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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/Dof/DepthOfFieldHdr" {
- Properties {
- _MainTex ("-", 2D) = "black" {}
- _FgOverlap ("-", 2D) = "black" {}
- _LowRez ("-", 2D) = "black" {}
- }
- CGINCLUDE
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- };
- struct v2fRadius {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 uv1[4] : TEXCOORD1;
- };
-
- struct v2fBlur {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 uv01 : TEXCOORD1;
- float4 uv23 : TEXCOORD2;
- float4 uv45 : TEXCOORD3;
- float4 uv67 : TEXCOORD4;
- float4 uv89 : TEXCOORD5;
- };
-
- uniform sampler2D _MainTex;
- uniform sampler2D_float _CameraDepthTexture;
- uniform sampler2D _FgOverlap;
- uniform sampler2D _LowRez;
- uniform float4 _CurveParams;
- uniform float4 _MainTex_TexelSize;
- uniform float4 _Offsets;
- v2f vert( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv1.xy = v.texcoord.xy;
- o.uv.xy = v.texcoord.xy;
-
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- o.uv.y = 1-o.uv.y;
- #endif
-
- return o;
- }
- v2f vertFlip( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv1.xy = v.texcoord.xy;
- o.uv.xy = v.texcoord.xy;
-
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0)
- o.uv.y = 1-o.uv.y;
- if (_MainTex_TexelSize.y < 0)
- o.uv1.y = 1-o.uv1.y;
- #endif
-
- return o;
- }
- v2fBlur vertBlurPlusMinus (appdata_img v)
- {
- v2fBlur o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv.xy = v.texcoord.xy;
- o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0;
- o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0;
- o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0;
- o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0;
- o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0;
- return o;
- }
- #define SCATTER_OVERLAP_SMOOTH (-0.265)
- inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample)
- {
- return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance);
- }
- inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample)
- {
- return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); }
-
- static const int SmallDiscKernelSamples = 12;
- static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
- {
- float2(-0.326212,-0.40581),
- float2(-0.840144,-0.07358),
- float2(-0.695914,0.457137),
- float2(-0.203345,0.620716),
- float2(0.96234,-0.194983),
- float2(0.473434,-0.480026),
- float2(0.519456,0.767022),
- float2(0.185461,-0.893124),
- float2(0.507431,0.064425),
- float2(0.89642,0.412458),
- float2(-0.32194,-0.932615),
- float2(-0.791559,-0.59771)
- };
- static const int NumDiscSamples = 28;
- static const float3 DiscKernel[NumDiscSamples] =
- {
- float3(0.62463,0.54337,0.82790),
- float3(-0.13414,-0.94488,0.95435),
- float3(0.38772,-0.43475,0.58253),
- float3(0.12126,-0.19282,0.22778),
- float3(-0.20388,0.11133,0.23230),
- float3(0.83114,-0.29218,0.88100),
- float3(0.10759,-0.57839,0.58831),
- float3(0.28285,0.79036,0.83945),
- float3(-0.36622,0.39516,0.53876),
- float3(0.75591,0.21916,0.78704),
- float3(-0.52610,0.02386,0.52664),
- float3(-0.88216,-0.24471,0.91547),
- float3(-0.48888,-0.29330,0.57011),
- float3(0.44014,-0.08558,0.44838),
- float3(0.21179,0.51373,0.55567),
- float3(0.05483,0.95701,0.95858),
- float3(-0.59001,-0.70509,0.91938),
- float3(-0.80065,0.24631,0.83768),
- float3(-0.19424,-0.18402,0.26757),
- float3(-0.43667,0.76751,0.88304),
- float3(0.21666,0.11602,0.24577),
- float3(0.15696,-0.85600,0.87027),
- float3(-0.75821,0.58363,0.95682),
- float3(0.99284,-0.02904,0.99327),
- float3(-0.22234,-0.57907,0.62029),
- float3(0.55052,-0.66984,0.86704),
- float3(0.46431,0.28115,0.54280),
- float3(-0.07214,0.60554,0.60982),
- };
- float4 fragBlurInsaneMQ (v2f i) : SV_Target
- {
- float4 centerTap = tex2D(_MainTex, i.uv1.xy);
- float4 sum = centerTap;
- float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
- float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
- sum *= sampleCount;
- float weights = 0;
-
- for(int l=0; l < NumDiscSamples; l++)
- {
- float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
- float4 sample0 = tex2D(_MainTex, sampleUV.xy);
- if( sample0.a > 0.0 )
- {
- weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
- sum += sample0 * weights;
- sampleCount += weights;
- }
- }
-
- float4 returnValue = sum / sampleCount;
- returnValue.a = centerTap.a;
- return returnValue;
- }
- float4 fragBlurInsaneHQ (v2f i) : SV_Target
- {
- float4 centerTap = tex2D(_MainTex, i.uv1.xy);
- float4 sum = centerTap;
- float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
- float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
- sum *= sampleCount;
- float2 weights = 0;
-
- for(int l=0; l < NumDiscSamples; l++)
- {
- float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz);
- float4 sample0 = tex2D(_MainTex, sampleUV.xy);
- float4 sample1 = tex2D(_MainTex, sampleUV.zw);
- if( (sample0.a + sample1.a) > 0.0 )
- {
- weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap);
- sum += sample0 * weights.x + sample1 * weights.y;
- sampleCount += dot(weights, 1);
- }
- }
-
- float4 returnValue = sum / sampleCount;
- returnValue.a = centerTap.a;
- return returnValue;
- }
- inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high)
- {
- float blend = smoothstep(0.65,0.85, coc);
- return lerp(low, high, blend);
- }
- inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high)
- {
- float blend = smoothstep(0.4,0.6, coc);
- return lerp(low, high, blend);
- }
- float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target
- {
- float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
- float4 centerTap = tex2D(_MainTex, i.uv1.xy);
- float4 smallBlur = centerTap;
- float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
-
- float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
- smallBlur *= sampleCount;
-
- for(int l=0; l < NumDiscSamples; l++)
- {
- float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
- float4 sample0 = tex2D(_MainTex, sampleUV);
- float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
- smallBlur += sample0 * weight0; sampleCount += weight0;
- }
- smallBlur /= (sampleCount+1e-5f);
- smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur);
- return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
- }
- float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target
- {
- float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
- float4 centerTap = tex2D(_MainTex, i.uv1.xy);
- float4 smallBlur = centerTap;
- float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
-
- float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
- smallBlur *= sampleCount;
-
- for(int l=0; l < SmallDiscKernelSamples; l++)
- {
- float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1;
- float4 sample0 = tex2D(_MainTex, sampleUV);
- float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap);
- smallBlur += sample0 * weight0; sampleCount += weight0;
- }
- smallBlur /= (sampleCount+1e-5f);
-
- smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur);
- return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
- }
- float4 fragBlurUpsampleCheap (v2f i) : SV_Target
- {
- float4 centerTap = tex2D(_MainTex, i.uv1.xy);
- float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
- float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a;
- float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 ));
- return float4(smallBlur.rgb, centerTap.a);
- }
-
- float4 fragBlurBox (v2f i) : SV_Target
- {
- const int TAPS = 12;
- float4 centerTap = tex2D(_MainTex, i.uv1.xy);
- // TODO: important ? breaks when HR blur is being used
- //centerTap.a = max(centerTap.a, 0.1f);
- float sampleCount = centerTap.a;
- float4 sum = centerTap * sampleCount;
-
- float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0));
- float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1);
-
- for(int l=1; l<TAPS; l++)
- {
- float4 sampleUV = i.uv1.xyxy + steps * (float)l;
-
- float4 sample0 = tex2D(_MainTex, sampleUV.xy);
- float4 sample1 = tex2D(_MainTex, sampleUV.zw);
-
- float2 maxLen01 = float2(sample0.a, sample1.a);
- float2 r = lenStep.xx * (float)l;
-
- float2 weight01 = smoothstep(float2(-0.4,-0.4),float2(0.0,0.0), maxLen01-r);
- sum += sample0 * weight01.x + sample1 * weight01.y;
- sampleCount += dot(weight01,1);
- }
-
- float4 returnValue = sum / (1e-5f + sampleCount);
- //returnValue.a = centerTap.a;
- //return centerTap.a;
- return returnValue;
- }
- float4 fragVisualize (v2f i) : SV_Target
- {
- float4 returnValue = tex2D(_MainTex, i.uv1.xy);
- returnValue.rgb = lerp(float3(0.0,0.0,0.0), float3(1.0,1.0,1.0), saturate(returnValue.a/_CurveParams.x));
- return returnValue;
- }
- float4 fragBoxDownsample (v2f i) : SV_Target
- {
- //float4 returnValue = tex2D(_MainTex, i.uv1.xy);
- float4 returnValue = tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy);
- returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy);
- returnValue += tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy * float2(1,-1));
- returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy * float2(1,-1));
- return returnValue/4;
- }
- float4 fragBlurAlphaWeighted (v2fBlur i) : SV_Target
- {
- const float ALPHA_WEIGHT = 2.0f;
- float4 sum = float4 (0,0,0,0);
- float w = 0;
- float weights = 0;
- const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
- float4 sampleA = tex2D(_MainTex, i.uv.xy);
- float4 sampleB = tex2D(_MainTex, i.uv01.xy);
- float4 sampleC = tex2D(_MainTex, i.uv01.zw);
- float4 sampleD = tex2D(_MainTex, i.uv23.xy);
- float4 sampleE = tex2D(_MainTex, i.uv23.zw);
- float4 sampleF = tex2D(_MainTex, i.uv45.xy);
- float4 sampleG = tex2D(_MainTex, i.uv45.zw);
- float4 sampleH = tex2D(_MainTex, i.uv67.xy);
- float4 sampleI = tex2D(_MainTex, i.uv67.zw);
- float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
- float4 sampleK = tex2D(_MainTex, i.uv89.zw);
-
- w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleB.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleC.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleD.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleE.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleF.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleG.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleH.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleI.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleJ.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
- w = saturate(ALPHA_WEIGHT*sampleK.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
- sum /= weights + 1e-4f;
- sum.a = sampleA.a;
- if(sampleA.a<1e-2f) sum.rgb = sampleA.rgb;
- return sum;
- }
-
- float4 fragBlurForFgCoc (v2fBlur i) : SV_Target
- {
- float4 sum = float4 (0,0,0,0);
- float w = 0;
- float weights = 0;
- const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
- float4 sampleA = tex2D(_MainTex, i.uv.xy);
- float4 sampleB = tex2D(_MainTex, i.uv01.xy);
- float4 sampleC = tex2D(_MainTex, i.uv01.zw);
- float4 sampleD = tex2D(_MainTex, i.uv23.xy);
- float4 sampleE = tex2D(_MainTex, i.uv23.zw);
- float4 sampleF = tex2D(_MainTex, i.uv45.xy);
- float4 sampleG = tex2D(_MainTex, i.uv45.zw);
- float4 sampleH = tex2D(_MainTex, i.uv67.xy);
- float4 sampleI = tex2D(_MainTex, i.uv67.zw);
- float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
- float4 sampleK = tex2D(_MainTex, i.uv89.zw);
-
- w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleB.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleC.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleD.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleE.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleF.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleG.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleH.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleI.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleJ.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
- w = smoothstep(-0.5,0.0,sampleK.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
- sum /= weights + 1e-4f;
- return sum;
- }
- float4 fragGaussBlur (v2fBlur i) : SV_Target
- {
- float4 sum = float4 (0,0,0,0);
- float w = 0;
- float weights = 0;
- const float G_WEIGHTS[9] = {1.0, 0.8, 0.65, 0.5, 0.4, 0.2, 0.1, 0.05, 0.025};
- float4 sampleA = tex2D(_MainTex, i.uv.xy);
- float4 sampleB = tex2D(_MainTex, i.uv01.xy);
- float4 sampleC = tex2D(_MainTex, i.uv01.zw);
- float4 sampleD = tex2D(_MainTex, i.uv23.xy);
- float4 sampleE = tex2D(_MainTex, i.uv23.zw);
- float4 sampleF = tex2D(_MainTex, i.uv45.xy);
- float4 sampleG = tex2D(_MainTex, i.uv45.zw);
- float4 sampleH = tex2D(_MainTex, i.uv67.xy);
- float4 sampleI = tex2D(_MainTex, i.uv67.zw);
- float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
- float4 sampleK = tex2D(_MainTex, i.uv89.zw);
- w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
- w = sampleB.a * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
- w = sampleC.a * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
- w = sampleD.a * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
- w = sampleE.a * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
- w = sampleF.a * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
- w = sampleG.a * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
- w = sampleH.a * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
- w = sampleI.a * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
- w = sampleJ.a * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
- w = sampleK.a * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
- sum /= weights + 1e-4f;
- return sum;
- }
- float4 frag4TapBlurForLRSpawn (v2f i) : SV_Target
- {
- float4 tap = tex2D(_MainTex, i.uv.xy);
-
- float4 tapA = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy);
- float4 tapB = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy);
- float4 tapC = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy * float2(1,-1));
- float4 tapD = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy * float2(1,-1));
-
- float4 weights = saturate(10.0 * float4(tapA.a, tapB.a, tapC.a, tapD.a));
- float sumWeights = dot(weights, 1);
- float4 color = (tapA*weights.x + tapB*weights.y + tapC*weights.z + tapD*weights.w);
- float4 outColor = tap;
- if(tap.a * sumWeights * 8.0 > 1e-5f) outColor.rgb = color.rgb/sumWeights;
- return outColor;
- }
- float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target
- {
- float4 color = tex2D (_MainTex, i.uv1.xy);
- float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
- d = Linear01Depth (d);
- color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
- color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w);
-
- return color;
- }
-
- float4 fragCaptureCoc (v2f i) : SV_Target
- {
- float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
- float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
- d = Linear01Depth (d);
- color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
- color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
-
- return color;
- }
- float4 AddFgCoc (v2f i) : SV_Target
- {
- return tex2D (_MainTex, i.uv1.xy);
- }
- float4 fragMergeCoc (v2f i) : SV_Target
- {
- float4 color = tex2D (_FgOverlap, i.uv.xy); // this is the foreground overlap value
- float fgCoc = color.a;
- float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
- d = Linear01Depth (d);
- color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
- color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
-
- return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc));
- }
- float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target
- {
- float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a;
- float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a;
- return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc);
- }
-
- float4 fragCaptureForegroundCoc (v2f i) : SV_Target
- {
- float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
- float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
- d = Linear01Depth (d);
- color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
- color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
-
- return color;
- }
- float4 fragCaptureForegroundCocMask (v2f i) : SV_Target
- {
- float4 color = float4(0,0,0,0);
- float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
- d = Linear01Depth (d);
- color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
- color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
-
- return color.a > 0;
- }
-
- float4 fragBlendInHighRez (v2f i) : SV_Target
- {
- float4 tapHighRez = tex2D(_MainTex, i.uv.xy);
- return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0));
- }
-
- float4 fragBlendInLowRezParts (v2f i) : SV_Target
- {
- float4 from = tex2D(_MainTex, i.uv1.xy);
- from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f);
- float square = from.a * from.a;
- from.a = square * square * _CurveParams.x;
- return from;
- }
-
- float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target
- {
- float4 c = tex2D(_MainTex, i.uv1.xy);
- return c;
- }
-
- float4 fragAlphaMask(v2f i) : SV_Target
- {
- float4 c = tex2D(_MainTex, i.uv1.xy);
- c.a = saturate(c.a*100.0);
- return c;
- }
-
- ENDCG
-
- Subshader
- {
-
- // pass 0
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- ColorMask A
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragCaptureCoc
-
- ENDCG
- }
- // pass 1
-
- Pass
- {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertBlurPlusMinus
- #pragma fragment fragGaussBlur
- ENDCG
- }
- // pass 2
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertBlurPlusMinus
- #pragma fragment fragBlurForFgCoc
- ENDCG
- }
-
-
- // pass 3
-
- Pass
- {
- ZTest Always Cull Off ZWrite Off
- ColorMask A
- BlendOp Max, Max
- Blend One One, One One
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment AddFgCoc
- ENDCG
- }
-
- // pass 4
-
- Pass
- {
- ZTest Always Cull Off ZWrite Off
- ColorMask A
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragCaptureForegroundCoc
- ENDCG
- }
- // pass 5
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlurBox
- ENDCG
- }
- // pass 6
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag4TapBlurForLRSpawn
- ENDCG
- }
- // pass 7
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlendInHighRez
- ENDCG
- }
-
- // pass 8
-
- Pass
- {
- ZTest Always Cull Off ZWrite Off
- ColorMask A
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragCaptureForegroundCocMask
- ENDCG
- }
-
- // pass 9
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlurUpsampleCheap
- ENDCG
- }
- // pass 10
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragCaptureColorAndSignedCoc
- ENDCG
- }
- // pass 11
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlurInsaneMQ
- ENDCG
- }
- // pass 12
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlurUpsampleCombineMQ
- ENDCG
- }
-
- // pass 13
- Pass {
- ZTest Always Cull Off ZWrite Off
- ColorMask A
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragMergeCoc
- ENDCG
- }
-
- // pass 14
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- ColorMask A
- BlendOp Max, Max
- Blend One One, One One
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragCombineCocWithMaskBlur
- ENDCG
- }
- // pass 15
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBoxDownsample
- ENDCG
- }
- // pass 16
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragVisualize
- ENDCG
- }
- // pass 17
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlurInsaneHQ
- ENDCG
- }
- // pass 18
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragBlurUpsampleCombineHQ
- ENDCG
- }
- // pass 19
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertBlurPlusMinus
- #pragma fragment fragBlurAlphaWeighted
- ENDCG
- }
-
- // pass 20
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragAlphaMask
- ENDCG
- }
-
- // pass 21
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- BlendOp Add, Add
- Blend DstAlpha OneMinusDstAlpha, Zero One
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vertFlip
- #pragma fragment fragBlurBox
- ENDCG
- }
-
- // pass 22
-
- Pass {
- ZTest Always Cull Off ZWrite Off
- // destination alpha needs to stay intact as we have layed alpha before
- BlendOp Add, Add
- Blend DstAlpha One, Zero One
- CGPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment fragUpsampleWithAlphaMask
- ENDCG
- }
- }
-
- Fallback off
- }
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