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267 行
8.2 KiB
267 行
8.2 KiB
Shader "Hidden/Universal Render Pipeline/GaussianDepthOfField"
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{
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Properties
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{
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_MainTex("Source", 2D) = "white" {}
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}
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HLSLINCLUDE
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#pragma target 3.5
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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TEXTURE2D_X(_MainTex);
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TEXTURE2D_X(_ColorTexture);
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TEXTURE2D_X(_FullCoCTexture);
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TEXTURE2D_X(_HalfCoCTexture);
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TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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float4 _MainTex_TexelSize;
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float4 _ColorTexture_TexelSize;
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float3 _CoCParams;
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#define FarStart _CoCParams.x
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#define FarEnd _CoCParams.y
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#define MaxRadius _CoCParams.z
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#define BLUR_KERNEL 0
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#if BLUR_KERNEL == 0
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// Offsets & coeffs for optimized separable bilinear 3-tap gaussian (5-tap equivalent)
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const static int kTapCount = 3;
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const static float kOffsets[] = {
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-1.33333333,
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0.00000000,
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1.33333333
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};
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const static half kCoeffs[] = {
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0.35294118,
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0.29411765,
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0.35294118
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};
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#elif BLUR_KERNEL == 1
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// Offsets & coeffs for optimized separable bilinear 5-tap gaussian (9-tap equivalent)
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const static int kTapCount = 5;
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const static float kOffsets[] = {
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-3.23076923,
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-1.38461538,
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0.00000000,
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1.38461538,
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3.23076923
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};
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const static half kCoeffs[] = {
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0.07027027,
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0.31621622,
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0.22702703,
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0.31621622,
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0.07027027
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};
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#endif
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half FragCoC(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _MainTex_TexelSize.zw * input.uv).x;
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depth = LinearEyeDepth(depth, _ZBufferParams);
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half coc = (depth - FarStart) / (FarEnd - FarStart);
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return saturate(coc);
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}
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struct PrefilterOutput
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{
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half coc : SV_Target0;
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half3 color : SV_Target1;
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};
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PrefilterOutput FragPrefilter(Varyings input)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if _HIGH_QUALITY_SAMPLING
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// Use a rotated grid to minimize artifacts coming from horizontal and vertical boundaries
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// "High Quality Antialiasing" [Lorach07]
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const int kCount = 5;
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const float2 kTaps[] = {
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float2( 0.0, 0.0),
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float2( 0.9, -0.4),
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float2(-0.9, 0.4),
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float2( 0.4, 0.9),
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float2(-0.4, -0.9)
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};
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half3 colorAcc = 0.0;
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half farCoCAcc = 0.0;
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UNITY_UNROLL
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for (int i = 0; i < kCount; i++)
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{
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float2 tapCoord = _ColorTexture_TexelSize.xy * kTaps[i] + input.uv;
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half3 tapColor = SAMPLE_TEXTURE2D_X(_ColorTexture, sampler_LinearClamp, tapCoord).xyz;
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half coc = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, tapCoord).x;
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// Pre-multiply CoC to reduce bleeding of background blur on focused areas
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colorAcc += tapColor * coc;
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farCoCAcc += coc;
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}
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half3 color = colorAcc * rcp(kCount);
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half farCoC = farCoCAcc * rcp(kCount);
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#else
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// Bilinear sampling the coc is technically incorrect but we're aiming for speed here
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half farCoC = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, input.uv).x;
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// Fast bilinear downscale of the source target and pre-multiply the CoC to reduce
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// bleeding of background blur on focused areas
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half3 color = SAMPLE_TEXTURE2D_X(_ColorTexture, sampler_LinearClamp, input.uv).xyz;
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color *= farCoC;
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#endif
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PrefilterOutput o;
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o.coc = farCoC;
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o.color = color;
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return o;
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}
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half4 Blur(Varyings input, float2 dir, float premultiply)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Use the center CoC as radius
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int2 positionSS = int2(_MainTex_TexelSize.zw * input.uv);
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half samp0CoC = LOAD_TEXTURE2D_X(_HalfCoCTexture, positionSS).x;
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float2 offset = _MainTex_TexelSize.xy * dir * samp0CoC * MaxRadius;
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half4 acc = 0.0;
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UNITY_UNROLL
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for (int i = 0; i < kTapCount; i++)
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{
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float2 sampCoord = input.uv + kOffsets[i] * offset;
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half sampCoC = SAMPLE_TEXTURE2D_X(_HalfCoCTexture, sampler_LinearClamp, sampCoord).x;
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half3 sampColor = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, sampCoord).xyz;
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// Weight & pre-multiply to limit bleeding on the focused area
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half weight = saturate(1.0 - (samp0CoC - sampCoC));
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acc += half4(sampColor, premultiply ? sampCoC : 1.0) * kCoeffs[i] * weight;
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}
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acc.xyz /= acc.w + 1e-5; // Zero-div guard
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return half4(acc.xyz, 1.0);
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}
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half4 FragBlurH(Varyings input) : SV_Target
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{
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return Blur(input, float2(1.0, 0.0), 1.0);
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}
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half4 FragBlurV(Varyings input) : SV_Target
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{
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return Blur(input, float2(0.0, 1.0), 0.0);
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}
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half4 FragComposite(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half3 baseColor = LOAD_TEXTURE2D_X(_MainTex, _MainTex_TexelSize.zw * input.uv).xyz;
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half coc = LOAD_TEXTURE2D_X(_FullCoCTexture, _MainTex_TexelSize.zw * input.uv).x;
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#if _HIGH_QUALITY_SAMPLING && !defined(SHADER_API_GLES)
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half3 farColor = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_ColorTexture, sampler_LinearClamp), input.uv, _ColorTexture_TexelSize.zwxy, 1.0, unity_StereoEyeIndex).xyz;
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#else
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half3 farColor = SAMPLE_TEXTURE2D_X(_ColorTexture, sampler_LinearClamp, input.uv).xyz;
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#endif
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half3 dstColor = 0.0;
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half dstAlpha = 1.0;
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UNITY_BRANCH
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if (coc > 0.0)
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{
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// Non-linear blend
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// "CryEngine 3 Graphics Gems" [Sousa13]
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half blend = sqrt(coc * TWO_PI);
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dstColor = farColor * saturate(blend);
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dstAlpha = saturate(1.0 - blend);
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}
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return half4(baseColor * dstAlpha + dstColor, 1.0);
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}
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ENDHLSL
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SubShader
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{
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Tags { "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "Gaussian Depth Of Field CoC"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragCoC
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ENDHLSL
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}
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Pass
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{
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Name "Gaussian Depth Of Field Prefilter"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragPrefilter
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#pragma multi_compile_local _ _HIGH_QUALITY_SAMPLING
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ENDHLSL
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}
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Pass
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{
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Name "Gaussian Depth Of Field Blur Horizontal"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragBlurH
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ENDHLSL
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}
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Pass
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{
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Name "Gaussian Depth Of Field Blur Vertical"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragBlurV
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ENDHLSL
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}
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Pass
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{
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Name "Gaussian Depth Of Field Composite"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragComposite
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#pragma multi_compile_local _ _HIGH_QUALITY_SAMPLING
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ENDHLSL
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}
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}
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}
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