b486678290
Library -Artifacts
121 lines
3.6 KiB
HLSL
121 lines
3.6 KiB
HLSL
#ifndef UNITY_POSTFX_SMAA_BRIDGE
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#define UNITY_POSTFX_SMAA_BRIDGE
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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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TEXTURE2D_SAMPLER2D(_BlendTex, sampler_BlendTex);
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TEXTURE2D_SAMPLER2D(_AreaTex, sampler_AreaTex);
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TEXTURE2D_SAMPLER2D(_SearchTex, sampler_SearchTex);
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float4 _MainTex_TexelSize;
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#define SMAA_RT_METRICS _MainTex_TexelSize
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#define SMAA_AREATEX_SELECT(s) s.rg
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#define SMAA_SEARCHTEX_SELECT(s) s.a
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#define LinearSampler sampler_MainTex
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#define PointSampler sampler_MainTex
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/SubpixelMorphologicalAntialiasing.hlsl"
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// ----------------------------------------------------------------------------------------
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// Edge Detection
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struct VaryingsEdge
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 offsets[3] : TEXCOORD1;
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};
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VaryingsEdge VertEdge(AttributesDefault v)
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{
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VaryingsEdge o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.offsets[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), o.texcoord.xyxy);
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o.offsets[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), o.texcoord.xyxy);
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o.offsets[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), o.texcoord.xyxy);
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return o;
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}
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float4 FragEdge(VaryingsEdge i) : SV_Target
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{
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return float4(SMAAColorEdgeDetectionPS(i.texcoord, i.offsets, _MainTex), 0.0, 0.0);
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}
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// ----------------------------------------------------------------------------------------
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// Blend Weights Calculation
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struct VaryingsBlend
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 pixcoord : TEXCOORD1;
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float4 offsets[3] : TEXCOORD2;
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};
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VaryingsBlend VertBlend(AttributesDefault v)
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{
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VaryingsBlend o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.pixcoord = o.texcoord * SMAA_RT_METRICS.zw;
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// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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o.offsets[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.250, -0.125, 1.250, -0.125), o.texcoord.xyxy);
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o.offsets[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.250, -0.125, 1.250), o.texcoord.xyxy);
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// And these for the searches, they indicate the ends of the loops:
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o.offsets[2] = mad(SMAA_RT_METRICS.xxyy, float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
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float4(o.offsets[0].xz, o.offsets[1].yw));
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return o;
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}
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float4 FragBlend(VaryingsBlend i) : SV_Target
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{
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return SMAABlendingWeightCalculationPS(i.texcoord, i.pixcoord, i.offsets, _MainTex, _AreaTex, _SearchTex, 0);
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}
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// ----------------------------------------------------------------------------------------
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// Neighborhood Blending
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struct VaryingsNeighbor
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 offset : TEXCOORD1;
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};
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VaryingsNeighbor VertNeighbor(AttributesDefault v)
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{
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VaryingsNeighbor o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), o.texcoord.xyxy);
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return o;
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}
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float4 FragNeighbor(VaryingsNeighbor i) : SV_Target
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{
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return SMAANeighborhoodBlendingPS(i.texcoord, i.offset, _MainTex, _BlendTex);
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}
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#endif
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