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11 KiB

//
// modified and adapted DLAA code based on Dmitry Andreev's
// Directionally Localized Anti-Aliasing (DLAA)
//
// as seen in "The Force Unleashed 2"
//
Shader "Hidden/DLAA" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
#define LD( o, dx, dy ) o = tex2D( _MainTex, texCoord + float2( dx, dy ) * _MainTex_TexelSize.xy );
float GetIntensity( float3 col )
{
return dot( col, float3( 0.33f, 0.33f, 0.33f ) );
}
float4 highPassPre( float2 texCoord )
{
LD(float4 sCenter, 0.0,0.0)
LD(float4 sUpLeft, -1.0,-1.0)
LD(float4 sUpRight, 1.0,-1.0)
LD(float4 sDownLeft, -1.0,1.0)
LD(float4 sDownRight, 1.0,1.0)
float4 diff = 4.0f * abs( (sUpLeft + sUpRight + sDownLeft + sDownRight) - 4.0f * sCenter );
float edgeMask = GetIntensity(diff.xyz);
return float4(sCenter.rgb, edgeMask);
}
// Softer (5-pixel wide high-pass)
/*
void HighPassEdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float4 w_h, float4 w_v, float2 texCoord) {
edge_h = abs( w_h - 4.0f * center ) / 4.0f;
edge_v = abs( w_v - 4.0f * center ) / 4.0f;
}
// Sharper (3-pixel wide high-pass)
void EdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float2 texCoord) {
float4 left, right, top, bottom;
LD( left, -1, 0 )
LD( right, 1, 0 )
LD( top, 0, -1 )
LD( bottom, 0, 1 )
edge_h = abs( left + right - 2.0f * center ) / 2.0f;
edge_v = abs( top + bottom - 2.0f * center ) / 2.0f;
}
*/
float4 edgeDetectAndBlur( float2 texCoord )
{
float lambda = 3.0f;
float epsilon = 0.1f;
//
// Short Edges
//
float4 center, left_01, right_01, top_01, bottom_01;
// sample 5x5 cross
LD( center, 0, 0 )
LD( left_01, -1.5, 0 )
LD( right_01, 1.5, 0 )
LD( top_01, 0,-1.5 )
LD( bottom_01, 0, 1.5 )
float4 w_h = 2.0f * ( left_01 + right_01 );
float4 w_v = 2.0f * ( top_01 + bottom_01 );
// Softer (5-pixel wide high-pass)
float4 edge_h = abs( w_h - 4.0f * center ) / 4.0f;
float4 edge_v = abs( w_v - 4.0f * center ) / 4.0f;
float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f;
float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f;
float edge_h_lum = GetIntensity( edge_h.xyz );
float edge_v_lum = GetIntensity( edge_v.xyz );
float blurred_h_lum = GetIntensity( blurred_h.xyz );
float blurred_v_lum = GetIntensity( blurred_v.xyz );
float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum );
float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum );
float4 clr = center;
clr = lerp( clr, blurred_h, edge_mask_v );
clr = lerp( clr, blurred_v, edge_mask_h ); // blurrier version
//
// Long Edges
//
float4 h0, h1, h2, h3, h4, h5, h6, h7;
float4 v0, v1, v2, v3, v4, v5, v6, v7;
// sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs)
LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 )
LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 )
float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f;
float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f;
long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f );
long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f );
float4 left, right, top, bottom;
LD( left, -1, 0 )
LD( right, 1, 0 )
LD( top, 0, -1 )
LD( bottom, 0, 1 )
if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360)
//if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs)
{
float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f;
float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f;
float lb_h_lum = GetIntensity( long_blurred_h.xyz );
float lb_v_lum = GetIntensity( long_blurred_v.xyz );
float center_lum = GetIntensity( center.xyz );
float left_lum = GetIntensity( left.xyz );
float right_lum = GetIntensity( right.xyz );
float top_lum = GetIntensity( top.xyz );
float bottom_lum = GetIntensity( bottom.xyz );
float4 clr_v = center;
float4 clr_h = center;
// we had to hack this because DIV by 0 gives some artefacts on different platforms
float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) );
float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) );
float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) );
float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) );
float4 vhxy = float4( vx, vy, hx, hy );
//vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy;
clr_v = lerp( left , clr_v, vhxy.x );
clr_v = lerp( right , clr_v, vhxy.y );
clr_h = lerp( top , clr_h, vhxy.z );
clr_h = lerp( bottom, clr_h, vhxy.w );
clr = lerp( clr, clr_v, long_edge_mask_v );
clr = lerp( clr, clr_h, long_edge_mask_h );
}
return clr;
}
float4 edgeDetectAndBlurSharper(float2 texCoord)
{
float lambda = 3.0f;
float epsilon = 0.1f;
//
// Short Edges
//
float4 center, left_01, right_01, top_01, bottom_01;
// sample 5x5 cross
LD( center, 0, 0 )
LD( left_01, -1.5, 0 )
LD( right_01, 1.5, 0 )
LD( top_01, 0,-1.5 )
LD( bottom_01, 0, 1.5 )
float4 w_h = 2.0f * ( left_01 + right_01 );
float4 w_v = 2.0f * ( top_01 + bottom_01 );
// Sharper (3-pixel wide high-pass)
float4 left, right, top, bottom;
LD( left, -1, 0 )
LD( right, 1, 0 )
LD( top, 0, -1 )
LD( bottom, 0, 1 )
float4 edge_h = abs( left + right - 2.0f * center ) / 2.0f;
float4 edge_v = abs( top + bottom - 2.0f * center ) / 2.0f;
float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f;
float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f;
float edge_h_lum = GetIntensity( edge_h.xyz );
float edge_v_lum = GetIntensity( edge_v.xyz );
float blurred_h_lum = GetIntensity( blurred_h.xyz );
float blurred_v_lum = GetIntensity( blurred_v.xyz );
float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum );
float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum );
float4 clr = center;
clr = lerp( clr, blurred_h, edge_mask_v );
clr = lerp( clr, blurred_v, edge_mask_h * 0.5f ); // TFU2 uses 1.0f instead of 0.5f
//
// Long Edges
//
float4 h0, h1, h2, h3, h4, h5, h6, h7;
float4 v0, v1, v2, v3, v4, v5, v6, v7;
// sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs)
LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 )
LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 )
float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f;
float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f;
long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f );
long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f );
//if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360)
if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs)
{
float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f;
float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f;
float lb_h_lum = GetIntensity( long_blurred_h.xyz );
float lb_v_lum = GetIntensity( long_blurred_v.xyz );
float center_lum = GetIntensity( center.xyz );
float left_lum = GetIntensity( left.xyz );
float right_lum = GetIntensity( right.xyz );
float top_lum = GetIntensity( top.xyz );
float bottom_lum = GetIntensity( bottom.xyz );
float4 clr_v = center;
float4 clr_h = center;
// we had to hack this because DIV by 0 gives some artefacts on different platforms
float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) );
float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) );
float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) );
float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) );
float4 vhxy = float4( vx, vy, hx, hy );
//vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy;
clr_v = lerp( left , clr_v, vhxy.x );
clr_v = lerp( right , clr_v, vhxy.y );
clr_h = lerp( top , clr_h, vhxy.z );
clr_h = lerp( bottom, clr_h, vhxy.w );
clr = lerp( clr, clr_v, long_edge_mask_v );
clr = lerp( clr, clr_h, long_edge_mask_h );
}
return clr;
}
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float2 uv = v.texcoord.xy;
o.uv.xy = uv;
return o;
}
half4 fragFirst (v2f i) : SV_Target {
return highPassPre (i.uv);
}
half4 fragSecond (v2f i) : SV_Target {
return edgeDetectAndBlur( i.uv );
}
half4 fragThird (v2f i) : SV_Target {
return edgeDetectAndBlurSharper( i.uv );
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragFirst
#pragma exclude_renderers d3d11_9x
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragSecond
#pragma target 3.0
#pragma exclude_renderers d3d11_9x
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragThird
#pragma target 3.0
ENDCG
}
}
Fallback off
}