Shader "Hidden/Universal Render Pipeline/Bloom" { HLSLINCLUDE #pragma exclude_renderers gles #pragma multi_compile_local _ _USE_RGBM #pragma multi_compile _ _USE_DRAW_PROCEDURAL #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" TEXTURE2D_X(_SourceTex); float4 _SourceTex_TexelSize; TEXTURE2D_X(_SourceTexLowMip); float4 _SourceTexLowMip_TexelSize; float4 _Params; // x: scatter, y: clamp, z: threshold (linear), w: threshold knee #define Scatter _Params.x #define ClampMax _Params.y #define Threshold _Params.z #define ThresholdKnee _Params.w half4 EncodeHDR(half3 color) { #if _USE_RGBM half4 outColor = EncodeRGBM(color); #else half4 outColor = half4(color, 1.0); #endif #if UNITY_COLORSPACE_GAMMA return half4(sqrt(outColor.xyz), outColor.w); // linear to γ #else return outColor; #endif } half3 DecodeHDR(half4 color) { #if UNITY_COLORSPACE_GAMMA color.xyz *= color.xyz; // γ to linear #endif #if _USE_RGBM return DecodeRGBM(color); #else return color.xyz; #endif } half4 FragPrefilter(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = UnityStereoTransformScreenSpaceTex(input.uv); #if _BLOOM_HQ float texelSize = _SourceTex_TexelSize.x; half4 A = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(-1.0, -1.0)); half4 B = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(0.0, -1.0)); half4 C = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(1.0, -1.0)); half4 D = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(-0.5, -0.5)); half4 E = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(0.5, -0.5)); half4 F = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(-1.0, 0.0)); half4 G = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv); half4 H = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(1.0, 0.0)); half4 I = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(-0.5, 0.5)); half4 J = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(0.5, 0.5)); half4 K = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(-1.0, 1.0)); half4 L = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(0.0, 1.0)); half4 M = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + texelSize * float2(1.0, 1.0)); half2 div = (1.0 / 4.0) * half2(0.5, 0.125); half4 o = (D + E + I + J) * div.x; o += (A + B + G + F) * div.y; o += (B + C + H + G) * div.y; o += (F + G + L + K) * div.y; o += (G + H + M + L) * div.y; half3 color = o.xyz; #else half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv).xyz; #endif // User controlled clamp to limit crazy high broken spec color = min(ClampMax, color); // Thresholding half brightness = Max3(color.r, color.g, color.b); half softness = clamp(brightness - Threshold + ThresholdKnee, 0.0, 2.0 * ThresholdKnee); softness = (softness * softness) / (4.0 * ThresholdKnee + 1e-4); half multiplier = max(brightness - Threshold, softness) / max(brightness, 1e-4); color *= multiplier; // Clamp colors to positive once in prefilter. Encode can have a sqrt, and sqrt(-x) == NaN. Up/Downsample passes would then spread the NaN. color = max(color, 0); return EncodeHDR(color); } half4 FragBlurH(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float texelSize = _SourceTex_TexelSize.x * 2.0; float2 uv = UnityStereoTransformScreenSpaceTex(input.uv); // 9-tap gaussian blur on the downsampled source half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv - float2(texelSize * 4.0, 0.0))); half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv - float2(texelSize * 3.0, 0.0))); half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv - float2(texelSize * 2.0, 0.0))); half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv - float2(texelSize * 1.0, 0.0))); half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv )); half3 c5 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + float2(texelSize * 1.0, 0.0))); half3 c6 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + float2(texelSize * 2.0, 0.0))); half3 c7 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + float2(texelSize * 3.0, 0.0))); half3 c8 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + float2(texelSize * 4.0, 0.0))); half3 color = c0 * 0.01621622 + c1 * 0.05405405 + c2 * 0.12162162 + c3 * 0.19459459 + c4 * 0.22702703 + c5 * 0.19459459 + c6 * 0.12162162 + c7 * 0.05405405 + c8 * 0.01621622; return EncodeHDR(color); } half4 FragBlurV(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float texelSize = _SourceTex_TexelSize.y; float2 uv = UnityStereoTransformScreenSpaceTex(input.uv); // Optimized bilinear 5-tap gaussian on the same-sized source (9-tap equivalent) half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv - float2(0.0, texelSize * 3.23076923))); half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv - float2(0.0, texelSize * 1.38461538))); half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv )); half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + float2(0.0, texelSize * 1.38461538))); half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv + float2(0.0, texelSize * 3.23076923))); half3 color = c0 * 0.07027027 + c1 * 0.31621622 + c2 * 0.22702703 + c3 * 0.31621622 + c4 * 0.07027027; return EncodeHDR(color); } half3 Upsample(float2 uv) { half3 highMip = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv)); #if _BLOOM_HQ && !defined(SHADER_API_GLES) half3 lowMip = DecodeHDR(SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_SourceTexLowMip, sampler_LinearClamp), uv, _SourceTexLowMip_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex)); #else half3 lowMip = DecodeHDR(SAMPLE_TEXTURE2D_X(_SourceTexLowMip, sampler_LinearClamp, uv)); #endif return lerp(highMip, lowMip, Scatter); } half4 FragUpsample(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half3 color = Upsample(UnityStereoTransformScreenSpaceTex(input.uv)); return EncodeHDR(color); } ENDHLSL SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} LOD 100 ZTest Always ZWrite Off Cull Off Pass { Name "Bloom Prefilter" HLSLPROGRAM #pragma vertex FullscreenVert #pragma fragment FragPrefilter #pragma multi_compile_local _ _BLOOM_HQ ENDHLSL } Pass { Name "Bloom Blur Horizontal" HLSLPROGRAM #pragma vertex FullscreenVert #pragma fragment FragBlurH ENDHLSL } Pass { Name "Bloom Blur Vertical" HLSLPROGRAM #pragma vertex FullscreenVert #pragma fragment FragBlurV ENDHLSL } Pass { Name "Bloom Upsample" HLSLPROGRAM #pragma vertex FullscreenVert #pragma fragment FragUpsample #pragma multi_compile_local _ _BLOOM_HQ ENDHLSL } } }