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171 行
4.3 KiB

Shader "Hidden/HDRenderPipeline/Bloom"
{
Properties
{
_MainTex ("", 2D) = "" {}
_BaseTex ("", 2D) = "" {}
_AutoExposure ("", 2D) = "" {}
}
HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Bloom.hlsl"
TEXTURE2D(_MainTex);
SAMPLER2D(sampler_MainTex);
float4 _MainTex_TexelSize;
TEXTURE2D(_BaseTex);
SAMPLER2D(sampler_BaseTex);
float4 _BaseTex_TexelSize;
TEXTURE2D(_AutoExposure);
SAMPLER2D(sampler_AutoExposure);
float _Threshold;
float3 _Curve;
float _SampleScale;
struct Attributes
{
float3 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
struct VaryingsMultitex
{
float4 vertex : SV_POSITION;
float2 texcoordMain : TEXCOORD0;
float2 texcoordBase : TEXCOORD1;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.vertex = TransformWorldToHClip(input.vertex);
output.texcoord = input.texcoord.xy;
return output;
}
VaryingsMultitex VertMultitex(Attributes input)
{
VaryingsMultitex o;
o.vertex = TransformWorldToHClip(input.vertex);
o.texcoordMain = input.texcoord.xy;
o.texcoordBase = o.texcoordMain;
#if UNITY_UV_STARTS_AT_TOP
if (_BaseTex_TexelSize.y < 0.0)
o.texcoordMain.y = 1.0 - o.texcoordMain.y;
#endif
return o;
}
float4 FetchAutoExposed(TEXTURE2D_ARGS(tex, texSampler), float2 uv)
{
float autoExposure = 1.0;
#if EYE_ADAPTATION
autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, uv).r;
#endif
return SAMPLE_TEXTURE2D(tex, texSampler, uv) * autoExposure;
}
float4 FragPrefilter(Varyings i) : SV_Target
{
float2 uv = i.texcoord;
float4 s0 = min(65504.0, FetchAutoExposed(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), uv));
float3 m = s0.rgb;
// Pixel brightness
float br = max(m.r, max(m.g, m.r));
// Under-threshold part: quadratic curve
float rq = clamp(br - _Curve.x, 0.0, _Curve.y);
rq = _Curve.z * rq * rq;
// Combine and apply the brightness response curve.
m *= max(rq, br - _Threshold) / max(br, 1e-5);
return float4(m, 0.0);
}
float4 FragDownsample1(Varyings i) : SV_Target
{
return float4(DownsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy), 0.0);
}
float4 FragDownsample2(Varyings i) : SV_Target
{
return float4(DownsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy), 0.0);
}
float4 FragUpsample(VaryingsMultitex i) : SV_Target
{
float3 base = SAMPLE_TEXTURE2D(_BaseTex, sampler_BaseTex, i.texcoordBase).rgb;
float3 blur = UpsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoordMain, _MainTex_TexelSize.xy, _SampleScale);
return float4(base + blur, 0.0);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma multi_compile __ EYE_ADAPTATION
#pragma vertex Vert
#pragma fragment FragPrefilter
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragDownsample1
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragDownsample2
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertMultitex
#pragma fragment FragUpsample
ENDHLSL
}
}
Fallback Off
}