Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Shaders/Builtins/MotionBlur.shader
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

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