b486678290
Library -Artifacts
333 lines
11 KiB
Plaintext
333 lines
11 KiB
Plaintext
Shader "Hidden/PostProcessing/MotionBlur"
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{
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HLSLINCLUDE
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#pragma target 3.0
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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float4 _MainTex_TexelSize;
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// Camera depth texture
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TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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// Camera motion vectors texture
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TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture);
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float4 _CameraMotionVectorsTexture_TexelSize;
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// Packed velocity texture (2/10/10/10)
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TEXTURE2D_SAMPLER2D(_VelocityTex, sampler_VelocityTex);
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float2 _VelocityTex_TexelSize;
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// NeighborMax texture
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TEXTURE2D_SAMPLER2D(_NeighborMaxTex, sampler_NeighborMaxTex);
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float2 _NeighborMaxTex_TexelSize;
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// Velocity scale factor
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float _VelocityScale;
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// TileMax filter parameters
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int _TileMaxLoop;
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float2 _TileMaxOffs;
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// Maximum blur radius (in pixels)
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half _MaxBlurRadius;
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float _RcpMaxBlurRadius;
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// Filter parameters/coefficients
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half _LoopCount;
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// -----------------------------------------------------------------------------
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// Prefilter
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// Velocity texture setup
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half4 FragVelocitySetup(VaryingsDefault i) : SV_Target
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{
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// Sample the motion vector.
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float2 v = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, i.texcoord).rg;
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// Apply the exposure time and convert to the pixel space.
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v *= (_VelocityScale * 0.5) * _CameraMotionVectorsTexture_TexelSize.zw;
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// Clamp the vector with the maximum blur radius.
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v /= max(1.0, length(v) * _RcpMaxBlurRadius);
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// Sample the depth of the pixel.
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half d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord));
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// Pack into 10/10/10/2 format.
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return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0);
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}
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half2 MaxV(half2 v1, half2 v2)
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{
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return dot(v1, v1) < dot(v2, v2) ? v2 : v1;
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}
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// TileMax filter (2 pixel width with normalization)
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half4 FragTileMax1(VaryingsDefault i) : SV_Target
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{
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float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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half2 v1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xy).rg;
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half2 v2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zy).rg;
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half2 v3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xw).rg;
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half2 v4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zw).rg;
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v1 = (v1 * 2.0 - 1.0) * _MaxBlurRadius;
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v2 = (v2 * 2.0 - 1.0) * _MaxBlurRadius;
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v3 = (v3 * 2.0 - 1.0) * _MaxBlurRadius;
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v4 = (v4 * 2.0 - 1.0) * _MaxBlurRadius;
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return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// TileMax filter (2 pixel width)
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half4 FragTileMax2(VaryingsDefault i) : SV_Target
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{
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float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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half2 v1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xy).rg;
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half2 v2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zy).rg;
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half2 v3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xw).rg;
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half2 v4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zw).rg;
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return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// TileMax filter (variable width)
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half4 FragTileMaxV(VaryingsDefault i) : SV_Target
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{
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float2 uv0 = i.texcoord + _MainTex_TexelSize.xy * _TileMaxOffs.xy;
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float2 du = float2(_MainTex_TexelSize.x, 0.0);
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float2 dv = float2(0.0, _MainTex_TexelSize.y);
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half2 vo = 0.0;
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UNITY_LOOP
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for (int ix = 0; ix < _TileMaxLoop; ix++)
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{
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UNITY_LOOP
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for (int iy = 0; iy < _TileMaxLoop; iy++)
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{
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float2 uv = uv0 + du * ix + dv * iy;
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vo = MaxV(vo, SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rg);
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}
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}
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return half4(vo, 0.0, 0.0);
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}
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// NeighborMax filter
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half4 FragNeighborMax(VaryingsDefault i) : SV_Target
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{
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const half cw = 1.01; // Center weight tweak
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float4 d = _MainTex_TexelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
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half2 v1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.xy).rg;
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half2 v2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.wy).rg;
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half2 v3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.zy).rg;
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half2 v4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.xw).rg;
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half2 v5 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).rg * cw;
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half2 v6 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xw).rg;
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half2 v7 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zy).rg;
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half2 v8 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.wy).rg;
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half2 v9 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xy).rg;
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half2 va = MaxV(v1, MaxV(v2, v3));
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half2 vb = MaxV(v4, MaxV(v5, v6));
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half2 vc = MaxV(v7, MaxV(v8, v9));
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return half4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
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}
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// -----------------------------------------------------------------------------
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// Reconstruction
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// Returns true or false with a given interval.
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bool Interval(half phase, half interval)
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{
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return frac(phase / interval) > 0.499;
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}
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// Jitter function for tile lookup
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float2 JitterTile(float2 uv)
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{
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float rx, ry;
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sincos(GradientNoise(uv + float2(2.0, 0.0)) * TWO_PI, ry, rx);
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return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25;
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}
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// Velocity sampling function
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half3 SampleVelocity(float2 uv)
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{
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half3 v = SAMPLE_TEXTURE2D_LOD(_VelocityTex, sampler_VelocityTex, uv, 0.0).xyz;
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return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z);
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}
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// Reconstruction filter
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half4 FragReconstruction(VaryingsDefault i) : SV_Target
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{
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// Color sample at the center point
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const half4 c_p = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
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// Velocity/Depth sample at the center point
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const half3 vd_p = SampleVelocity(i.texcoord);
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const half l_v_p = max(length(vd_p.xy), 0.5);
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const half rcp_d_p = 1.0 / vd_p.z;
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// NeighborMax vector sample at the center point
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const half2 v_max = SAMPLE_TEXTURE2D(_NeighborMaxTex, sampler_NeighborMaxTex, i.texcoord + JitterTile(i.texcoord)).xy;
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const half l_v_max = length(v_max);
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const half rcp_l_v_max = 1.0 / l_v_max;
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// Escape early if the NeighborMax vector is small enough.
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if (l_v_max < 2.0) return c_p;
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// Use V_p as a secondary sampling direction except when it's too small
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// compared to V_max. This vector is rescaled to be the length of V_max.
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const half2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
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// Determine the sample count.
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const half sc = floor(min(_LoopCount, l_v_max * 0.5));
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// Loop variables (starts from the outermost sample)
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const half dt = 1.0 / sc;
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const half t_offs = (GradientNoise(i.texcoord) - 0.5) * dt;
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half t = 1.0 - dt * 0.5;
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half count = 0.0;
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// Background velocity
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// This is used for tracking the maximum velocity in the background layer.
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half l_v_bg = max(l_v_p, 1.0);
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// Color accumlation
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half4 acc = 0.0;
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UNITY_LOOP
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while (t > dt * 0.25)
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{
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// Sampling direction (switched per every two samples)
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const half2 v_s = Interval(count, 4.0) ? v_alt : v_max;
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// Sample position (inverted per every sample)
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const half t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
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// Distance to the sample position
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const half l_t = l_v_max * abs(t_s);
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// UVs for the sample position
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const float2 uv0 = i.texcoord + v_s * t_s * _MainTex_TexelSize.xy;
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const float2 uv1 = i.texcoord + v_s * t_s * _VelocityTex_TexelSize.xy;
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// Color sample
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const half3 c = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, uv0, 0.0).rgb;
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// Velocity/Depth sample
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const half3 vd = SampleVelocity(uv1);
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// Background/Foreground separation
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const half fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
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// Length of the velocity vector
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const half l_v = lerp(l_v_bg, length(vd.xy), fg);
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// Sample weight
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// (Distance test) * (Spreading out by motion) * (Triangular window)
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const half w = saturate(l_v - l_t) / l_v * (1.2 - t);
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// Color accumulation
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acc += half4(c, 1.0) * w;
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// Update the background velocity.
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l_v_bg = max(l_v_bg, l_v);
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// Advance to the next sample.
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t = Interval(count, 2.0) ? t - dt : t;
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count += 1.0;
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}
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// Add the center sample.
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acc += half4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
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return half4(acc.rgb / acc.a, c_p.a);
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// (0) Velocity texture setup
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragVelocitySetup
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ENDHLSL
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}
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// (1) TileMax filter (2 pixel width with normalization)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragTileMax1
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ENDHLSL
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}
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// (2) TileMax filter (2 pixel width)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragTileMax2
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ENDHLSL
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}
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// (3) TileMax filter (variable width)
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragTileMaxV
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ENDHLSL
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}
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// (4) NeighborMax filter
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragNeighborMax
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ENDHLSL
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}
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// (5) Reconstruction filter
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragReconstruction
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ENDHLSL
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}
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}
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}
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