b486678290
Library -Artifacts
401 lines
13 KiB
HLSL
401 lines
13 KiB
HLSL
#ifndef UNITY_POSTFX_SSR
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#define UNITY_POSTFX_SSR
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardUtils.cginc"
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#define SSR_MINIMUM_ATTENUATION 0.275
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#define SSR_ATTENUATION_SCALE (1.0 - SSR_MINIMUM_ATTENUATION)
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#define SSR_VIGNETTE_INTENSITY _VignetteIntensity
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#define SSR_VIGNETTE_SMOOTHNESS 5.
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#define SSR_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD 1.0
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#define SSR_FINAL_BLEND_STATIC_FACTOR 0.95
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#define SSR_FINAL_BLEND_DYNAMIC_FACTOR 0.7
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#define SSR_ENABLE_CONTACTS 0
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#define SSR_KILL_FIREFLIES 0
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//
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// Helper structs
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//
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struct Ray
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{
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float3 origin;
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float3 direction;
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};
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struct Segment
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{
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float3 start;
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float3 end;
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float3 direction;
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};
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struct Result
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{
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bool isHit;
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float2 uv;
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float3 position;
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int iterationCount;
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};
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//
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// Uniforms
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//
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Texture2D _MainTex; SamplerState sampler_MainTex;
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Texture2D _History; SamplerState sampler_History;
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Texture2D _CameraDepthTexture; SamplerState sampler_CameraDepthTexture;
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Texture2D _CameraMotionVectorsTexture; SamplerState sampler_CameraMotionVectorsTexture;
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Texture2D _CameraReflectionsTexture; SamplerState sampler_CameraReflectionsTexture;
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Texture2D _CameraGBufferTexture0; // albedo = g[0].rgb
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Texture2D _CameraGBufferTexture1; // roughness = g[1].a
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Texture2D _CameraGBufferTexture2; SamplerState sampler_CameraGBufferTexture2; // normal.xyz 2. * g[2].rgb - 1.
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Texture2D _Noise; SamplerState sampler_Noise;
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Texture2D _Test; SamplerState sampler_Test;
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Texture2D _Resolve; SamplerState sampler_Resolve;
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float4 _MainTex_TexelSize;
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float4 _Test_TexelSize;
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float4x4 _ViewMatrix;
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float4x4 _InverseViewMatrix;
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float4x4 _ScreenSpaceProjectionMatrix;
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float4 _Params; // x: vignette intensity, y: distance fade, z: maximum march distance, w: blur pyramid lod count
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float4 _Params2; // x: aspect ratio, y: noise tiling, z: thickness, w: maximum iteration count
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#define _Attenuation .25
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#define _VignetteIntensity _Params.x
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#define _DistanceFade _Params.y
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#define _MaximumMarchDistance _Params.z
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#define _BlurPyramidLODCount _Params.w
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#define _AspectRatio _Params2.x
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#define _NoiseTiling _Params2.y
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#define _Bandwidth _Params2.z
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#define _MaximumIterationCount _Params2.w
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//
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// Helper functions
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//
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float Attenuate(float2 uv)
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{
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float offset = min(1.0 - max(uv.x, uv.y), min(uv.x, uv.y));
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float result = offset / (SSR_ATTENUATION_SCALE * _Attenuation + SSR_MINIMUM_ATTENUATION);
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result = saturate(result);
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return pow(result, 0.5);
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}
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float Vignette(float2 uv)
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{
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float2 k = abs(uv - 0.5) * SSR_VIGNETTE_INTENSITY;
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k.x *= _MainTex_TexelSize.y * _MainTex_TexelSize.z;
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return pow(saturate(1.0 - dot(k, k)), SSR_VIGNETTE_SMOOTHNESS);
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}
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float3 GetViewSpacePosition(float2 uv)
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{
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float depth = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0).r;
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float4 result = float4(float2(2.0 * uv - 1.0) * float2(unity_CameraInvProjection[0][0], unity_CameraInvProjection[1][1]),
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depth * unity_CameraInvProjection[2][2] + unity_CameraInvProjection[2][3],
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_ZBufferParams . z * depth + _ZBufferParams . w); // Use _ZBufferParams as it accounts for 0...1 depth value range
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return result.xyz / result.w;
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}
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float GetSquaredDistance(float2 first, float2 second)
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{
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first -= second;
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return dot(first, first);
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}
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float4 ProjectToScreenSpace(float3 position)
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{
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return float4(
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_ScreenSpaceProjectionMatrix[0][0] * position.x + _ScreenSpaceProjectionMatrix[0][2] * position.z,
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_ScreenSpaceProjectionMatrix[1][1] * position.y + _ScreenSpaceProjectionMatrix[1][2] * position.z,
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_ScreenSpaceProjectionMatrix[2][2] * position.z + _ScreenSpaceProjectionMatrix[2][3],
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_ScreenSpaceProjectionMatrix[3][2] * position.z
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);
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}
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// Heavily adapted from McGuire and Mara's original implementation
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// http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html
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Result March(Ray ray, VaryingsDefault input)
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{
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Result result;
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result.isHit = false;
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result.uv = 0.0;
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result.position = 0.0;
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result.iterationCount = 0;
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Segment segment;
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segment.start = ray.origin;
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float end = ray.origin.z + ray.direction.z * _MaximumMarchDistance;
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float magnitude = _MaximumMarchDistance;
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if (end > -_ProjectionParams.y)
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magnitude = (-_ProjectionParams.y - ray.origin.z) / ray.direction.z;
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segment.end = ray.origin + ray.direction * magnitude;
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float4 r = ProjectToScreenSpace(segment.start);
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float4 q = ProjectToScreenSpace(segment.end);
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const float2 homogenizers = rcp(float2(r.w, q.w));
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segment.start *= homogenizers.x;
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segment.end *= homogenizers.y;
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float4 endPoints = float4(r.xy, q.xy) * homogenizers.xxyy;
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endPoints.zw += step(GetSquaredDistance(endPoints.xy, endPoints.zw), 0.0001) * max(_Test_TexelSize.x, _Test_TexelSize.y);
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float2 displacement = endPoints.zw - endPoints.xy;
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bool isPermuted = false;
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if (abs(displacement.x) < abs(displacement.y))
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{
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isPermuted = true;
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displacement = displacement.yx;
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endPoints.xyzw = endPoints.yxwz;
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}
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float direction = sign(displacement.x);
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float normalizer = direction / displacement.x;
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segment.direction = (segment.end - segment.start) * normalizer;
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float4 derivatives = float4(float2(direction, displacement.y * normalizer), (homogenizers.y - homogenizers.x) * normalizer, segment.direction.z);
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float stride = 1.0 - min(1.0, -ray.origin.z * 0.01);
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float2 uv = input.texcoord * _NoiseTiling;
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uv.y *= _AspectRatio;
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float jitter = _Noise.SampleLevel(sampler_Noise, uv + _WorldSpaceCameraPos.xz, 0).a;
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stride *= _Bandwidth;
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derivatives *= stride;
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segment.direction *= stride;
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float2 z = 0.0;
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float4 tracker = float4(endPoints.xy, homogenizers.x, segment.start.z) + derivatives * jitter;
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for (int i = 0; i < _MaximumIterationCount; ++i)
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{
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if (any(result.uv < 0.0) || any(result.uv > 1.0))
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{
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result.isHit = false;
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return result;
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}
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tracker += derivatives;
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z.x = z.y;
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z.y = tracker.w + derivatives.w * 0.5;
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z.y /= tracker.z + derivatives.z * 0.5;
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#if SSR_KILL_FIREFLIES
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UNITY_FLATTEN
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if (z.y < -_MaximumMarchDistance)
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{
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result.isHit = false;
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return result;
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}
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#endif
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UNITY_FLATTEN
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if (z.y > z.x)
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{
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float k = z.x;
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z.x = z.y;
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z.y = k;
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}
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uv = tracker.xy;
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UNITY_FLATTEN
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if (isPermuted)
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uv = uv.yx;
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uv *= _Test_TexelSize.xy;
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float d = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0);
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float depth = -LinearEyeDepth(d);
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UNITY_FLATTEN
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if (z.y < depth)
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{
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result.uv = uv;
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result.isHit = true;
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result.iterationCount = i + 1;
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return result;
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}
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}
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return result;
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}
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//
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// Fragment shaders
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//
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float4 FragTest(VaryingsDefault i) : SV_Target
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{
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float4 gbuffer2 = _CameraGBufferTexture2.Sample(sampler_CameraGBufferTexture2, i.texcoordStereo);
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if (dot(gbuffer2, 1.0) == 0.0)
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return 0.0;
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float3 normal = 2.0 * gbuffer2.rgb - 1.0;
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normal = mul((float3x3)_ViewMatrix, normal);
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Ray ray;
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ray.origin = GetViewSpacePosition(i.texcoord);
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if (ray.origin.z < -_MaximumMarchDistance)
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return 0.0;
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ray.direction = normalize(reflect(normalize(ray.origin), normal));
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if (ray.direction.z > 0.0)
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return 0.0;
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Result result = March(ray, i);
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float confidence = (float)result.iterationCount / (float)_MaximumIterationCount;
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return float4(result.uv, confidence, (float)result.isHit);
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}
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float4 FragResolve(VaryingsDefault i) : SV_Target
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{
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float4 test = _Test.Load(int3(i.vertex.xy, 0));
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if (test.w == 0.0)
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return _MainTex.Sample(sampler_MainTex, i.texcoordStereo);
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float4 color = _MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(test.xy), 0);
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float confidence = test.w * Attenuate(test.xy) * Vignette(test.xy);
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color.rgb *= confidence;
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color.a = test.z;
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return color;
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}
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float4 FragReproject(VaryingsDefault i) : SV_Target
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{
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float2 motion = _CameraMotionVectorsTexture.SampleLevel(sampler_CameraMotionVectorsTexture, i.texcoordStereo, 0).xy;
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float2 uv = i.texcoord - motion;
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const float2 k = SSR_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD * _MainTex_TexelSize.xy;
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float4 color = _MainTex.SampleLevel(sampler_MainTex, i.texcoordStereo, 0);
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// 0 1 2
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// 3
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float4x4 top = float4x4(
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, -k.y)), 0),
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( 0.0, -k.y)), 0),
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, -k.y)), 0),
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, 0.0)), 0)
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);
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// 0
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// 1 2 3
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float4x4 bottom = float4x4(
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, 0.0)), 0),
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2(-k.x, k.y)), 0),
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( 0.0, k.y)), 0),
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_MainTex.SampleLevel(sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + float2( k.x, k.y)), 0)
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);
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float4 minimum = min(min(min(min(min(min(min(min(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color);
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float4 maximum = max(max(max(max(max(max(max(max(top[0], top[1]), top[2]), top[3]), bottom[0]), bottom[1]), bottom[2]), bottom[3]), color);
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float4 history = _History.SampleLevel(sampler_History, UnityStereoTransformScreenSpaceTex(uv), 0);
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history = clamp(history, minimum, maximum);
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color.a = saturate(smoothstep(0.002 * _MainTex_TexelSize.z, 0.0035 * _MainTex_TexelSize.z, length(motion)));
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float weight = clamp(lerp(SSR_FINAL_BLEND_STATIC_FACTOR, SSR_FINAL_BLEND_DYNAMIC_FACTOR,
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history.a * 100.0), SSR_FINAL_BLEND_DYNAMIC_FACTOR, SSR_FINAL_BLEND_STATIC_FACTOR);
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color.a *= 0.85;
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return lerp(color, history, weight);
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}
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float4 FragComposite(VaryingsDefault i) : SV_Target
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{
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float z = _CameraDepthTexture.SampleLevel(sampler_CameraDepthTexture, i.texcoordStereo, 0).r;
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if (Linear01Depth(z) > 0.999)
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return _MainTex.Sample(sampler_MainTex, i.texcoordStereo);
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float4 gbuffer0 = _CameraGBufferTexture0.Load(int3(i.vertex.xy, 0));
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float4 gbuffer1 = _CameraGBufferTexture1.Load(int3(i.vertex.xy, 0));
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float4 gbuffer2 = _CameraGBufferTexture2.Load(int3(i.vertex.xy, 0));
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half oneMinusReflectivity = 0.0;
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EnergyConservationBetweenDiffuseAndSpecular(gbuffer0.rgb, gbuffer1.rgb, oneMinusReflectivity);
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float3 normal = 2.0 * gbuffer2.rgb - 1.0;
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float3 position = GetViewSpacePosition(i.texcoord);
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float3 eye = mul((float3x3)_InverseViewMatrix, normalize(position));
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position = mul(_InverseViewMatrix, float4(position, 1.0)).xyz;
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#if SSR_ENABLE_CONTACTS
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float4 test = _Test.SampleLevel(sampler_Test, i.texcoordStereo, 0);
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float4 resolve = _Resolve.SampleLevel(sampler_Resolve, i.texcoordStereo, SmoothnessToRoughness(gbuffer1.a) * (_BlurPyramidLODCount - 1.0) * test.z + 1.0);
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#else
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float4 resolve = _Resolve.SampleLevel(sampler_Resolve, i.texcoordStereo, SmoothnessToRoughness(gbuffer1.a) * (_BlurPyramidLODCount - 1.0) + 1.0);
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#endif
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float confidence = saturate(2.0 * dot(-eye, normalize(reflect(-eye, normal))));
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UnityLight light;
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light.color = 0.0;
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light.dir = 0.0;
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light.ndotl = 0.0;
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UnityIndirect indirect;
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indirect.diffuse = 0.0;
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indirect.specular = resolve.rgb;
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resolve.rgb = UNITY_BRDF_PBS(gbuffer0.rgb, gbuffer1.rgb, oneMinusReflectivity, gbuffer1.a, normal, -eye, light, indirect).rgb;
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float4 reflectionProbes = _CameraReflectionsTexture.Sample(sampler_CameraReflectionsTexture, i.texcoordStereo);
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float4 color = _MainTex.Sample(sampler_MainTex, i.texcoordStereo);
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color.rgb = max(0.0, color.rgb - reflectionProbes.rgb);
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resolve.a *= 2. * resolve.a; // 2 and 1.5 are quite important for the correct ratio of 3:2 distribution
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float fade = 1.0 - saturate(1.5 * resolve.a * smoothstep(0.5, 1.0, 1.5 * resolve.a) * _DistanceFade);
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resolve.rgb = lerp(reflectionProbes.rgb, resolve.rgb, confidence * fade);
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color.rgb += resolve.rgb * gbuffer0.a;
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return color;
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}
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#endif // UNITY_POSTFX_SSR
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