272 lines
10 KiB
HLSL
272 lines
10 KiB
HLSL
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#ifndef UNITY_POSTFX_DEPTH_OF_FIELD
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#define UNITY_POSTFX_DEPTH_OF_FIELD
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/DiskKernels.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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float4 _MainTex_TexelSize;
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TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture);
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TEXTURE2D_SAMPLER2D(_CoCTex, sampler_CoCTex);
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TEXTURE2D_SAMPLER2D(_DepthOfFieldTex, sampler_DepthOfFieldTex);
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float4 _DepthOfFieldTex_TexelSize;
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// Camera parameters
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float _Distance;
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float _LensCoeff; // f^2 / (N * (S1 - f) * film_width * 2)
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float _MaxCoC;
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float _RcpMaxCoC;
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float _RcpAspect;
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half3 _TaaParams; // Jitter.x, Jitter.y, Blending
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// CoC calculation
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half4 FragCoC(VaryingsDefault i) : SV_Target
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{
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float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
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half coc = (depth - _Distance) * _LensCoeff / max(depth, 1e-4);
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return saturate(coc * 0.5 * _RcpMaxCoC + 0.5);
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}
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// Temporal filter
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half4 FragTempFilter(VaryingsDefault i) : SV_Target
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{
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float3 uvOffs = _MainTex_TexelSize.xyy * float3(1.0, 1.0, 0.0);
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#if UNITY_GATHER_SUPPORTED
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half4 cocTL = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xy * 0.5)); // top-left
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half4 cocBR = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xy * 0.5)); // bottom-right
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half coc1 = cocTL.x; // top
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half coc2 = cocTL.z; // left
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half coc3 = cocBR.x; // bottom
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half coc4 = cocBR.z; // right
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#else
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half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xz)).r; // top
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half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.zy)).r; // left
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half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.zy)).r; // bottom
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half coc4 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xz)).r; // right
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#endif
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// Dejittered center sample.
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half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - _TaaParams.xy)).r;
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// CoC dilation: determine the closest point in the four neighbors
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float3 closest = float3(0.0, 0.0, coc0);
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closest = coc1 < closest.z ? float3(-uvOffs.xz, coc1) : closest;
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closest = coc2 < closest.z ? float3(-uvOffs.zy, coc2) : closest;
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closest = coc3 < closest.z ? float3( uvOffs.zy, coc3) : closest;
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closest = coc4 < closest.z ? float3( uvOffs.xz, coc4) : closest;
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// Sample the history buffer with the motion vector at the closest point
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float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, UnityStereoTransformScreenSpaceTex(i.texcoord + closest.xy)).xy;
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half cocHis = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - motion)).r;
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// Neighborhood clamping
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half cocMin = closest.z;
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half cocMax = Max3(Max3(coc0, coc1, coc2), coc3, coc4);
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cocHis = clamp(cocHis, cocMin, cocMax);
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// Blend with the history
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return lerp(coc0, cocHis, _TaaParams.z);
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}
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// Prefilter: downsampling and premultiplying
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half4 FragPrefilter(VaryingsDefault i) : SV_Target
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{
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#if UNITY_GATHER_SUPPORTED
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// Sample source colors
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half4 c_r = GATHER_RED_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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half4 c_g = GATHER_GREEN_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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half4 c_b = GATHER_BLUE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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half3 c0 = half3(c_r.x, c_g.x, c_b.x);
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half3 c1 = half3(c_r.y, c_g.y, c_b.y);
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half3 c2 = half3(c_r.z, c_g.z, c_b.z);
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half3 c3 = half3(c_r.w, c_g.w, c_b.w);
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// Sample CoCs
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half4 cocs = GATHER_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo) * 2.0 - 1.0;
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half coc0 = cocs.x;
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half coc1 = cocs.y;
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half coc2 = cocs.z;
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half coc3 = cocs.w;
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#else
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float3 duv = _MainTex_TexelSize.xyx * float3(0.5, 0.5, -0.5);
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float2 uv0 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy);
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float2 uv1 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy);
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float2 uv2 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy);
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float2 uv3 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy);
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// Sample source colors
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half3 c0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv0).rgb;
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half3 c1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1).rgb;
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half3 c2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv2).rgb;
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half3 c3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv3).rgb;
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// Sample CoCs
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half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv0).r * 2.0 - 1.0;
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half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv1).r * 2.0 - 1.0;
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half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv2).r * 2.0 - 1.0;
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half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv3).r * 2.0 - 1.0;
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#endif
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// Apply CoC and luma weights to reduce bleeding and flickering
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float w0 = abs(coc0) / (Max3(c0.r, c0.g, c0.b) + 1.0);
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float w1 = abs(coc1) / (Max3(c1.r, c1.g, c1.b) + 1.0);
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float w2 = abs(coc2) / (Max3(c2.r, c2.g, c2.b) + 1.0);
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float w3 = abs(coc3) / (Max3(c3.r, c3.g, c3.b) + 1.0);
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// Weighted average of the color samples
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half3 avg = c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3;
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avg /= max(w0 + w1 + w2 + w3, 1e-4);
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// Select the largest CoC value
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half coc_min = min(coc0, Min3(coc1, coc2, coc3));
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half coc_max = max(coc0, Max3(coc1, coc2, coc3));
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half coc = (-coc_min > coc_max ? coc_min : coc_max) * _MaxCoC;
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// Premultiply CoC again
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avg *= smoothstep(0, _MainTex_TexelSize.y * 2, abs(coc));
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#if defined(UNITY_COLORSPACE_GAMMA)
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avg = SRGBToLinear(avg);
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#endif
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return half4(avg, coc);
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}
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// Bokeh filter with disk-shaped kernels
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half4 FragBlur(VaryingsDefault i) : SV_Target
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{
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half4 samp0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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half4 bgAcc = 0.0; // Background: far field bokeh
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half4 fgAcc = 0.0; // Foreground: near field bokeh
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UNITY_LOOP
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for (int si = 0; si < kSampleCount; si++)
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{
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float2 disp = kDiskKernel[si] * _MaxCoC;
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float dist = length(disp);
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float2 duv = float2(disp.x * _RcpAspect, disp.y);
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half4 samp = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv));
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// BG: Compare CoC of the current sample and the center sample
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// and select smaller one.
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half bgCoC = max(min(samp0.a, samp.a), 0.0);
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// Compare the CoC to the sample distance.
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// Add a small margin to smooth out.
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const half margin = _MainTex_TexelSize.y * 2;
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half bgWeight = saturate((bgCoC - dist + margin) / margin);
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half fgWeight = saturate((-samp.a - dist + margin) / margin);
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// Cut influence from focused areas because they're darkened by CoC
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// premultiplying. This is only needed for near field.
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fgWeight *= step(_MainTex_TexelSize.y, -samp.a);
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// Accumulation
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bgAcc += half4(samp.rgb, 1.0) * bgWeight;
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fgAcc += half4(samp.rgb, 1.0) * fgWeight;
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}
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// Get the weighted average.
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bgAcc.rgb /= bgAcc.a + (bgAcc.a == 0.0); // zero-div guard
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fgAcc.rgb /= fgAcc.a + (fgAcc.a == 0.0);
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// BG: Calculate the alpha value only based on the center CoC.
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// This is a rather aggressive approximation but provides stable results.
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bgAcc.a = smoothstep(_MainTex_TexelSize.y, _MainTex_TexelSize.y * 2.0, samp0.a);
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// FG: Normalize the total of the weights.
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fgAcc.a *= PI / kSampleCount;
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// Alpha premultiplying
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half alpha = saturate(fgAcc.a);
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half3 rgb = lerp(bgAcc.rgb, fgAcc.rgb, alpha);
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return half4(rgb, alpha);
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}
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// Postfilter blur
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half4 FragPostBlur(VaryingsDefault i) : SV_Target
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{
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// 9 tap tent filter with 4 bilinear samples
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const float4 duv = _MainTex_TexelSize.xyxy * float4(0.5, 0.5, -0.5, 0);
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half4 acc;
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acc = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy));
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acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy));
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acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy));
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acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy));
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return acc / 4.0;
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}
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// Combine with source
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half4 FragCombine(VaryingsDefault i) : SV_Target
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{
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half4 dof = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
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half coc = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo).r;
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coc = (coc - 0.5) * 2.0 * _MaxCoC;
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// Convert CoC to far field alpha value.
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float ffa = smoothstep(_MainTex_TexelSize.y * 2.0, _MainTex_TexelSize.y * 4.0, coc);
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half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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#if defined(UNITY_COLORSPACE_GAMMA)
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color = SRGBToLinear(color);
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#endif
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half alpha = Max3(dof.r, dof.g, dof.b);
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// lerp(lerp(color, dof, ffa), dof, dof.a)
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color = lerp(color, float4(dof.rgb, alpha), ffa + dof.a - ffa * dof.a);
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#if defined(UNITY_COLORSPACE_GAMMA)
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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// Debug overlay
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half4 FragDebugOverlay(VaryingsDefault i) : SV_Target
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{
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half3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb;
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// Calculate the radiuses of CoC.
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half4 src = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
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float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
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float coc = (depth - _Distance) * _LensCoeff / depth;
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coc *= 80;
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// Visualize CoC (white -> red -> gray)
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half3 rgb = lerp(half3(1.0, 0.0, 0.0), half3(1.0, 1.0, 1.0), saturate(-coc));
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rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
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// Black and white image overlay
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rgb *= Luminance(color) + 0.5;
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// Gamma correction
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#if !UNITY_COLORSPACE_GAMMA
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rgb = SRGBToLinear(rgb);
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#endif
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return half4(rgb, 1.0);
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}
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#endif // UNITY_POSTFX_DEPTH_OF_FIELD
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