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61 行
2.3 KiB
61 行
2.3 KiB
#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "HDRP/Material/Builtin/BuiltinData.hlsl"
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#include "HDRP/ShaderVariables.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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TEXTURE2D(_DistortionTexture);
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RW_TEXTURE2D(float4, _Destination);
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SamplerState sampler_ColorPyramidTexture;
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CBUFFER_START(cb)
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float4 _Size;
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CBUFFER_END
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#pragma kernel KMain
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[numthreads(8, 8, 1)]
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void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
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{
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// We use a bias when fetching distortion source pixels
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// This avoid artifacts when a distortion is overlapped by an opaque object
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const float _FetchBias = 0.9;
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// Get distortion values
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float4 encodedDistortion = LOAD_TEXTURE2D(_DistortionTexture, dispatchThreadId);
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float2 distortion;
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float distortionBlur;
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bool distortionIsSourceValid;
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DecodeDistortion(encodedDistortion, distortion, distortionBlur, distortionIsSourceValid);
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// Reject the pixel if it is not in the distortion mask
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if (!distortionIsSourceValid)
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return;
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int2 distortedEncodedDistortionId = dispatchThreadId + int2(distortion);
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// Reject distortion if we try to fetch a pixel out of the buffer
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if (any(distortedEncodedDistortionId < 0)
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|| any(distortedEncodedDistortionId > int2(_Size.xy)))
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return;
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// We fetch a second time the _DistortionTexture for the at the distorded coordinate
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// Then we check if this pixels is in the distorded mask (eg: behind any distorted object)
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// Otherwise we reject the distortion
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float2 distordedDistortion;
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float distordedDistortionBlur;
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bool distordedIsSourceValid;
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float4 encodedDistordedDistortion = LOAD_TEXTURE2D(_DistortionTexture, distortedEncodedDistortionId);
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DecodeDistortion(encodedDistordedDistortion, distordedDistortion, distordedDistortionBlur, distordedIsSourceValid);
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if (!distordedIsSourceValid)
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return;
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// Get source pixel for distortion
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float2 distordedUV = float2(dispatchThreadId + int2(distortion * _FetchBias)) * _Size.zw * _ScreenToTargetScale.xy;
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float mip = (_ColorPyramidScale.z - 1) * clamp(distortionBlur, 0.0, 1.0);
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float4 sampled = SAMPLE_TEXTURE2D_LOD(_ColorPyramidTexture, sampler_ColorPyramidTexture, distordedUV, mip);
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_Destination[dispatchThreadId] = sampled;
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}
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