b486678290
Library -Artifacts
429 lines
15 KiB
HLSL
429 lines
15 KiB
HLSL
#ifndef UNITY_POSTFX_AMBIENT_OCCLUSION
|
|
#define UNITY_POSTFX_AMBIENT_OCCLUSION
|
|
|
|
#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/Builtins/Fog.hlsl"
|
|
|
|
// --------
|
|
// Options for further customization
|
|
// --------
|
|
|
|
// By default, a 5-tap Gaussian with the linear sampling technique is used
|
|
// in the bilateral noise filter. It can be replaced with a 7-tap Gaussian
|
|
// with adaptive sampling by enabling the macro below. Although the
|
|
// differences are not noticeable in most cases, it may provide preferable
|
|
// results with some special usage (e.g. NPR without textureing).
|
|
// #define BLUR_HIGH_QUALITY
|
|
|
|
// By default, a fixed sampling pattern is used in the AO estimator. Although
|
|
// this gives preferable results in most cases, a completely random sampling
|
|
// pattern could give aesthetically better results. Disable the macro below
|
|
// to use such a random pattern instead of the fixed one.
|
|
#define FIX_SAMPLING_PATTERN
|
|
|
|
// The SampleNormal function normalizes samples from G-buffer because
|
|
// they're possibly unnormalized. We can eliminate this if it can be said
|
|
// that there is no wrong shader that outputs unnormalized normals.
|
|
// #define VALIDATE_NORMALS
|
|
|
|
// The constant below determines the contrast of occlusion. This allows
|
|
// users to control over/under occlusion. At the moment, this is not exposed
|
|
// to the editor because it's rarely useful.
|
|
static const float kContrast = 0.6;
|
|
|
|
// The constant below controls the geometry-awareness of the bilateral
|
|
// filter. The higher value, the more sensitive it is.
|
|
static const float kGeometryCoeff = 0.8;
|
|
|
|
// The constants below are used in the AO estimator. Beta is mainly used
|
|
// for suppressing self-shadowing noise, and Epsilon is used to prevent
|
|
// calculation underflow. See the paper (Morgan 2011 http://goo.gl/2iz3P)
|
|
// for further details of these constants.
|
|
static const float kBeta = 0.002;
|
|
|
|
// --------
|
|
|
|
// System built-in variables
|
|
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
|
|
TEXTURE2D_SAMPLER2D(_CameraGBufferTexture2, sampler_CameraGBufferTexture2);
|
|
TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
|
|
TEXTURE2D_SAMPLER2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture);
|
|
|
|
float4 _MainTex_TexelSize;
|
|
|
|
float4 _AOParams;
|
|
float3 _AOColor;
|
|
|
|
// Sample count
|
|
#if !defined(SHADER_API_GLES)
|
|
#define SAMPLE_COUNT _AOParams.w
|
|
#else
|
|
// GLES2: In many cases, dynamic looping is not supported.
|
|
#define SAMPLE_COUNT 3
|
|
#endif
|
|
|
|
// Source texture properties
|
|
TEXTURE2D_SAMPLER2D(_SAOcclusionTexture, sampler_SAOcclusionTexture);
|
|
float4 _SAOcclusionTexture_TexelSize;
|
|
|
|
// Other parameters
|
|
#define INTENSITY _AOParams.x
|
|
#define RADIUS _AOParams.y
|
|
#define DOWNSAMPLE _AOParams.z
|
|
|
|
// Accessors for packed AO/normal buffer
|
|
half4 PackAONormal(half ao, half3 n)
|
|
{
|
|
return half4(ao, n * 0.5 + 0.5);
|
|
}
|
|
|
|
half GetPackedAO(half4 p)
|
|
{
|
|
return p.r;
|
|
}
|
|
|
|
half3 GetPackedNormal(half4 p)
|
|
{
|
|
return p.gba * 2.0 - 1.0;
|
|
}
|
|
|
|
// Boundary check for depth sampler
|
|
// (returns a very large value if it lies out of bounds)
|
|
float CheckBounds(float2 uv, float d)
|
|
{
|
|
float ob = any(uv < 0) + any(uv > 1);
|
|
#if defined(UNITY_REVERSED_Z)
|
|
ob += (d <= 0.00001);
|
|
#else
|
|
ob += (d >= 0.99999);
|
|
#endif
|
|
return ob * 1e8;
|
|
}
|
|
|
|
// Depth/normal sampling functions
|
|
float SampleDepth(float2 uv)
|
|
{
|
|
float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0));
|
|
return d * _ProjectionParams.z + CheckBounds(uv, d);
|
|
}
|
|
|
|
float3 SampleNormal(float2 uv)
|
|
{
|
|
#if defined(SOURCE_GBUFFER)
|
|
float3 norm = SAMPLE_TEXTURE2D(_CameraGBufferTexture2, sampler_CameraGBufferTexture2, uv).xyz;
|
|
norm = norm * 2 - any(norm); // gets (0,0,0) when norm == 0
|
|
norm = mul((float3x3)unity_WorldToCamera, norm);
|
|
#if defined(VALIDATE_NORMALS)
|
|
norm = normalize(norm);
|
|
#endif
|
|
return norm;
|
|
#else
|
|
float4 cdn = SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uv);
|
|
return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0);
|
|
#endif
|
|
}
|
|
|
|
float SampleDepthNormal(float2 uv, out float3 normal)
|
|
{
|
|
normal = SampleNormal(UnityStereoTransformScreenSpaceTex(uv));
|
|
return SampleDepth(uv);
|
|
}
|
|
|
|
// Normal vector comparer (for geometry-aware weighting)
|
|
half CompareNormal(half3 d1, half3 d2)
|
|
{
|
|
return smoothstep(kGeometryCoeff, 1.0, dot(d1, d2));
|
|
}
|
|
|
|
// Trigonometric function utility
|
|
float2 CosSin(float theta)
|
|
{
|
|
float sn, cs;
|
|
sincos(theta, sn, cs);
|
|
return float2(cs, sn);
|
|
}
|
|
|
|
// Pseudo random number generator with 2D coordinates
|
|
float UVRandom(float u, float v)
|
|
{
|
|
float f = dot(float2(12.9898, 78.233), float2(u, v));
|
|
return frac(43758.5453 * sin(f));
|
|
}
|
|
|
|
// Check if the camera is perspective.
|
|
// (returns 1.0 when orthographic)
|
|
float CheckPerspective(float x)
|
|
{
|
|
return lerp(x, 1.0, unity_OrthoParams.w);
|
|
}
|
|
|
|
// Reconstruct view-space position from UV and depth.
|
|
// p11_22 = (unity_CameraProjection._11, unity_CameraProjection._22)
|
|
// p13_31 = (unity_CameraProjection._13, unity_CameraProjection._23)
|
|
float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31)
|
|
{
|
|
return float3((uv * 2.0 - 1.0 - p13_31) / p11_22 * CheckPerspective(depth), depth);
|
|
}
|
|
|
|
// Sample point picker
|
|
float3 PickSamplePoint(float2 uv, float index)
|
|
{
|
|
// Uniformaly distributed points on a unit sphere
|
|
// http://mathworld.wolfram.com/SpherePointPicking.html
|
|
#if defined(FIX_SAMPLING_PATTERN)
|
|
float gn = GradientNoise(uv * DOWNSAMPLE);
|
|
// FIXEME: This was added to avoid a NVIDIA driver issue.
|
|
// vvvvvvvvvvvv
|
|
float u = frac(UVRandom(0.0, index + uv.x * 1e-10) + gn) * 2.0 - 1.0;
|
|
float theta = (UVRandom(1.0, index + uv.x * 1e-10) + gn) * TWO_PI;
|
|
#else
|
|
float u = UVRandom(uv.x + _Time.x, uv.y + index) * 2.0 - 1.0;
|
|
float theta = UVRandom(-uv.x - _Time.x, uv.y + index) * TWO_PI;
|
|
#endif
|
|
float3 v = float3(CosSin(theta) * sqrt(1.0 - u * u), u);
|
|
// Make them distributed between [0, _Radius]
|
|
float l = sqrt((index + 1.0) / SAMPLE_COUNT) * RADIUS;
|
|
return v * l;
|
|
}
|
|
|
|
//
|
|
// Distance-based AO estimator based on Morgan 2011
|
|
// "Alchemy screen-space ambient obscurance algorithm"
|
|
// http://graphics.cs.williams.edu/papers/AlchemyHPG11/
|
|
//
|
|
float4 FragAO(VaryingsDefault i) : SV_Target
|
|
{
|
|
float2 uv = i.texcoord;
|
|
|
|
// Parameters used in coordinate conversion
|
|
float3x3 proj = (float3x3)unity_CameraProjection;
|
|
float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);
|
|
float2 p13_31 = float2(unity_CameraProjection._13, unity_CameraProjection._23);
|
|
|
|
// View space normal and depth
|
|
float3 norm_o;
|
|
float depth_o = SampleDepthNormal(uv, norm_o);
|
|
|
|
// Reconstruct the view-space position.
|
|
float3 vpos_o = ReconstructViewPos(uv, depth_o, p11_22, p13_31);
|
|
|
|
float ao = 0.0;
|
|
|
|
for (int s = 0; s < int(SAMPLE_COUNT); s++)
|
|
{
|
|
// Sample point
|
|
#if defined(SHADER_API_D3D11)
|
|
// This 'floor(1.0001 * s)' operation is needed to avoid a NVidia shader issue. This issue
|
|
// is only observed on DX11.
|
|
float3 v_s1 = PickSamplePoint(uv, floor(1.0001 * s));
|
|
#else
|
|
float3 v_s1 = PickSamplePoint(uv, s);
|
|
#endif
|
|
|
|
v_s1 = faceforward(v_s1, -norm_o, v_s1);
|
|
float3 vpos_s1 = vpos_o + v_s1;
|
|
|
|
// Reproject the sample point
|
|
float3 spos_s1 = mul(proj, vpos_s1);
|
|
float2 uv_s1_01 = (spos_s1.xy / CheckPerspective(vpos_s1.z) + 1.0) * 0.5;
|
|
|
|
// Depth at the sample point
|
|
float depth_s1 = SampleDepth(uv_s1_01);
|
|
|
|
// Relative position of the sample point
|
|
float3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1, p11_22, p13_31);
|
|
float3 v_s2 = vpos_s2 - vpos_o;
|
|
|
|
// Estimate the obscurance value
|
|
float a1 = max(dot(v_s2, norm_o) - kBeta * depth_o, 0.0);
|
|
float a2 = dot(v_s2, v_s2) + EPSILON;
|
|
ao += a1 / a2;
|
|
}
|
|
|
|
ao *= RADIUS; // Intensity normalization
|
|
|
|
// Apply other parameters.
|
|
ao = PositivePow(ao * INTENSITY / SAMPLE_COUNT, kContrast);
|
|
|
|
// Apply fog when enabled (forward-only)
|
|
#if (APPLY_FORWARD_FOG)
|
|
float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
|
|
d = ComputeFogDistance(d);
|
|
ao *= ComputeFog(d);
|
|
#endif
|
|
|
|
return PackAONormal(ao, norm_o);
|
|
}
|
|
|
|
// Geometry-aware separable bilateral filter
|
|
float4 FragBlur(VaryingsDefault i) : SV_Target
|
|
{
|
|
#if defined(BLUR_HORIZONTAL)
|
|
// Horizontal pass: Always use 2 texels interval to match to
|
|
// the dither pattern.
|
|
float2 delta = float2(_MainTex_TexelSize.x * 2.0, 0.0);
|
|
#else
|
|
// Vertical pass: Apply _Downsample to match to the dither
|
|
// pattern in the original occlusion buffer.
|
|
float2 delta = float2(0.0, _MainTex_TexelSize.y / DOWNSAMPLE * 2.0);
|
|
#endif
|
|
|
|
#if defined(BLUR_HIGH_QUALITY)
|
|
|
|
// High quality 7-tap Gaussian with adaptive sampling
|
|
|
|
half4 p0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
|
|
half4 p1a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta));
|
|
half4 p1b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta));
|
|
half4 p2a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 2.0));
|
|
half4 p2b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 2.0));
|
|
half4 p3a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 3.2307692308));
|
|
half4 p3b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 3.2307692308));
|
|
|
|
#if defined(BLUR_SAMPLE_CENTER_NORMAL)
|
|
half3 n0 = SampleNormal(i.texcoordStereo);
|
|
#else
|
|
half3 n0 = GetPackedNormal(p0);
|
|
#endif
|
|
|
|
half w0 = 0.37004405286;
|
|
half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.31718061674;
|
|
half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.31718061674;
|
|
half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.19823788546;
|
|
half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.19823788546;
|
|
half w3a = CompareNormal(n0, GetPackedNormal(p3a)) * 0.11453744493;
|
|
half w3b = CompareNormal(n0, GetPackedNormal(p3b)) * 0.11453744493;
|
|
|
|
half s;
|
|
s = GetPackedAO(p0) * w0;
|
|
s += GetPackedAO(p1a) * w1a;
|
|
s += GetPackedAO(p1b) * w1b;
|
|
s += GetPackedAO(p2a) * w2a;
|
|
s += GetPackedAO(p2b) * w2b;
|
|
s += GetPackedAO(p3a) * w3a;
|
|
s += GetPackedAO(p3b) * w3b;
|
|
|
|
s /= w0 + w1a + w1b + w2a + w2b + w3a + w3b;
|
|
|
|
#else
|
|
|
|
// Fater 5-tap Gaussian with linear sampling
|
|
half4 p0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
|
|
half4 p1a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 1.3846153846));
|
|
half4 p1b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 1.3846153846));
|
|
half4 p2a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 3.2307692308));
|
|
half4 p2b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 3.2307692308));
|
|
|
|
#if defined(BLUR_SAMPLE_CENTER_NORMAL)
|
|
half3 n0 = SampleNormal(i.texcoordStereo);
|
|
#else
|
|
half3 n0 = GetPackedNormal(p0);
|
|
#endif
|
|
|
|
half w0 = 0.2270270270;
|
|
half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.3162162162;
|
|
half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.3162162162;
|
|
half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.0702702703;
|
|
half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.0702702703;
|
|
|
|
half s;
|
|
s = GetPackedAO(p0) * w0;
|
|
s += GetPackedAO(p1a) * w1a;
|
|
s += GetPackedAO(p1b) * w1b;
|
|
s += GetPackedAO(p2a) * w2a;
|
|
s += GetPackedAO(p2b) * w2b;
|
|
|
|
s /= w0 + w1a + w1b + w2a + w2b;
|
|
|
|
#endif
|
|
|
|
return PackAONormal(s, n0);
|
|
}
|
|
|
|
// Gamma encoding (only needed in gamma lighting mode)
|
|
half EncodeAO(half x)
|
|
{
|
|
#if UNITY_COLORSPACE_GAMMA
|
|
return 1.0 - max(LinearToSRGB(1.0 - saturate(x)), 0.0);
|
|
#else
|
|
return x;
|
|
#endif
|
|
}
|
|
|
|
// Geometry-aware bilateral filter (single pass/small kernel)
|
|
half BlurSmall(TEXTURE2D_ARGS(tex, samp), float2 uv, float2 delta)
|
|
{
|
|
half4 p0 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv));
|
|
half4 p1 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2(-delta.x, -delta.y)));
|
|
half4 p2 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2( delta.x, -delta.y)));
|
|
half4 p3 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2(-delta.x, delta.y)));
|
|
half4 p4 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2( delta.x, delta.y)));
|
|
|
|
half3 n0 = GetPackedNormal(p0);
|
|
|
|
half w0 = 1.0;
|
|
half w1 = CompareNormal(n0, GetPackedNormal(p1));
|
|
half w2 = CompareNormal(n0, GetPackedNormal(p2));
|
|
half w3 = CompareNormal(n0, GetPackedNormal(p3));
|
|
half w4 = CompareNormal(n0, GetPackedNormal(p4));
|
|
|
|
half s;
|
|
s = GetPackedAO(p0) * w0;
|
|
s += GetPackedAO(p1) * w1;
|
|
s += GetPackedAO(p2) * w2;
|
|
s += GetPackedAO(p3) * w3;
|
|
s += GetPackedAO(p4) * w4;
|
|
|
|
return s / (w0 + w1 + w2 + w3 + w4);
|
|
}
|
|
|
|
// Final composition shader
|
|
float4 FragComposition(VaryingsDefault i) : SV_Target
|
|
{
|
|
float2 delta = _SAOcclusionTexture_TexelSize.xy / DOWNSAMPLE;
|
|
half ao = BlurSmall(TEXTURE2D_PARAM(_SAOcclusionTexture, sampler_SAOcclusionTexture), i.texcoord, delta);
|
|
ao = EncodeAO(ao);
|
|
return float4(ao * _AOColor, ao);
|
|
}
|
|
|
|
#if !SHADER_API_GLES // Excluding the MRT pass under GLES2
|
|
|
|
struct CompositionOutput
|
|
{
|
|
half4 gbuffer0 : SV_Target0;
|
|
half4 gbuffer3 : SV_Target1;
|
|
};
|
|
|
|
CompositionOutput FragCompositionGBuffer(VaryingsDefault i)
|
|
{
|
|
// Workaround: _SAOcclusionTexture_Texelsize hasn't been set properly
|
|
// for some reasons. Use _ScreenParams instead.
|
|
float2 delta = (_ScreenParams.zw - 1.0) / DOWNSAMPLE;
|
|
half ao = BlurSmall(TEXTURE2D_PARAM(_SAOcclusionTexture, sampler_SAOcclusionTexture), i.texcoord, delta);
|
|
|
|
CompositionOutput o;
|
|
o.gbuffer0 = half4(0.0, 0.0, 0.0, ao);
|
|
o.gbuffer3 = half4((half3)EncodeAO(ao) * _AOColor, 0.0);
|
|
return o;
|
|
}
|
|
|
|
#else
|
|
|
|
float4 FragCompositionGBuffer(VaryingsDefault i) : SV_Target
|
|
{
|
|
return (0.0).xxxx;
|
|
}
|
|
|
|
#endif
|
|
|
|
float4 FragDebugOverlay(VaryingsDefault i) : SV_Target
|
|
{
|
|
float2 delta = _SAOcclusionTexture_TexelSize.xy / DOWNSAMPLE;
|
|
half ao = BlurSmall(TEXTURE2D_PARAM(_SAOcclusionTexture, sampler_SAOcclusionTexture), i.texcoord, delta);
|
|
ao = EncodeAO(ao);
|
|
return float4(1.0 - ao.xxx, 1.0);
|
|
}
|
|
|
|
#endif // UNITY_POSTFX_AMBIENT_OCCLUSION
|