b486678290
Library -Artifacts
143 lines
4.8 KiB
Plaintext
143 lines
4.8 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/FinalPost"
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{
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HLSLINCLUDE
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#pragma exclude_renderers gles
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#pragma multi_compile_local_fragment _ _POINT_SAMPLING _RCAS
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#pragma multi_compile_local_fragment _ _FXAA
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#pragma multi_compile_local_fragment _ _FILM_GRAIN
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#pragma multi_compile_local_fragment _ _DITHERING
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#pragma multi_compile_local_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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TEXTURE2D_X(_SourceTex);
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TEXTURE2D(_Grain_Texture);
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TEXTURE2D(_BlueNoise_Texture);
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float4 _SourceSize;
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float2 _Grain_Params;
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float4 _Grain_TilingParams;
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float4 _Dithering_Params;
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#if SHADER_TARGET >= 45
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#define FSR_INPUT_TEXTURE _SourceTex
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#define FSR_INPUT_SAMPLER sampler_LinearClamp
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/FSRCommon.hlsl"
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#endif
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#define GrainIntensity _Grain_Params.x
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#define GrainResponse _Grain_Params.y
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#define GrainScale _Grain_TilingParams.xy
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#define GrainOffset _Grain_TilingParams.zw
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#define DitheringScale _Dithering_Params.xy
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#define DitheringOffset _Dithering_Params.zw
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half4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
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float2 positionNDC = uv;
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int2 positionSS = uv * _SourceSize.xy;
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#if _POINT_SAMPLING
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half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_PointClamp, uv).xyz;
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#elif _RCAS && SHADER_TARGET >= 45
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half3 color = ApplyRCAS(positionSS);
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// When Unity is configured to use gamma color encoding, we must convert back from linear after RCAS is performed.
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// (The input color data for this shader variant is always linearly encoded because RCAS requires it)
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#if UNITY_COLORSPACE_GAMMA
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color = GetLinearToSRGB(color);
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#endif
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#else
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half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_LinearClamp, uv).xyz;
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#endif
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#if _FXAA
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{
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color = ApplyFXAA(color, positionNDC, positionSS, _SourceSize, _SourceTex);
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}
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#endif
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#if _FILM_GRAIN
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{
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color = ApplyGrain(color, positionNDC, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset);
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}
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#endif
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#if _LINEAR_TO_SRGB_CONVERSION
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{
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color = LinearToSRGB(color);
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}
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#endif
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#if _DITHERING
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{
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color = ApplyDithering(color, positionNDC, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset);
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}
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#endif
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half4 finalColor = half4(color, 1);
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#if defined(DEBUG_DISPLAY)
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half4 debugColor = 0;
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if(CanDebugOverrideOutputColor(finalColor, uv, debugColor))
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{
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return debugColor;
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}
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#endif
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return finalColor;
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}
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ENDHLSL
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/// Standard FinalPost shader variant with support for FSR
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/// Note: FSR requires shader target 4.5 because it relies on texture gather instructions
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "FinalPost"
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HLSLPROGRAM
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#pragma vertex FullscreenVert
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#pragma fragment Frag
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#pragma target 4.5
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ENDHLSL
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}
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}
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/// Fallback version of FinalPost shader which lacks support for FSR
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "FinalPost"
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HLSLPROGRAM
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#pragma vertex FullscreenVert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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