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293 行
7.0 KiB
293 行
7.0 KiB
Shader "Hidden/DigitalHuman/NormalBufferBlurPass"
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{
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Properties
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{
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[HideInInspector] _StencilBit("_StencilBit", Int) = 64// UserStencilUsage.UserBit0
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}
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HLSLINCLUDE
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#pragma target 4.5
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
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Texture2D<float> _NormalBufferBlur_Regions;
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Texture2D<float4> _NormalBufferBlur_Decoded;
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#if defined(PLATFORM_NEEDS_UNORM_UAV_SPECIFIER) && defined(PLATFORM_SUPPORTS_EXPLICIT_BINDING)
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RW_TEXTURE2D_X(unorm float4, _NormalBuffer) : register(u2);
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#else
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RW_TEXTURE2D_X(float4, _NormalBuffer);
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#endif
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struct SurfaceAttributes
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{
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float3 positionOS : POSITION;
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};
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struct SurfaceVaryings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct FullScreenAttributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct FullScreenVaryings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct FullScreenOutputs
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{
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float4 dbuffer0 : SV_Target0;
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float4 dbuffer1 : SV_Target1;
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};
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SurfaceVaryings VertSurface(SurfaceAttributes input)
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{
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SurfaceVaryings output;
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float depthOffset = 0.0002;// world space offset towards camera
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float3 positionWS = TransformObjectToWorld(input.positionOS) - GetViewForwardDir() * depthOffset;
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output.positionCS = TransformWorldToHClip(positionWS);
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return output;
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}
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FullScreenVaryings VertFullScreen(FullScreenAttributes input)
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{
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FullScreenVaryings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float FragSurface_Mark(SurfaceVaryings input) : SV_Target0
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{
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return 0.0;// 0 == interior
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}
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[earlydepthstencil]
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float4 FragFullScreen_Decode(FullScreenVaryings input) : SV_Target0
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{
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uint2 positionSS = uint2(input.positionCS.xy);
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float4 normalBuffer = _NormalBuffer[COORD_TEXTURE2D_X(positionSS)];
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NormalData normalData;
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DecodeFromNormalBuffer(normalBuffer, uint2(0, 0), normalData);
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return float4(normalData.normalWS, normalData.perceptualRoughness);
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}
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float4 NormalRoughnessRegionalBlur(int2 positionSS)
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{
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const int MAX_EXT = 20;// PACKAGETODO variable?
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const float RCP_MAX_EXT = 1.0 / float(MAX_EXT);
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// binary search for edge of blur region
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int ext_hi = MAX_EXT;
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int ext_lo = 0;
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while (ext_hi > ext_lo)
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{
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int mid = (ext_lo + ext_hi + 1) >> 1;
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float4 outside = float4(
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_NormalBufferBlur_Regions[positionSS + int2(-mid, 0)],
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_NormalBufferBlur_Regions[positionSS + int2( mid, 0)],
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_NormalBufferBlur_Regions[positionSS + int2( 0, -mid)],
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_NormalBufferBlur_Regions[positionSS + int2( 0, mid)]);
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if (any(outside))// if any of the samples are outside the blur region
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ext_hi = mid - 1;
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else
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ext_lo = mid;
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}
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int ext = ext_lo;
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// gaussian blur within region
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//
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// x^2 + y^2
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// 1 - ---------
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// G(x,y) = ------------ exp 2 sigma^2
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// 2 PI sigma^2
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#define ADJUST_SIGMA
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#ifdef ADJUST_SIGMA
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const float sigma = ext / 1.5 + FLT_EPS;
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#else
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const float sigma = 0.5;
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#endif
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const float rcp_2sigmasq = -1.0 / (2.0 * sigma * sigma);
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const float rcp_2PIsigmasq = 1.0 / (2 * 3.14159265 * sigma * sigma);
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#ifndef ADJUST_SIGMA
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float rcp_ext = 1.0 / (ext + FLT_EPS);
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float rcp_ext_sq = rcp_ext * rcp_ext;
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#endif
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float4 sum = 0.0;
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float gsum = 0.0;
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for (int dy = -ext; dy <= ext; dy++)
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{
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for (int dx = -ext; dx <= ext; dx++)
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{
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#ifdef ADJUST_SIGMA
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float dd = (dx * dx + dy * dy);
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#else
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float dd = (dx * dx + dy * dy) * rcp_ext_sq;
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#endif
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float g = rcp_2PIsigmasq * exp(dd * rcp_2sigmasq);
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sum += g * _NormalBufferBlur_Decoded[positionSS + int2(dx, dy)];
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gsum += g;
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}
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}
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sum.xyz = normalize(sum.xyz);
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sum.a = sum.a / gsum;
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return sum;// xyz = normalWS, w = smoothness
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}
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[earlydepthstencil]
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void FragFullScreen_BlurAndEncode(FullScreenVaryings input)
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{
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float4 normalRoughness = NormalRoughnessRegionalBlur(input.positionCS.xy);
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// write to gbuffer
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NormalData normalData;
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normalData.normalWS = normalRoughness.xyz;
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normalData.perceptualRoughness = normalRoughness.a;
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float4 normalBuffer;
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EncodeIntoNormalBuffer(normalData, uint2(0, 0), normalBuffer);
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_NormalBuffer[COORD_TEXTURE2D_X(input.positionCS.xy)] = normalBuffer;
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}
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[earlydepthstencil]
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FullScreenOutputs FragFullScreen_BlurAndEncodeAndDecal(FullScreenVaryings input)
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{
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float4 normalRoughness = NormalRoughnessRegionalBlur(input.positionCS.xy);
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// write to gbuffer
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NormalData normalData;
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normalData.normalWS = normalRoughness.xyz;
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normalData.perceptualRoughness = normalRoughness.a;
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float4 normalBuffer;
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EncodeIntoNormalBuffer(normalData, uint2(0, 0), normalBuffer);
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_NormalBuffer[COORD_TEXTURE2D_X(input.positionCS.xy)] = normalBuffer;
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// write to dbuffer
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FullScreenOutputs output;
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output.dbuffer0 = float4(normalRoughness.xyz * 0.5 + 0.5, 0.0);
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output.dbuffer1 = float4(0, 0, 1.0 - normalRoughness.w, 0.0);
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return output;
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}
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ENDHLSL
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SubShader
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{
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Tags { "RenderPipeline" = "HDRenderPipeline" }
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Cull Off
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Blend Off
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Pass// == 0
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{
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Name "Mark"
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ZTest LEqual
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ZWrite Off
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Stencil
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{
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WriteMask [_StencilBit]
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Ref [_StencilBit]
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma vertex VertSurface
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#pragma fragment FragSurface_Mark
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ENDHLSL
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}
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Pass// == 1
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{
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Name "Decode"
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ZTest Always
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ZWrite Off
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Stencil
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{
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ReadMask [_StencilBit]
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Ref [_StencilBit]
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Comp Equal
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Pass Keep
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}
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HLSLPROGRAM
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#pragma vertex VertFullScreen
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#pragma fragment FragFullScreen_Decode
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ENDHLSL
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}
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Pass// == 2
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{
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Name "BlurAndEncode"
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ZTest Always
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ZWrite Off
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Stencil
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{
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WriteMask [_StencilBit]
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ReadMask [_StencilBit]
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Ref [_StencilBit]
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Comp Equal
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Pass Zero
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}
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HLSLPROGRAM
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#pragma vertex VertFullScreen
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#pragma fragment FragFullScreen_BlurAndEncode
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ENDHLSL
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}
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Pass// == 3
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{
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Name "BlurAndEncodeAndDecal"
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ZTest Always
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ZWrite Off
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ColorMask RGBA 0
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ColorMask BA 1
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Stencil
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{
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WriteMask [_StencilBit]
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ReadMask [_StencilBit]
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Ref [_StencilBit]
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Comp Equal
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Pass Zero
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}
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HLSLPROGRAM
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#pragma vertex VertFullScreen
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#pragma fragment FragFullScreen_BlurAndEncodeAndDecal
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ENDHLSL
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}
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}
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}
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