b486678290
Library -Artifacts
206 lines
6.3 KiB
Plaintext
206 lines
6.3 KiB
Plaintext
Shader "Hidden/PostProcessing/Bloom"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
|
|
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl"
|
|
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Sampling.hlsl"
|
|
|
|
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
|
|
TEXTURE2D_SAMPLER2D(_BloomTex, sampler_BloomTex);
|
|
TEXTURE2D_SAMPLER2D(_AutoExposureTex, sampler_AutoExposureTex);
|
|
|
|
float4 _MainTex_TexelSize;
|
|
float _SampleScale;
|
|
float4 _ColorIntensity;
|
|
float4 _Threshold; // x: threshold value (linear), y: threshold - knee, z: knee * 2, w: 0.25 / knee
|
|
float4 _Params; // x: clamp, yzw: unused
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Prefilter
|
|
|
|
half4 Prefilter(half4 color, float2 uv)
|
|
{
|
|
half autoExposure = SAMPLE_TEXTURE2D(_AutoExposureTex, sampler_AutoExposureTex, uv).r;
|
|
color *= autoExposure;
|
|
color = min(_Params.x, color); // clamp to max
|
|
color = QuadraticThreshold(color, _Threshold.x, _Threshold.yzw);
|
|
return color;
|
|
}
|
|
|
|
half4 FragPrefilter13(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 color = DownsampleBox13Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
|
|
return Prefilter(SafeHDR(color), i.texcoord);
|
|
}
|
|
|
|
half4 FragPrefilter4(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 color = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
|
|
return Prefilter(SafeHDR(color), i.texcoord);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Downsample
|
|
|
|
half4 FragDownsample13(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 color = DownsampleBox13Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
|
|
return color;
|
|
}
|
|
|
|
half4 FragDownsample4(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 color = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy);
|
|
return color;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Upsample & combine
|
|
|
|
half4 Combine(half4 bloom, float2 uv)
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, uv);
|
|
return bloom + color;
|
|
}
|
|
|
|
half4 FragUpsampleTent(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 bloom = UpsampleTent(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
|
|
return Combine(bloom, i.texcoordStereo);
|
|
}
|
|
|
|
half4 FragUpsampleBox(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 bloom = UpsampleBox(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
|
|
return Combine(bloom, i.texcoordStereo);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Debug overlays
|
|
|
|
half4 FragDebugOverlayThreshold(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
|
|
return half4(Prefilter(SafeHDR(color), i.texcoord).rgb, 1.0);
|
|
}
|
|
|
|
half4 FragDebugOverlayTent(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 bloom = UpsampleTent(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
|
|
return half4(bloom.rgb * _ColorIntensity.w * _ColorIntensity.rgb, 1.0);
|
|
}
|
|
|
|
half4 FragDebugOverlayBox(VaryingsDefault i) : SV_Target
|
|
{
|
|
half4 bloom = UpsampleBox(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy, _SampleScale);
|
|
return half4(bloom.rgb * _ColorIntensity.w * _ColorIntensity.rgb, 1.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Cull Off ZWrite Off ZTest Always
|
|
|
|
// 0: Prefilter 13 taps
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragPrefilter13
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 1: Prefilter 4 taps
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragPrefilter4
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 2: Downsample 13 taps
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragDownsample13
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 3: Downsample 4 taps
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragDownsample4
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 4: Upsample tent filter
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragUpsampleTent
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 5: Upsample box filter
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragUpsampleBox
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 6: Debug overlay (threshold)
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragDebugOverlayThreshold
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 7: Debug overlay (tent filter)
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragDebugOverlayTent
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// 8: Debug overlay (box filter)
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex VertDefault
|
|
#pragma fragment FragDebugOverlayBox
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
}
|