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