DepthOfFieldDX11.shader 5.7 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. /*
  3. DX11 Depth Of Field
  4. pretty much just does bokeh texture splatting
  5. basic algorithm:
  6. * find bright spots
  7. * verify high frequency (otherwise dont care)
  8. * if possitive, replace with black pixel and add to append buffer
  9. * box blur buffer (thus smearing black pixels)
  10. * blend bokeh texture sprites via append buffer on top of box blurred buffer
  11. * composite with frame buffer
  12. */
  13. Shader "Hidden/Dof/DX11Dof"
  14. {
  15. Properties
  16. {
  17. _MainTex ("", 2D) = "white" {}
  18. _BlurredColor ("", 2D) = "white" {}
  19. _FgCocMask ("", 2D) = "white" {}
  20. }
  21. CGINCLUDE
  22. #define BOKEH_ZERO_VEC (float4(0,0,0,0))
  23. #define BOKEH_ONE_VEC (float4(1,1,1,1))
  24. float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth
  25. float4 _MainTex_TexelSize;
  26. float3 _Screen;
  27. float _SpawnHeuristic;
  28. sampler2D_float _CameraDepthTexture;
  29. sampler2D _BlurredColor;
  30. sampler2D _MainTex;
  31. sampler2D _FgCocMask;
  32. struct appendStruct {
  33. float3 pos;
  34. float4 color;
  35. };
  36. struct gs_out {
  37. float4 pos : SV_POSITION;
  38. float3 uv : TEXCOORD0;
  39. float4 color : TEXCOORD1;
  40. float4 misc : TEXCOORD2;
  41. };
  42. // TODO: activate border clamp tex sampler state instead?
  43. inline float4 clampBorderColor(float2 uv)
  44. {
  45. #if 1
  46. if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC;
  47. if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC;
  48. #endif
  49. return BOKEH_ONE_VEC;
  50. }
  51. struct vs_out {
  52. float4 pos : SV_POSITION;
  53. float2 uv : TEXCOORD0;
  54. float4 color : TEXCOORD1;
  55. float cocOverlap : TEXCOORD2;
  56. };
  57. StructuredBuffer<appendStruct> pointBuffer;
  58. vs_out vertApply (uint id : SV_VertexID)
  59. {
  60. vs_out o;
  61. float2 pos = pointBuffer[id].pos.xy ;
  62. o.pos = float4(pos * 2.0 - 1.0, 0, 1);
  63. o.color = pointBuffer[id].color;
  64. #if UNITY_UV_STARTS_AT_TOP
  65. o.pos.y *= -1;
  66. #endif
  67. o.cocOverlap = pointBuffer[id].pos.z;
  68. return o;
  69. }
  70. [maxvertexcount(4)]
  71. void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
  72. {
  73. // NEW ENERGY CONSERVATION:
  74. float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx;
  75. float4 offs = 0;
  76. offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5));
  77. float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));;
  78. float2 f2 = offs.xy / rs;
  79. float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y);
  80. offs.xy *= _Screen.xy;
  81. gs_out output;
  82. output.pos = input[0].pos + offs*float4(-1,1,0,0);
  83. output.misc = float4(f2,0,0);
  84. output.uv = float3(0, 1, input[0].cocOverlap);
  85. output.color = input[0].color * energyAdjustment;
  86. outStream.Append (output);
  87. output.pos = input[0].pos + offs*float4(1,1,0,0);
  88. output.misc = float4(f2,0,0);
  89. output.uv = float3(1, 1, input[0].cocOverlap);
  90. output.color = input[0].color * energyAdjustment;
  91. outStream.Append (output);
  92. output.pos = input[0].pos + offs*float4(-1,-1,0,0);
  93. output.misc = float4(f2,0,0);
  94. output.uv = float3(0, 0, input[0].cocOverlap);
  95. output.color = input[0].color * energyAdjustment;
  96. outStream.Append (output);
  97. output.pos = input[0].pos + offs*float4(1,-1,0,0);
  98. output.misc = float4(f2,0,0);
  99. output.uv = float3(1, 0, input[0].cocOverlap);
  100. output.color = input[0].color * energyAdjustment;
  101. outStream.Append (output);
  102. outStream.RestartStrip();
  103. }
  104. ENDCG
  105. SubShader
  106. {
  107. // pass 0: append buffer "collect"
  108. Pass
  109. {
  110. ZWrite Off ZTest Always Cull Off
  111. CGPROGRAM
  112. #pragma vertex vert
  113. #pragma fragment frag
  114. #pragma target 5.0
  115. #include "UnityCG.cginc"
  116. struct appdata {
  117. float4 vertex : POSITION;
  118. float2 texcoord : TEXCOORD0;
  119. };
  120. struct v2f {
  121. float4 pos : SV_POSITION;
  122. float2 uv_flip : TEXCOORD0;
  123. float2 uv : TEXCOORD1;
  124. };
  125. v2f vert (appdata v)
  126. {
  127. v2f o;
  128. o.pos = UnityObjectToClipPos (v.vertex);
  129. o.uv = v.texcoord;
  130. o.uv_flip = v.texcoord;
  131. #if UNITY_UV_STARTS_AT_TOP
  132. if(_MainTex_TexelSize.y<0)
  133. o.uv_flip.y = 1.0-o.uv_flip.y;
  134. if(_MainTex_TexelSize.y<0)
  135. o.pos.y *= -1.0;
  136. #endif
  137. return o;
  138. }
  139. AppendStructuredBuffer<appendStruct> pointBufferOutput : register(u1);
  140. float4 frag (v2f i) : SV_Target
  141. {
  142. float4 c = tex2D (_MainTex, i.uv_flip);
  143. float lumc = Luminance (c.rgb);
  144. float4 cblurred = tex2D (_BlurredColor, i.uv);
  145. float lumblurred = Luminance (cblurred.rgb);
  146. float fgCoc = tex2D(_FgCocMask, i.uv).a;
  147. [branch]
  148. if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic)
  149. {
  150. appendStruct append;
  151. append.pos = float3(i.uv, fgCoc);
  152. append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a);
  153. pointBufferOutput.Append (append);
  154. return float4(c.rgb * saturate(1-c.a*4), c.a);
  155. }
  156. return c;
  157. }
  158. ENDCG
  159. }
  160. // pass 1: bokeh splatting (low resolution)
  161. Pass {
  162. ZWrite Off ZTest Always Cull Off
  163. Blend One One, One One
  164. ColorMask RGBA
  165. CGPROGRAM
  166. #pragma target 5.0
  167. #pragma vertex vertApply
  168. #pragma geometry geom
  169. #pragma fragment frag
  170. #include "UnityCG.cginc"
  171. fixed4 frag (gs_out i) : SV_Target
  172. {
  173. float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
  174. return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
  175. }
  176. ENDCG
  177. }
  178. // pass 2: bokeh splatting (high resolution)
  179. Pass {
  180. ZWrite Off ZTest Always Cull Off
  181. BlendOp Add, Add
  182. Blend DstAlpha One, Zero One
  183. ColorMask RGBA
  184. CGPROGRAM
  185. #pragma target 5.0
  186. #pragma vertex vertApply
  187. #pragma geometry geom
  188. #pragma fragment frag
  189. #include "UnityCG.cginc"
  190. fixed4 frag (gs_out i) : SV_Target
  191. {
  192. float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
  193. return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
  194. }
  195. ENDCG
  196. }
  197. }
  198. Fallback Off
  199. }