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Removed broken temporary bloom implementation
Removed broken temporary bloom implementation
Can cause serious unity crashes & we don't need it anymore/Branch_Batching2
Chman
8 年前
当前提交
1e1b2949
共有 8 个文件被更改,包括 1 次插入 和 482 次删除
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48Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Editor/PostProcessingEditor.cs
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17Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/PostProcessing.Settings.cs
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151Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/PostProcessing.cs
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26Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
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52Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/Bloom.hlsl
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/Bloom.hlsl.meta
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/Bloom.shader.meta
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171Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/Bloom.shader
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#ifndef UNITY_BLOOM |
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#define UNITY_BLOOM |
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// Downsample with a 4x4 box filter |
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float3 DownsampleFilter(TEXTURE2D_ARGS(tex, texSampler), float2 uv, float2 texelSize) |
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{ |
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); |
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float3 s; |
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s = SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xw).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zw).rgb; |
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return s * (1.0 / 4.0); |
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} |
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float3 UpsampleFilter(TEXTURE2D_ARGS(tex, texSampler), float2 uv, float2 texelSize, float sampleScale) |
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{ |
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#if 0 |
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// 4-tap bilinear upsampler |
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float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5); |
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float3 s; |
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s = SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xw).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zw).rgb; |
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return s * (1.0 / 4.0); |
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#else |
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// 9-tap bilinear upsampler (tent filter) |
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float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale; |
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float3 s; |
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s = SAMPLE_TEXTURE2D(tex, texSampler, uv - d.xy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv - d.wy).rgb * 2.0; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv - d.zy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zw).rgb * 2.0; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv).rgb * 4.0; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xw).rgb * 2.0; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zy).rgb; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.wy).rgb * 2.0; |
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s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xy).rgb; |
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return s * (1.0 / 16.0); |
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#endif |
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} |
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#endif // UNITY_BLOOM |
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fileFormatVersion: 2 |
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guid: 41784642d71cc4a46acbaa1c81d71109 |
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timeCreated: 1486047545 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 0e58ecfc4bcd918478485f7b80aae431 |
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timeCreated: 1486047504 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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Shader "Hidden/HDRenderPipeline/Bloom" |
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{ |
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Properties |
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{ |
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_MainTex ("", 2D) = "" {} |
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_BaseTex ("", 2D) = "" {} |
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_AutoExposure ("", 2D) = "" {} |
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} |
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HLSLINCLUDE |
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#pragma target 4.5 |
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#include "ShaderLibrary/Common.hlsl" |
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#include "HDRenderPipeline/ShaderVariables.hlsl" |
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#include "Bloom.hlsl" |
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TEXTURE2D(_MainTex); |
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SAMPLER2D(sampler_MainTex); |
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float4 _MainTex_TexelSize; |
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TEXTURE2D(_BaseTex); |
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SAMPLER2D(sampler_BaseTex); |
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float4 _BaseTex_TexelSize; |
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TEXTURE2D(_AutoExposure); |
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SAMPLER2D(sampler_AutoExposure); |
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float _Threshold; |
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float3 _Curve; |
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float _SampleScale; |
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struct Attributes |
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{ |
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float3 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct Varyings |
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{ |
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float4 vertex : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct VaryingsMultitex |
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{ |
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float4 vertex : SV_POSITION; |
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float2 texcoordMain : TEXCOORD0; |
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float2 texcoordBase : TEXCOORD1; |
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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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output.vertex = TransformWorldToHClip(input.vertex); |
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output.texcoord = input.texcoord.xy; |
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return output; |
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} |
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VaryingsMultitex VertMultitex(Attributes input) |
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{ |
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VaryingsMultitex o; |
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o.vertex = TransformWorldToHClip(input.vertex); |
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o.texcoordMain = input.texcoord.xy; |
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o.texcoordBase = o.texcoordMain; |
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#if UNITY_UV_STARTS_AT_TOP |
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if (_BaseTex_TexelSize.y < 0.0) |
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o.texcoordMain.y = 1.0 - o.texcoordMain.y; |
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#endif |
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return o; |
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} |
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float4 FetchAutoExposed(TEXTURE2D_ARGS(tex, texSampler), float2 uv) |
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{ |
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float autoExposure = 1.0; |
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#if EYE_ADAPTATION |
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autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, uv).r; |
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#endif |
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return SAMPLE_TEXTURE2D(tex, texSampler, uv) * autoExposure; |
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} |
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float4 FragPrefilter(Varyings i) : SV_Target |
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{ |
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float2 uv = i.texcoord; |
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float4 s0 = min(65504.0, FetchAutoExposed(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), uv)); |
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float3 m = s0.rgb; |
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// Pixel brightness |
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float br = max(m.r, max(m.g, m.r)); |
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// Under-threshold part: quadratic curve |
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float rq = clamp(br - _Curve.x, 0.0, _Curve.y); |
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rq = _Curve.z * rq * rq; |
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// Combine and apply the brightness response curve. |
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m *= max(rq, br - _Threshold) / max(br, 1e-5); |
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return float4(m, 0.0); |
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} |
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float4 FragDownsample1(Varyings i) : SV_Target |
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{ |
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return float4(DownsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy), 0.0); |
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} |
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float4 FragDownsample2(Varyings i) : SV_Target |
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{ |
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return float4(DownsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy), 0.0); |
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} |
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float4 FragUpsample(VaryingsMultitex i) : SV_Target |
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{ |
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float3 base = SAMPLE_TEXTURE2D(_BaseTex, sampler_BaseTex, i.texcoordBase).rgb; |
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float3 blur = UpsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoordMain, _MainTex_TexelSize.xy, _SampleScale); |
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return float4(base + blur, 0.0); |
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} |
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ENDHLSL |
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SubShader |
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{ |
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Cull Off ZWrite Off ZTest Always |
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Pass |
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{ |
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HLSLPROGRAM |
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#pragma multi_compile __ EYE_ADAPTATION |
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#pragma vertex Vert |
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#pragma fragment FragPrefilter |
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ENDHLSL |
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} |
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Pass |
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{ |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment FragDownsample1 |
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ENDHLSL |
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} |
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Pass |
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{ |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment FragDownsample2 |
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ENDHLSL |
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} |
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Pass |
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{ |
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HLSLPROGRAM |
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#pragma vertex VertMultitex |
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#pragma fragment FragUpsample |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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