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153 行
5.4 KiB
153 行
5.4 KiB
Shader "Hidden/Universal Render Pipeline/FinalPost"
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{
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HLSLINCLUDE
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#pragma multi_compile_local _ _FXAA
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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/Color.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(_BlitTex);
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TEXTURE2D(_Grain_Texture);
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TEXTURE2D(_BlueNoise_Texture);
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float4 _BlitTex_TexelSize;
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float2 _Grain_Params;
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float4 _Grain_TilingParams;
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float4 _Dithering_Params;
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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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#define FXAA_SPAN_MAX (8.0)
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#define FXAA_REDUCE_MIN (1.0 / 128.0)
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half3 Fetch(float2 coords, float2 offset)
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{
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float2 uv = coords + offset;
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return SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uv).xyz;
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}
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half3 Load(int2 icoords, int idx, int idy)
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{
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#if SHADER_API_GLES
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float2 uv = (icoords + int2(idx, idy)) * _BlitTex_TexelSize.xy;
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return SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uv).xyz;
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#else
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return LOAD_TEXTURE2D_X(_BlitTex, clamp(icoords + int2(idx, idy), 0, _BlitTex_TexelSize.zw - 1.0)).xyz;
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#endif
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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 positionNDC = input.uv;
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int2 positionSS = input.uv * _BlitTex_TexelSize.zw;
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half3 color = Load(positionSS, 0, 0).xyz;
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#if _FXAA
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{
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// Edge detection
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half3 rgbNW = Load(positionSS, -1, -1);
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half3 rgbNE = Load(positionSS, 1, -1);
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half3 rgbSW = Load(positionSS, -1, 1);
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half3 rgbSE = Load(positionSS, 1, 1);
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rgbNW = saturate(rgbNW);
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rgbNE = saturate(rgbNE);
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rgbSW = saturate(rgbSW);
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rgbSE = saturate(rgbSE);
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color = saturate(color);
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half lumaNW = Luminance(rgbNW);
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half lumaNE = Luminance(rgbNE);
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half lumaSW = Luminance(rgbSW);
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half lumaSE = Luminance(rgbSE);
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half lumaM = Luminance(color);
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float2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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half lumaSum = lumaNW + lumaNE + lumaSW + lumaSE;
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float dirReduce = max(lumaSum * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = rcp(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min((FXAA_SPAN_MAX).xx, max((-FXAA_SPAN_MAX).xx, dir * rcpDirMin)) * _BlitTex_TexelSize.xy;
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// Blur
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half3 rgb03 = Fetch(positionNDC, dir * (0.0 / 3.0 - 0.5));
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half3 rgb13 = Fetch(positionNDC, dir * (1.0 / 3.0 - 0.5));
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half3 rgb23 = Fetch(positionNDC, dir * (2.0 / 3.0 - 0.5));
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half3 rgb33 = Fetch(positionNDC, dir * (3.0 / 3.0 - 0.5));
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rgb03 = saturate(rgb03);
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rgb13 = saturate(rgb13);
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rgb23 = saturate(rgb23);
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rgb33 = saturate(rgb33);
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half3 rgbA = 0.5 * (rgb13 + rgb23);
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half3 rgbB = rgbA * 0.5 + 0.25 * (rgb03 + rgb33);
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half lumaB = Luminance(rgbB);
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half lumaMin = Min3(lumaM, lumaNW, Min3(lumaNE, lumaSW, lumaSE));
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half lumaMax = Max3(lumaM, lumaNW, Max3(lumaNE, lumaSW, lumaSE));
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color = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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}
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#endif
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#if _FILM_GRAIN
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{
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color = ApplyGrain(color, positionNDC, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset);
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}
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#endif
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#if _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, positionNDC, 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 "FinalPost"
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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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