b486678290
Library -Artifacts
271 lines
8.4 KiB
HLSL
271 lines
8.4 KiB
HLSL
#ifndef UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
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#define UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
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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/Shaders/Utils/Fullscreen.hlsl"
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// ----------------------------------------------------------------------------------
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// Render fullscreen mesh by using a matrix set directly by the pipeline instead of
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// relying on the matrix set by the C++ engine to avoid issues with XR
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float4x4 _FullscreenProjMat;
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float4 TransformFullscreenMesh(half3 positionOS)
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{
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return mul(_FullscreenProjMat, half4(positionOS, 1));
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}
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Varyings VertFullscreenMesh(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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GetProceduralQuad(input.vertexID, output.positionCS, output.uv);
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#else
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output.positionCS = TransformFullscreenMesh(input.positionOS.xyz);
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output.uv = input.uv;
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#endif
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return output;
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}
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// ----------------------------------------------------------------------------------
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// Samplers
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SAMPLER(sampler_LinearClamp);
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SAMPLER(sampler_LinearRepeat);
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SAMPLER(sampler_PointClamp);
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SAMPLER(sampler_PointRepeat);
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// ----------------------------------------------------------------------------------
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// Utility functions
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half GetLuminance(half3 colorLinear)
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{
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#if _TONEMAP_ACES
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return AcesLuminance(colorLinear);
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#else
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return Luminance(colorLinear);
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#endif
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}
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real3 GetSRGBToLinear(real3 c)
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{
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#if _USE_FAST_SRGB_LINEAR_CONVERSION
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return FastSRGBToLinear(c);
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#else
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return SRGBToLinear(c);
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#endif
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}
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real4 GetSRGBToLinear(real4 c)
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{
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#if _USE_FAST_SRGB_LINEAR_CONVERSION
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return FastSRGBToLinear(c);
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#else
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return SRGBToLinear(c);
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#endif
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}
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real3 GetLinearToSRGB(real3 c)
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{
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#if _USE_FAST_SRGB_LINEAR_CONVERSION
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return FastLinearToSRGB(c);
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#else
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return LinearToSRGB(c);
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#endif
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}
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real4 GetLinearToSRGB(real4 c)
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{
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#if _USE_FAST_SRGB_LINEAR_CONVERSION
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return FastLinearToSRGB(c);
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#else
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return LinearToSRGB(c);
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#endif
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}
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// ----------------------------------------------------------------------------------
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// Shared functions for uber & fast path (on-tile)
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// These should only process an input color, don't sample in neighbor pixels!
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half3 ApplyVignette(half3 input, float2 uv, float2 center, float intensity, float roundness, float smoothness, half3 color)
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{
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center = UnityStereoTransformScreenSpaceTex(center);
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float2 dist = abs(uv - center) * intensity;
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#if defined(UNITY_SINGLE_PASS_STEREO)
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dist.x /= unity_StereoScaleOffset[unity_StereoEyeIndex].x;
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#endif
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dist.x *= roundness;
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float vfactor = pow(saturate(1.0 - dot(dist, dist)), smoothness);
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return input * lerp(color, (1.0).xxx, vfactor);
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}
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half3 ApplyTonemap(half3 input)
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{
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#if _TONEMAP_ACES
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float3 aces = unity_to_ACES(input);
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input = AcesTonemap(aces);
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#elif _TONEMAP_NEUTRAL
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input = NeutralTonemap(input);
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#endif
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return saturate(input);
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}
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half3 ApplyColorGrading(half3 input, float postExposure, TEXTURE2D_PARAM(lutTex, lutSampler), float3 lutParams, TEXTURE2D_PARAM(userLutTex, userLutSampler), float3 userLutParams, float userLutContrib)
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{
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// Artist request to fine tune exposure in post without affecting bloom, dof etc
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input *= postExposure;
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// HDR Grading:
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// - Apply internal LogC LUT
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// - (optional) Clamp result & apply user LUT
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#if _HDR_GRADING
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{
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float3 inputLutSpace = saturate(LinearToLogC(input)); // LUT space is in LogC
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input = ApplyLut2D(TEXTURE2D_ARGS(lutTex, lutSampler), inputLutSpace, lutParams);
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UNITY_BRANCH
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if (userLutContrib > 0.0)
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{
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input = saturate(input);
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input.rgb = GetLinearToSRGB(input.rgb); // In LDR do the lookup in sRGB for the user LUT
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half3 outLut = ApplyLut2D(TEXTURE2D_ARGS(userLutTex, userLutSampler), input, userLutParams);
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input = lerp(input, outLut, userLutContrib);
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input.rgb = GetSRGBToLinear(input.rgb);
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}
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}
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// LDR Grading:
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// - Apply tonemapping (result is clamped)
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// - (optional) Apply user LUT
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// - Apply internal linear LUT
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#else
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{
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input = ApplyTonemap(input);
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UNITY_BRANCH
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if (userLutContrib > 0.0)
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{
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input.rgb = GetLinearToSRGB(input.rgb); // In LDR do the lookup in sRGB for the user LUT
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half3 outLut = ApplyLut2D(TEXTURE2D_ARGS(userLutTex, userLutSampler), input, userLutParams);
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input = lerp(input, outLut, userLutContrib);
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input.rgb = GetSRGBToLinear(input.rgb);
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}
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input = ApplyLut2D(TEXTURE2D_ARGS(lutTex, lutSampler), input, lutParams);
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}
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#endif
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return input;
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}
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half3 ApplyGrain(half3 input, float2 uv, TEXTURE2D_PARAM(GrainTexture, GrainSampler), float intensity, float response, float2 scale, float2 offset)
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{
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// Grain in range [0;1] with neutral at 0.5
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half grain = SAMPLE_TEXTURE2D(GrainTexture, GrainSampler, uv * scale + offset).w;
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// Remap [-1;1]
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grain = (grain - 0.5) * 2.0;
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// Noisiness response curve based on scene luminance
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float lum = 1.0 - sqrt(Luminance(input));
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lum = lerp(1.0, lum, response);
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return input + input * grain * intensity * lum;
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}
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half3 ApplyDithering(half3 input, float2 uv, TEXTURE2D_PARAM(BlueNoiseTexture, BlueNoiseSampler), float2 scale, float2 offset)
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{
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// Symmetric triangular distribution on [-1,1] with maximal density at 0
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float noise = SAMPLE_TEXTURE2D(BlueNoiseTexture, BlueNoiseSampler, uv * scale + offset).a * 2.0 - 1.0;
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noise = FastSign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
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#if UNITY_COLORSPACE_GAMMA
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input += noise / 255.0;
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#else
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input = GetSRGBToLinear(GetLinearToSRGB(input) + noise / 255.0);
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#endif
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return input;
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}
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#define FXAA_SPAN_MAX (8.0)
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#define FXAA_REDUCE_MIN (1.0 / 128.0)
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half3 FXAAFetch(float2 coords, float2 offset, TEXTURE2D_X(inputTexture))
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{
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float2 uv = coords + offset;
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return SAMPLE_TEXTURE2D_X(inputTexture, sampler_LinearClamp, uv).xyz;
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}
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half3 FXAALoad(int2 icoords, int idx, int idy, float4 sourceSize, TEXTURE2D_X(inputTexture))
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{
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#if SHADER_API_GLES
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float2 uv = (icoords + int2(idx, idy)) * sourceSize.zw;
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return SAMPLE_TEXTURE2D_X(inputTexture, sampler_PointClamp, uv).xyz;
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#else
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return LOAD_TEXTURE2D_X(inputTexture, clamp(icoords + int2(idx, idy), 0, sourceSize.xy - 1.0)).xyz;
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#endif
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}
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half3 ApplyFXAA(half3 color, float2 positionNDC, int2 positionSS, float4 sourceSize, TEXTURE2D_X(inputTexture))
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{
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// Edge detection
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half3 rgbNW = FXAALoad(positionSS, -1, -1, sourceSize, inputTexture);
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half3 rgbNE = FXAALoad(positionSS, 1, -1, sourceSize, inputTexture);
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half3 rgbSW = FXAALoad(positionSS, -1, 1, sourceSize, inputTexture);
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half3 rgbSE = FXAALoad(positionSS, 1, 1, sourceSize, inputTexture);
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rgbNW = saturate(rgbNW);
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rgbNE = saturate(rgbNE);
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rgbSW = saturate(rgbSW);
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rgbSE = saturate(rgbSE);
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color = saturate(color);
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half lumaNW = Luminance(rgbNW);
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half lumaNE = Luminance(rgbNE);
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half lumaSW = Luminance(rgbSW);
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half lumaSE = Luminance(rgbSE);
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half lumaM = Luminance(color);
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float2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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half lumaSum = lumaNW + lumaNE + lumaSW + lumaSE;
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float dirReduce = max(lumaSum * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = rcp(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min((FXAA_SPAN_MAX).xx, max((-FXAA_SPAN_MAX).xx, dir * rcpDirMin)) * sourceSize.zw;
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// Blur
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half3 rgb03 = FXAAFetch(positionNDC, dir * (0.0 / 3.0 - 0.5), inputTexture);
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half3 rgb13 = FXAAFetch(positionNDC, dir * (1.0 / 3.0 - 0.5), inputTexture);
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half3 rgb23 = FXAAFetch(positionNDC, dir * (2.0 / 3.0 - 0.5), inputTexture);
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half3 rgb33 = FXAAFetch(positionNDC, dir * (3.0 / 3.0 - 0.5), inputTexture);
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rgb03 = saturate(rgb03);
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rgb13 = saturate(rgb13);
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rgb23 = saturate(rgb23);
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rgb33 = saturate(rgb33);
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half3 rgbA = 0.5 * (rgb13 + rgb23);
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half3 rgbB = rgbA * 0.5 + 0.25 * (rgb03 + rgb33);
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half lumaB = Luminance(rgbB);
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half lumaMin = Min3(lumaM, lumaNW, Min3(lumaNE, lumaSW, lumaSE));
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half lumaMax = Max3(lumaM, lumaNW, Max3(lumaNE, lumaSW, lumaSE));
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return ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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}
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#endif // UNIVERSAL_POSTPROCESSING_COMMON_INCLUDED
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