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238 行
9.1 KiB
238 行
9.1 KiB
Shader "Hidden/Universal Render Pipeline/UberPost"
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{
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HLSLINCLUDE
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#pragma multi_compile_local _ _DISTORTION
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#pragma multi_compile_local _ _CHROMATIC_ABERRATION
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#pragma multi_compile_local _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT
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#pragma multi_compile_local _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL
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#pragma multi_compile_local _ _FILM_GRAIN
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#pragma multi_compile_local _ _DITHERING
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#pragma multi_compile_local _ _LINEAR_TO_SRGB_CONVERSION
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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/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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// Hardcoded dependencies to reduce the number of variants
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#if _BLOOM_LQ || _BLOOM_HQ || _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
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#define BLOOM
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#if _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
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#define BLOOM_DIRT
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#endif
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#endif
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TEXTURE2D_X(_BlitTex);
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TEXTURE2D_X(_Bloom_Texture);
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TEXTURE2D(_LensDirt_Texture);
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TEXTURE2D(_Grain_Texture);
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TEXTURE2D(_InternalLut);
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TEXTURE2D(_UserLut);
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TEXTURE2D(_BlueNoise_Texture);
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float4 _Lut_Params;
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float4 _UserLut_Params;
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float4 _Bloom_Params;
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float _Bloom_RGBM;
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float4 _LensDirt_Params;
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float _LensDirt_Intensity;
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float4 _Distortion_Params1;
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float4 _Distortion_Params2;
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float _Chroma_Params;
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half4 _Vignette_Params1;
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float4 _Vignette_Params2;
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float2 _Grain_Params;
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float4 _Grain_TilingParams;
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float4 _Bloom_Texture_TexelSize;
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float4 _Dithering_Params;
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#define DistCenter _Distortion_Params1.xy
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#define DistAxis _Distortion_Params1.zw
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#define DistTheta _Distortion_Params2.x
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#define DistSigma _Distortion_Params2.y
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#define DistScale _Distortion_Params2.z
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#define DistIntensity _Distortion_Params2.w
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#define ChromaAmount _Chroma_Params.x
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#define BloomIntensity _Bloom_Params.x
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#define BloomTint _Bloom_Params.yzw
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#define BloomRGBM _Bloom_RGBM.x
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#define LensDirtScale _LensDirt_Params.xy
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#define LensDirtOffset _LensDirt_Params.zw
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#define LensDirtIntensity _LensDirt_Intensity.x
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#define VignetteColor _Vignette_Params1.xyz
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#define VignetteCenter _Vignette_Params2.xy
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#define VignetteIntensity _Vignette_Params2.z
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#define VignetteSmoothness _Vignette_Params2.w
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#define VignetteRoundness _Vignette_Params1.w
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#define LutParams _Lut_Params.xyz
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#define PostExposure _Lut_Params.w
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#define UserLutParams _UserLut_Params.xyz
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#define UserLutContribution _UserLut_Params.w
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#define GrainIntensity _Grain_Params.x
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#define GrainResponse _Grain_Params.y
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#define GrainScale _Grain_TilingParams.xy
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#define GrainOffset _Grain_TilingParams.zw
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#define DitheringScale _Dithering_Params.xy
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#define DitheringOffset _Dithering_Params.zw
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float2 DistortUV(float2 uv)
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{
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// Note: this variant should never be set with XR
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#if _DISTORTION
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{
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uv = (uv - 0.5) * DistScale + 0.5;
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float2 ruv = DistAxis * (uv - 0.5 - DistCenter);
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float ru = length(float2(ruv));
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UNITY_BRANCH
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if (DistIntensity > 0.0)
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{
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float wu = ru * DistTheta;
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ru = tan(wu) * (rcp(ru * DistSigma));
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uv = uv + ruv * (ru - 1.0);
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}
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else
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{
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ru = rcp(ru) * DistTheta * atan(ru * DistSigma);
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uv = uv + ruv * (ru - 1.0);
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}
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}
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#endif
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return uv;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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float2 uvDistorted = DistortUV(uv);
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half3 color = (0.0).xxx;
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#if _CHROMATIC_ABERRATION
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{
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// Very fast version of chromatic aberration from HDRP using 3 samples and hardcoded
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// spectral lut. Performs significantly better on lower end GPUs.
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float2 coords = 2.0 * uv - 1.0;
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float2 end = uv - coords * dot(coords, coords) * ChromaAmount;
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float2 delta = (end - uv) / 3.0;
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half r = SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uvDistorted ).x;
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half g = SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, DistortUV(delta + uv) ).y;
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half b = SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, DistortUV(delta * 2.0 + uv)).z;
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color = half3(r, g, b);
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}
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#else
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{
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color = SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uvDistorted).xyz;
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}
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#endif
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// Gamma space... Just do the rest of Uber in linear and convert back to sRGB at the end
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#if UNITY_COLORSPACE_GAMMA
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{
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color = SRGBToLinear(color);
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}
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#endif
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#if defined(BLOOM)
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{
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#if _BLOOM_HQ && !defined(SHADER_API_GLES)
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half4 bloom = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_Bloom_Texture, sampler_LinearClamp), uvDistorted, _Bloom_Texture_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex);
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#else
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half4 bloom = SAMPLE_TEXTURE2D_X(_Bloom_Texture, sampler_LinearClamp, uvDistorted);
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#endif
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#if UNITY_COLORSPACE_GAMMA
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bloom.xyz *= bloom.xyz; // γ to linear
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#endif
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UNITY_BRANCH
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if (BloomRGBM > 0)
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{
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bloom.xyz = DecodeRGBM(bloom);
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}
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bloom.xyz *= BloomIntensity;
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color += bloom.xyz * BloomTint;
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#if defined(BLOOM_DIRT)
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{
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// UVs for the dirt texture should be DistortUV(uv * DirtScale + DirtOffset) but
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// considering we use a cover-style scale on the dirt texture the difference
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// isn't massive so we chose to save a few ALUs here instead in case lens
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// distortion is active.
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half3 dirt = SAMPLE_TEXTURE2D(_LensDirt_Texture, sampler_LinearClamp, uvDistorted * LensDirtScale + LensDirtOffset).xyz;
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dirt *= LensDirtIntensity;
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color += dirt * bloom.xyz;
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}
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#endif
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}
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#endif
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// To save on variants we'll use an uniform branch for vignette. Lower end platforms
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// don't like these but if we're running Uber it means we're running more expensive
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// effects anyway. Lower-end devices would limit themselves to on-tile compatible effect
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// and thus this shouldn't too much of a problem (famous last words).
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UNITY_BRANCH
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if (VignetteIntensity > 0)
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{
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color = ApplyVignette(color, uvDistorted, VignetteCenter, VignetteIntensity, VignetteRoundness, VignetteSmoothness, VignetteColor);
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}
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// Color grading is always enabled when post-processing/uber is active
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{
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color = ApplyColorGrading(color, PostExposure, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), LutParams, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), UserLutParams, UserLutContribution);
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}
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#if _FILM_GRAIN
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{
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color = ApplyGrain(color, uv, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset);
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}
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#endif
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// Back to sRGB
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#if UNITY_COLORSPACE_GAMMA || _LINEAR_TO_SRGB_CONVERSION
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{
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color = LinearToSRGB(color);
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}
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#endif
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#if _DITHERING
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{
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color = ApplyDithering(color, uv, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset);
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}
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#endif
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return half4(color, 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 { "RenderType" = "Opaque" "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 "UberPost"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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