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257 行
5.6 KiB

/*
DX11 Depth Of Field
pretty much just does bokeh texture splatting
basic algorithm:
* find bright spots
* verify high frequency (otherwise dont care)
* if possitive, replace with black pixel and add to append buffer
* box blur buffer (thus smearing black pixels)
* blend bokeh texture sprites via append buffer on top of box blurred buffer
* composite with frame buffer
*/
Shader "Hidden/Dof/DX11Dof"
{
Properties
{
_MainTex ("", 2D) = "white" {}
_BlurredColor ("", 2D) = "white" {}
_FgCocMask ("", 2D) = "white" {}
}
CGINCLUDE
#define BOKEH_ZERO_VEC (float4(0,0,0,0))
#define BOKEH_ONE_VEC (float4(1,1,1,1))
float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth
float4 _MainTex_TexelSize;
float3 _Screen;
float _SpawnHeuristic;
sampler2D_float _CameraDepthTexture;
sampler2D _BlurredColor;
sampler2D _MainTex;
sampler2D _FgCocMask;
struct appendStruct {
float3 pos;
float4 color;
};
struct gs_out {
float4 pos : SV_POSITION;
float3 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float4 misc : TEXCOORD2;
};
// TODO: activate border clamp tex sampler state instead?
inline float4 clampBorderColor(float2 uv)
{
#if 1
if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC;
if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC;
#endif
return BOKEH_ONE_VEC;
}
struct vs_out {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float cocOverlap : TEXCOORD2;
};
StructuredBuffer<appendStruct> pointBuffer;
vs_out vertApply (uint id : SV_VertexID)
{
vs_out o;
float2 pos = pointBuffer[id].pos.xy ;
o.pos = float4(pos * 2.0 - 1.0, 0, 1);
o.color = pointBuffer[id].color;
#if UNITY_UV_STARTS_AT_TOP
o.pos.y *= -1;
#endif
o.cocOverlap = pointBuffer[id].pos.z;
return o;
}
[maxvertexcount(4)]
void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
{
// NEW ENERGY CONSERVATION:
float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx;
float4 offs = 0;
offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5));
float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));;
float2 f2 = offs.xy / rs;
float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y);
offs.xy *= _Screen.xy;
gs_out output;
output.pos = input[0].pos + offs*float4(-1,1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(0, 1, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1,1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(1, 1, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(-1,-1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(0, 0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1,-1,0,0);
output.misc = float4(f2,0,0);
output.uv = float3(1, 0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
outStream.RestartStrip();
}
ENDCG
SubShader
{
// pass 0: append buffer "collect"
Pass
{
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 5.0
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv_flip : TEXCOORD0;
float2 uv : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
o.uv_flip = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if(_MainTex_TexelSize.y<0)
o.uv_flip.y = 1.0-o.uv_flip.y;
if(_MainTex_TexelSize.y<0)
o.pos.y *= -1.0;
#endif
return o;
}
AppendStructuredBuffer<appendStruct> pointBufferOutput : register(u1);
float4 frag (v2f i) : SV_Target
{
float4 c = tex2D (_MainTex, i.uv_flip);
float lumc = Luminance (c.rgb);
float4 cblurred = tex2D (_BlurredColor, i.uv);
float lumblurred = Luminance (cblurred.rgb);
float fgCoc = tex2D(_FgCocMask, i.uv).a;
[branch]
if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic)
{
appendStruct append;
append.pos = float3(i.uv, fgCoc);
append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a);
pointBufferOutput.Append (append);
return float4(c.rgb * saturate(1-c.a*4), c.a);
}
return c;
}
ENDCG
}
// pass 1: bokeh splatting (low resolution)
Pass {
ZWrite Off ZTest Always Cull Off
Blend One One, One One
ColorMask RGBA
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (gs_out i) : SV_Target
{
float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
}
ENDCG
}
// pass 2: bokeh splatting (high resolution)
Pass {
ZWrite Off ZTest Always Cull Off
BlendOp Add, Add
Blend DstAlpha One, Zero One
ColorMask RGBA
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag (gs_out i) : SV_Target
{
float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
}
ENDCG
}
}
Fallback Off
}