Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/PostProcessing/Common.hlsl

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2023-03-28 13:24:16 -04:00
#ifndef UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
#define UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl"
// ----------------------------------------------------------------------------------
// Render fullscreen mesh by using a matrix set directly by the pipeline instead of
// relying on the matrix set by the C++ engine to avoid issues with XR
float4x4 _FullscreenProjMat;
float4 TransformFullscreenMesh(half3 positionOS)
{
return mul(_FullscreenProjMat, half4(positionOS, 1));
}
Varyings VertFullscreenMesh(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _USE_DRAW_PROCEDURAL
GetProceduralQuad(input.vertexID, output.positionCS, output.uv);
#else
output.positionCS = TransformFullscreenMesh(input.positionOS.xyz);
output.uv = input.uv;
#endif
return output;
}
// ----------------------------------------------------------------------------------
// Samplers
SAMPLER(sampler_LinearClamp);
SAMPLER(sampler_LinearRepeat);
SAMPLER(sampler_PointClamp);
SAMPLER(sampler_PointRepeat);
// ----------------------------------------------------------------------------------
// Utility functions
half GetLuminance(half3 colorLinear)
{
#if _TONEMAP_ACES
return AcesLuminance(colorLinear);
#else
return Luminance(colorLinear);
#endif
}
real3 GetSRGBToLinear(real3 c)
{
#if _USE_FAST_SRGB_LINEAR_CONVERSION
return FastSRGBToLinear(c);
#else
return SRGBToLinear(c);
#endif
}
real4 GetSRGBToLinear(real4 c)
{
#if _USE_FAST_SRGB_LINEAR_CONVERSION
return FastSRGBToLinear(c);
#else
return SRGBToLinear(c);
#endif
}
real3 GetLinearToSRGB(real3 c)
{
#if _USE_FAST_SRGB_LINEAR_CONVERSION
return FastLinearToSRGB(c);
#else
return LinearToSRGB(c);
#endif
}
real4 GetLinearToSRGB(real4 c)
{
#if _USE_FAST_SRGB_LINEAR_CONVERSION
return FastLinearToSRGB(c);
#else
return LinearToSRGB(c);
#endif
}
// ----------------------------------------------------------------------------------
// Shared functions for uber & fast path (on-tile)
// These should only process an input color, don't sample in neighbor pixels!
half3 ApplyVignette(half3 input, float2 uv, float2 center, float intensity, float roundness, float smoothness, half3 color)
{
center = UnityStereoTransformScreenSpaceTex(center);
float2 dist = abs(uv - center) * intensity;
#if defined(UNITY_SINGLE_PASS_STEREO)
dist.x /= unity_StereoScaleOffset[unity_StereoEyeIndex].x;
#endif
dist.x *= roundness;
float vfactor = pow(saturate(1.0 - dot(dist, dist)), smoothness);
return input * lerp(color, (1.0).xxx, vfactor);
}
half3 ApplyTonemap(half3 input)
{
#if _TONEMAP_ACES
float3 aces = unity_to_ACES(input);
input = AcesTonemap(aces);
#elif _TONEMAP_NEUTRAL
input = NeutralTonemap(input);
#endif
return saturate(input);
}
half3 ApplyColorGrading(half3 input, float postExposure, TEXTURE2D_PARAM(lutTex, lutSampler), float3 lutParams, TEXTURE2D_PARAM(userLutTex, userLutSampler), float3 userLutParams, float userLutContrib)
{
// Artist request to fine tune exposure in post without affecting bloom, dof etc
input *= postExposure;
// HDR Grading:
// - Apply internal LogC LUT
// - (optional) Clamp result & apply user LUT
#if _HDR_GRADING
{
float3 inputLutSpace = saturate(LinearToLogC(input)); // LUT space is in LogC
input = ApplyLut2D(TEXTURE2D_ARGS(lutTex, lutSampler), inputLutSpace, lutParams);
UNITY_BRANCH
if (userLutContrib > 0.0)
{
input = saturate(input);
input.rgb = GetLinearToSRGB(input.rgb); // In LDR do the lookup in sRGB for the user LUT
half3 outLut = ApplyLut2D(TEXTURE2D_ARGS(userLutTex, userLutSampler), input, userLutParams);
input = lerp(input, outLut, userLutContrib);
input.rgb = GetSRGBToLinear(input.rgb);
}
}
// LDR Grading:
// - Apply tonemapping (result is clamped)
// - (optional) Apply user LUT
// - Apply internal linear LUT
#else
{
input = ApplyTonemap(input);
UNITY_BRANCH
if (userLutContrib > 0.0)
{
input.rgb = GetLinearToSRGB(input.rgb); // In LDR do the lookup in sRGB for the user LUT
half3 outLut = ApplyLut2D(TEXTURE2D_ARGS(userLutTex, userLutSampler), input, userLutParams);
input = lerp(input, outLut, userLutContrib);
input.rgb = GetSRGBToLinear(input.rgb);
}
input = ApplyLut2D(TEXTURE2D_ARGS(lutTex, lutSampler), input, lutParams);
}
#endif
return input;
}
half3 ApplyGrain(half3 input, float2 uv, TEXTURE2D_PARAM(GrainTexture, GrainSampler), float intensity, float response, float2 scale, float2 offset)
{
// Grain in range [0;1] with neutral at 0.5
half grain = SAMPLE_TEXTURE2D(GrainTexture, GrainSampler, uv * scale + offset).w;
// Remap [-1;1]
grain = (grain - 0.5) * 2.0;
// Noisiness response curve based on scene luminance
float lum = 1.0 - sqrt(Luminance(input));
lum = lerp(1.0, lum, response);
return input + input * grain * intensity * lum;
}
half3 ApplyDithering(half3 input, float2 uv, TEXTURE2D_PARAM(BlueNoiseTexture, BlueNoiseSampler), float2 scale, float2 offset)
{
// Symmetric triangular distribution on [-1,1] with maximal density at 0
float noise = SAMPLE_TEXTURE2D(BlueNoiseTexture, BlueNoiseSampler, uv * scale + offset).a * 2.0 - 1.0;
noise = FastSign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
#if UNITY_COLORSPACE_GAMMA
input += noise / 255.0;
#else
input = GetSRGBToLinear(GetLinearToSRGB(input) + noise / 255.0);
#endif
return input;
}
#define FXAA_SPAN_MAX (8.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_REDUCE_MIN (1.0 / 128.0)
half3 FXAAFetch(float2 coords, float2 offset, TEXTURE2D_X(inputTexture))
{
float2 uv = coords + offset;
return SAMPLE_TEXTURE2D_X(inputTexture, sampler_LinearClamp, uv).xyz;
}
half3 FXAALoad(int2 icoords, int idx, int idy, float4 sourceSize, TEXTURE2D_X(inputTexture))
{
#if SHADER_API_GLES
float2 uv = (icoords + int2(idx, idy)) * sourceSize.zw;
return SAMPLE_TEXTURE2D_X(inputTexture, sampler_PointClamp, uv).xyz;
#else
return LOAD_TEXTURE2D_X(inputTexture, clamp(icoords + int2(idx, idy), 0, sourceSize.xy - 1.0)).xyz;
#endif
}
half3 ApplyFXAA(half3 color, float2 positionNDC, int2 positionSS, float4 sourceSize, TEXTURE2D_X(inputTexture))
{
// Edge detection
half3 rgbNW = FXAALoad(positionSS, -1, -1, sourceSize, inputTexture);
half3 rgbNE = FXAALoad(positionSS, 1, -1, sourceSize, inputTexture);
half3 rgbSW = FXAALoad(positionSS, -1, 1, sourceSize, inputTexture);
half3 rgbSE = FXAALoad(positionSS, 1, 1, sourceSize, inputTexture);
rgbNW = saturate(rgbNW);
rgbNE = saturate(rgbNE);
rgbSW = saturate(rgbSW);
rgbSE = saturate(rgbSE);
color = saturate(color);
half lumaNW = Luminance(rgbNW);
half lumaNE = Luminance(rgbNE);
half lumaSW = Luminance(rgbSW);
half lumaSE = Luminance(rgbSE);
half lumaM = Luminance(color);
float2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
half lumaSum = lumaNW + lumaNE + lumaSW + lumaSE;
float dirReduce = max(lumaSum * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = rcp(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min((FXAA_SPAN_MAX).xx, max((-FXAA_SPAN_MAX).xx, dir * rcpDirMin)) * sourceSize.zw;
// Blur
half3 rgb03 = FXAAFetch(positionNDC, dir * (0.0 / 3.0 - 0.5), inputTexture);
half3 rgb13 = FXAAFetch(positionNDC, dir * (1.0 / 3.0 - 0.5), inputTexture);
half3 rgb23 = FXAAFetch(positionNDC, dir * (2.0 / 3.0 - 0.5), inputTexture);
half3 rgb33 = FXAAFetch(positionNDC, dir * (3.0 / 3.0 - 0.5), inputTexture);
rgb03 = saturate(rgb03);
rgb13 = saturate(rgb13);
rgb23 = saturate(rgb23);
rgb33 = saturate(rgb33);
half3 rgbA = 0.5 * (rgb13 + rgb23);
half3 rgbB = rgbA * 0.5 + 0.25 * (rgb03 + rgb33);
half lumaB = Luminance(rgbB);
half lumaMin = Min3(lumaM, lumaNW, Min3(lumaNE, lumaSW, lumaSE));
half lumaMax = Max3(lumaM, lumaNW, Max3(lumaNE, lumaSW, lumaSE));
return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
}
#endif // UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED