lum;
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}
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half3 ApplyDithering(half3 input, float2 uv, TEXTURE2D_PARAM(BlueNoiseTexture, BlueNoiseSampler), float2 scale, float2 offset)
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{
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// Symmetric triangular distribution on [-1,1] with maximal density at 0
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float noise = SAMPLE_TEXTURE2D(BlueNoiseTexture, BlueNoiseSampler, uv * scale + offset).a * 2.0 - 1.0;
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noise = FastSign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
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#if UNITY_COLORSPACE_GAMMA
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input += noise / 255.0;
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#else
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input = SRGBToLinear(LinearToSRGB(input) + noise / 255.0);
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#endif
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return input;
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}
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#endif // UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
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