Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl

401 lines
13 KiB
HLSL
Raw Normal View History

2023-03-28 13:24:16 -04:00
#ifndef UNITY_POSTFX_SSR
#define UNITY_POSTFX_SSR
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardUtils.cginc"
#define SSR_MINIMUM_ATTENUATION 0.275
#define SSR_ATTENUATION_SCALE (1.0 - SSR_MINIMUM_ATTENUATION)
#define SSR_VIGNETTE_INTENSITY _VignetteIntensity
#define SSR_VIGNETTE_SMOOTHNESS 5.
#define SSR_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD 1.0
#define SSR_FINAL_BLEND_STATIC_FACTOR 0.95
#define SSR_FINAL_BLEND_DYNAMIC_FACTOR 0.7
#define SSR_ENABLE_CONTACTS 0
#define SSR_KILL_FIREFLIES 0
//
// Helper structs
//
struct Ray
{
float3 origin;
float3 direction;
};
struct Segment
{
float3 start;
float3 end;
float3 direction;
};
struct Result
{
bool isHit;
float2 uv;
float3 position;
int iterationCount;
};
//
// Uniforms
//
Texture2D _MainTex; SamplerState sampler_MainTex;
Texture2D _History; SamplerState sampler_History;
Texture2D _CameraDepthTexture; SamplerState sampler_CameraDepthTexture;
Texture2D _CameraMotionVectorsTexture; SamplerState sampler_CameraMotionVectorsTexture;
Texture2D _CameraReflectionsTexture; SamplerState sampler_CameraReflectionsTexture;
Texture2D _CameraGBufferTexture0; // albedo = g[0].rgb
Texture2D _CameraGBufferTexture1; // roughness = g[1].a
Texture2D _CameraGBufferTexture2; SamplerState sampler_CameraGBufferTexture2; // normal.xyz 2. * g[2].rgb - 1.
Texture2D _Noise; SamplerState sampler_Noise;
Texture2D _Test; SamplerState sampler_Test;
Texture2D _Resolve; SamplerState sampler_Resolve;
float4 _MainTex_TexelSize;
float4 _Test_TexelSize;
float4x4 _ViewMatrix;
float4x4 _InverseViewMatrix;
float4x4 _ScreenSpaceProjectionMatrix;
float4 _Params; // x: vignette intensity, y: distance fade, z: maximum march distance, w: blur pyramid lod count
float4 _Params2; // x: aspect ratio, y: noise tiling, z: thickness, w: maximum iteration count
#define _Attenuation .25
#define _VignetteIntensity _Params.x
#define _DistanceFade _Params.y
#define _MaximumMarchDistance _Params.z
#define _BlurPyramidLODCount _Params.w
#define _AspectRatio _Params2.x
#define _NoiseTiling _Params2.y
#define _Bandwidth _Params2.z
#define _MaximumIterationCount _Params2.w
//
// Helper functions
//
float Attenuate(float2 uv)
{
float offset = min(1.0 - max(uv.x, uv.y), min(uv.x, uv.y));
float result = offset / (SSR_ATTENUATION_SCALE * _Attenuation + SSR_MINIMUM_ATTENUATION);
result = saturate(result);
return pow(result, 0.5);
}
float Vignette(float2 uv)
{
float2 k = abs(uv - 0.5) * SSR_VIGNETTE_INTENSITY;
k.x *= _MainTex_TexelSize.y * _MainTex_TexelSize.z;
return pow(saturate(1.0 - dot(k, k)), SSR_VIGNETTE_SMOOTHNESS);
}
float3 GetViewSpacePosition(float2 uv)
{
float depth = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0).r;
float4 result = float4(float2(2.0 * uv - 1.0) * float2(unity_CameraInvProjection[0][0], unity_CameraInvProjection[1][1]),
depth * unity_CameraInvProjection[2][2] + unity_CameraInvProjection[2][3],
_ZBufferParams . z * depth + _ZBufferParams . w); // Use _ZBufferParams as it accounts for 0...1 depth value range
return result.xyz / result.w;
}
float GetSquaredDistance(float2 first, float2 second)
{
first -= second;
return dot(first, first);
}
float4 ProjectToScreenSpace(float3 position)
{
return float4(
_ScreenSpaceProjectionMatrix[0][0] * position.x + _ScreenSpaceProjectionMatrix[0][2] * position.z,
_ScreenSpaceProjectionMatrix[1][1] * position.y + _ScreenSpaceProjectionMatrix[1][2] * position.z,
_ScreenSpaceProjectionMatrix[2][2] * position.z + _ScreenSpaceProjectionMatrix[2][3],
_ScreenSpaceProjectionMatrix[3][2] * position.z
);
}
// Heavily adapted from McGuire and Mara's original implementation
// http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html
Result March(Ray ray, VaryingsDefault input)
{
Result result;
result.isHit = false;
result.uv = 0.0;
result.position = 0.0;
result.iterationCount = 0;
Segment segment;
segment.start = ray.origin;
float end = ray.origin.z + ray.direction.z * _MaximumMarchDistance;
float magnitude = _MaximumMarchDistance;
if (end > -_ProjectionParams.y)
magnitude = (-_ProjectionParams.y - ray.origin.z) / ray.direction.z;
segment.end = ray.origin + ray.direction * magnitude;
float4 r = ProjectToScreenSpace(segment.start);
float4 q = ProjectToScreenSpace(segment.end);
const float2 homogenizers = rcp(float2(r.w, q.w));
segment.start *= homogenizers.x;
segment.end *= homogenizers.y;
float4 endPoints = float4(r.xy, q.xy) * homogenizers.xxyy;
endPoints.zw += step(GetSquaredDistance(endPoints.xy, endPoints.zw), 0.0001) * max(_Test_TexelSize.x, _Test_TexelSize.y);
float2 displacement = endPoints.zw - endPoints.xy;
bool isPermuted = false;
if (abs(displacement.x) < abs(displacement.y))
{
isPermuted = true;
displacement = displacement.yx;
endPoints.xyzw = endPoints.yxwz;
}
float direction = sign(displacement.x);
float normalizer = direction / displacement.x;
segment.direction = (segment.end - segment.start) * normalizer;
float4 derivatives = float4(float2(direction, displacement.y * normalizer), (homogenizers.y - homogenizers.x) * normalizer, segment.direction.z);
float stride = 1.0 - min(1.0, -ray.origin.z * 0.01);
float2 uv = input.texcoord * _NoiseTiling;
uv.y *= _AspectRatio;
float jitter = _Noise.SampleLevel(sampler_Noise, uv + _WorldSpaceCameraPos.xz, 0).a;
stride *= _Bandwidth;
derivatives *= stride;
segment.direction *= stride;
float2 z = 0.0;
float4 tracker = float4(endPoints.xy, homogenizers.x, segment.start.z) + derivatives * jitter;
for (int i = 0; i < _MaximumIterationCount; ++i)
{
if (any(result.uv < 0.0) || any(result.uv > 1.0))
{
result.isHit = false;
return result;
}
tracker += derivatives;
z.x = z.y;
z.y = tracker.w + derivatives.w * 0.5;
z.y /= tracker.z + derivatives.z * 0.5;
#if SSR_KILL_FIREFLIES
UNITY_FLATTEN
if (z.y < -_MaximumMarchDistance)
{
result.isHit = false;
return result;
}
#endif
UNITY_FLATTEN
if (z.y > z.x)
{
float k = z.x;
z.x = z.y;
z.y = k;
}
uv = tracker.xy;
UNITY_FLATTEN
if (isPermuted)
uv = uv.yx;
uv *= _Test_TexelSize.xy;
float d = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0);
float depth = -LinearEyeDepth(d);
UNITY_FLATTEN
if (z.y < depth)
{
result.uv = uv;
result.isHit = true;
result.iterationCount = i + 1;
return result;
}
}
return result;
}
//
// Fragment shaders
//
float4 FragTest(VaryingsDefault i) : SV_Target
{
float4 gbuffer2 = _CameraGBufferTexture2.Sample(sampler_CameraGBufferTexture2, i.texcoordStereo);
if (dot(gbuffer2, 1.0) == 0.0)
return 0.0;
float3 normal = 2.0 * gbuffer2.rgb - 1.0;
normal = mul((float3x3)_ViewMatrix, normal);
Ray ray;
ray.origin = GetViewSpacePosition(i.texcoord);
if (ray.origin.z < -_MaximumMarchDistance)
return 0.0;
ray.direction = normalize(reflect(normalize(ray.origin), normal));
if (ray.direction.z > 0.0)
return 0.0;
Result result = March(ray, i);
float confidence = (float)result.iterationCount / (float)_MaximumIterationCount;
return float4(result.uv, confidence, (float)result.isHit);
}
float4 FragResolve(VaryingsDefault i) : SV_Target
{
float4 test = _Test.Load(int3(i.vertex.xy, 0));
if (test.w == 0.0)
return _MainTex.Sample(sampler_MainTex, i.texcoordStereo);
float4 color = _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(test.xy), 0);
float confidence = test.w * Attenuate(test.xy) * Vignette(test.xy);
color.rgb *= confidence;
color.a = test.z;
return color;
}
float4 FragReproject(VaryingsDefault i) : SV_Target
{
float2 motion = _CameraMotionVectorsTexture.SampleLevel(sampler_CameraMotionVectorsTexture, i.texcoordStereo, 0).xy;
float2 uv = i.texcoord - motion;
const float2 k = SSR_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD * _MainTex_TexelSize.xy;
float4 color = _MainTex.SampleLevel(sampler_MainTex, i.texcoordStereo, 0);
// 0 1 2
// 3
float4x4 top = float4x4(
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, -k.y)), 0),
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( 0.0, -k.y)), 0),
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, -k.y)), 0),
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, 0.0)), 0)
);
// 0
// 1 2 3
float4x4 bottom = float4x4(
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, 0.0)), 0),
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, k.y)), 0),
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( 0.0, k.y)), 0),
_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, k.y)), 0)
);
float4 minimum = min(min(min(min(min(min(min(min(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color);
float4 maximum = max(max(max(max(max(max(max(max(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color);
float4 history = _History.SampleLevel(sampler_History, UnityStereoTransformScreenSpaceTex(uv), 0);
history = clamp(history, minimum, maximum);
color.a = saturate(smoothstep(0.002 * _MainTex_TexelSize.z, 0.0035 * _MainTex_TexelSize.z, length(motion)));
float weight = clamp(lerp(SSR_FINAL_BLEND_STATIC_FACTOR, SSR_FINAL_BLEND_DYNAMIC_FACTOR,
history.a * 100.0), SSR_FINAL_BLEND_DYNAMIC_FACTOR, SSR_FINAL_BLEND_STATIC_FACTOR);
color.a *= 0.85;
return lerp(color, history, weight);
}
float4 FragComposite(VaryingsDefault i) : SV_Target
{
float z = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, i.texcoordStereo, 0).r;
if (Linear01Depth(z) > 0.999)
return _MainTex.Sample(sampler_MainTex, i.texcoordStereo);
float4 gbuffer0 = _CameraGBufferTexture0.Load(int3(i.vertex.xy, 0));
float4 gbuffer1 = _CameraGBufferTexture1.Load(int3(i.vertex.xy, 0));
float4 gbuffer2 = _CameraGBufferTexture2.Load(int3(i.vertex.xy, 0));
half oneMinusReflectivity = 0.0;
EnergyConservationBetweenDiffuseAndSpecular(gbuffer0.rgb, gbuffer1.rgb, oneMinusReflectivity);
float3 normal = 2.0 * gbuffer2.rgb - 1.0;
float3 position = GetViewSpacePosition(i.texcoord);
float3 eye = mul((float3x3)_InverseViewMatrix, normalize(position));
position = mul(_InverseViewMatrix, float4(position, 1.0)).xyz;
#if SSR_ENABLE_CONTACTS
float4 test = _Test.SampleLevel(sampler_Test, i.texcoordStereo, 0);
float4 resolve = _Resolve.SampleLevel(sampler_Resolve, i.texcoordStereo, SmoothnessToRoughness(gbuffer1.a) * (_BlurPyramidLODCount - 1.0) * test.z + 1.0);
#else
float4 resolve = _Resolve.SampleLevel(sampler_Resolve, i.texcoordStereo, SmoothnessToRoughness(gbuffer1.a) * (_BlurPyramidLODCount - 1.0) + 1.0);
#endif
float confidence = saturate(2.0 * dot(-eye, normalize(reflect(-eye, normal))));
UnityLight light;
light.color = 0.0;
light.dir = 0.0;
light.ndotl = 0.0;
UnityIndirect indirect;
indirect.diffuse = 0.0;
indirect.specular = resolve.rgb;
resolve.rgb = UNITY_BRDF_PBS(gbuffer0.rgb, gbuffer1.rgb, oneMinusReflectivity, gbuffer1.a, normal, -eye, light, indirect).rgb;
float4 reflectionProbes = _CameraReflectionsTexture.Sample(sampler_CameraReflectionsTexture, i.texcoordStereo);
float4 color = _MainTex.Sample(sampler_MainTex, i.texcoordStereo);
color.rgb = max(0.0, color.rgb - reflectionProbes.rgb);
resolve.a *= 2. * resolve.a; // 2 and 1.5 are quite important for the correct ratio of 3:2 distribution
float fade = 1.0 - saturate(1.5 * resolve.a * smoothstep(0.5, 1.0, 1.5 * resolve.a) * _DistanceFade);
resolve.rgb = lerp(reflectionProbes.rgb, resolve.rgb, confidence * fade);
color.rgb += resolve.rgb * gbuffer0.a;
return color;
}
#endif // UNITY_POSTFX_SSR