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2.3 KiB

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