463 lines
15 KiB
HLSL
463 lines
15 KiB
HLSL
#ifndef UNIVERSAL_SSAO_INCLUDED
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#define UNIVERSAL_SSAO_INCLUDED
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// Includes
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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// Textures & Samplers
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TEXTURE2D_X(_BaseMap);
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TEXTURE2D_X(_ScreenSpaceOcclusionTexture);
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SAMPLER(sampler_BaseMap);
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SAMPLER(sampler_ScreenSpaceOcclusionTexture);
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// Params
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half4 _SSAOParams;
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half4 _CameraViewTopLeftCorner[2];
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half4x4 _CameraViewProjections[2]; // This is different from UNITY_MATRIX_VP (platform-agnostic projection matrix is used). Handle both non-XR and XR modes.
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float4 _SourceSize;
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float4 _ProjectionParams2;
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float4 _CameraViewXExtent[2];
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float4 _CameraViewYExtent[2];
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float4 _CameraViewZExtent[2];
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// Hardcoded random UV values that improves performance.
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// The values were taken from this function:
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// r = frac(43758.5453 * sin( dot(float2(12.9898, 78.233), uv)) ));
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// Indices 0 to 19 are for u = 0.0
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// Indices 20 to 39 are for u = 1.0
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static half SSAORandomUV[40] =
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{
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0.00000000, // 00
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0.33984375, // 01
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0.75390625, // 02
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0.56640625, // 03
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0.98437500, // 04
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0.07421875, // 05
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0.23828125, // 06
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0.64062500, // 07
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0.35937500, // 08
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0.50781250, // 09
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0.38281250, // 10
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0.98437500, // 11
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0.17578125, // 12
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0.53906250, // 13
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0.28515625, // 14
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0.23137260, // 15
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0.45882360, // 16
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0.54117650, // 17
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0.12941180, // 18
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0.64313730, // 19
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0.92968750, // 20
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0.76171875, // 21
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0.13333330, // 22
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0.01562500, // 23
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0.00000000, // 24
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0.10546875, // 25
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0.64062500, // 26
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0.74609375, // 27
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0.67968750, // 28
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0.35156250, // 29
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0.49218750, // 30
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0.12500000, // 31
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0.26562500, // 32
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0.62500000, // 33
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0.44531250, // 34
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0.17647060, // 35
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0.44705890, // 36
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0.93333340, // 37
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0.87058830, // 38
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0.56862750, // 39
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};
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// SSAO Settings
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#define INTENSITY _SSAOParams.x
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#define RADIUS _SSAOParams.y
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#define DOWNSAMPLE _SSAOParams.z
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// GLES2: In many cases, dynamic looping is not supported.
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#if defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3)
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#define SAMPLE_COUNT 3
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#else
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#define SAMPLE_COUNT int(_SSAOParams.w)
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#endif
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// Function defines
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#define SCREEN_PARAMS GetScaledScreenParams()
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#define SAMPLE_BASEMAP(uv) SAMPLE_TEXTURE2D_X(_BaseMap, sampler_BaseMap, UnityStereoTransformScreenSpaceTex(uv));
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// Constants
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// kContrast determines the contrast of occlusion. This allows users to control over/under
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// occlusion. At the moment, this is not exposed to the editor because it's rarely useful.
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// The range is between 0 and 1.
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static const half kContrast = half(0.5);
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// The constant below controls the geometry-awareness of the bilateral
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// filter. The higher value, the more sensitive it is.
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static const half kGeometryCoeff = half(0.8);
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// The constants below are used in the AO estimator. Beta is mainly used for suppressing
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// self-shadowing noise, and Epsilon is used to prevent calculation underflow. See the paper
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// (Morgan 2011 https://casual-effects.com/research/McGuire2011AlchemyAO/index.html)
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// for further details of these constants.
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static const half kBeta = half(0.002);
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static const half kEpsilon = half(0.0001);
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#if defined(USING_STEREO_MATRICES)
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#define unity_eyeIndex unity_StereoEyeIndex
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#else
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#define unity_eyeIndex 0
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#endif
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half4 PackAONormal(half ao, half3 n)
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{
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return half4(ao, n * half(0.5) + half(0.5));
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}
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half3 GetPackedNormal(half4 p)
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{
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return p.gba * half(2.0) - half(1.0);
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}
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half GetPackedAO(half4 p)
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{
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return p.r;
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}
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half EncodeAO(half x)
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{
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#if UNITY_COLORSPACE_GAMMA
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return half(1.0 - max(LinearToSRGB(1.0 - saturate(x)), 0.0));
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#else
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return x;
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#endif
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}
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half CompareNormal(half3 d1, half3 d2)
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{
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return smoothstep(kGeometryCoeff, half(1.0), dot(d1, d2));
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}
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// Trigonometric function utility
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half2 CosSin(half theta)
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{
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half sn, cs;
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sincos(theta, sn, cs);
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return half2(cs, sn);
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}
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// Pseudo random number generator with 2D coordinates
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half GetRandomUVForSSAO(float u, int sampleIndex)
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{
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return SSAORandomUV[u * 20 + sampleIndex];
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}
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float2 GetScreenSpacePosition(float2 uv)
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{
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return float2(uv * SCREEN_PARAMS.xy * DOWNSAMPLE);
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}
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// Sample point picker
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half3 PickSamplePoint(float2 uv, int sampleIndex)
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{
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const float2 positionSS = GetScreenSpacePosition(uv);
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const half gn = half(InterleavedGradientNoise(positionSS, sampleIndex));
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const half u = frac(GetRandomUVForSSAO(half(0.0), sampleIndex) + gn) * half(2.0) - half(1.0);
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const half theta = (GetRandomUVForSSAO(half(1.0), sampleIndex) + gn) * half(TWO_PI);
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return half3(CosSin(theta) * sqrt(half(1.0) - u * u), u);
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}
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float SampleAndGetLinearEyeDepth(float2 uv)
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{
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float rawDepth = SampleSceneDepth(uv.xy);
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#if defined(_ORTHOGRAPHIC)
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return LinearDepthToEyeDepth(rawDepth);
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#else
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return LinearEyeDepth(rawDepth, _ZBufferParams);
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#endif
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}
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// This returns a vector in world unit (not a position), from camera to the given point described by uv screen coordinate and depth (in absolute world unit).
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half3 ReconstructViewPos(float2 uv, float depth)
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{
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// Screen is y-inverted.
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uv.y = 1.0 - uv.y;
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// view pos in world space
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#if defined(_ORTHOGRAPHIC)
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float zScale = depth * _ProjectionParams.w; // divide by far plane
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float3 viewPos = _CameraViewTopLeftCorner[unity_eyeIndex].xyz
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+ _CameraViewXExtent[unity_eyeIndex].xyz * uv.x
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+ _CameraViewYExtent[unity_eyeIndex].xyz * uv.y
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+ _CameraViewZExtent[unity_eyeIndex].xyz * zScale;
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#else
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float zScale = depth * _ProjectionParams2.x; // divide by near plane
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float3 viewPos = _CameraViewTopLeftCorner[unity_eyeIndex].xyz
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+ _CameraViewXExtent[unity_eyeIndex].xyz * uv.x
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+ _CameraViewYExtent[unity_eyeIndex].xyz * uv.y;
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viewPos *= zScale;
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#endif
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return half3(viewPos);
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}
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// Try reconstructing normal accurately from depth buffer.
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// Low: DDX/DDY on the current pixel
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// Medium: 3 taps on each direction | x | * | y |
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// High: 5 taps on each direction: | z | x | * | y | w |
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// https://atyuwen.github.io/posts/normal-reconstruction/
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// https://wickedengine.net/2019/09/22/improved-normal-reconstruction-from-depth/
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half3 ReconstructNormal(float2 uv, float depth, float3 vpos)
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{
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#if defined(_RECONSTRUCT_NORMAL_LOW)
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return half3(normalize(cross(ddy(vpos), ddx(vpos))));
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#else
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float2 delta = float2(_SourceSize.zw * 2.0);
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// Sample the neighbour fragments
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float2 lUV = float2(-delta.x, 0.0);
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float2 rUV = float2( delta.x, 0.0);
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float2 uUV = float2(0.0, delta.y);
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float2 dUV = float2(0.0, -delta.y);
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float3 l1 = float3(uv + lUV, 0.0); l1.z = SampleAndGetLinearEyeDepth(l1.xy); // Left1
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float3 r1 = float3(uv + rUV, 0.0); r1.z = SampleAndGetLinearEyeDepth(r1.xy); // Right1
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float3 u1 = float3(uv + uUV, 0.0); u1.z = SampleAndGetLinearEyeDepth(u1.xy); // Up1
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float3 d1 = float3(uv + dUV, 0.0); d1.z = SampleAndGetLinearEyeDepth(d1.xy); // Down1
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// Determine the closest horizontal and vertical pixels...
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// horizontal: left = 0.0 right = 1.0
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// vertical : down = 0.0 up = 1.0
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#if defined(_RECONSTRUCT_NORMAL_MEDIUM)
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uint closest_horizontal = l1.z > r1.z ? 0 : 1;
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uint closest_vertical = d1.z > u1.z ? 0 : 1;
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#else
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float3 l2 = float3(uv + lUV * 2.0, 0.0); l2.z = SampleAndGetLinearEyeDepth(l2.xy); // Left2
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float3 r2 = float3(uv + rUV * 2.0, 0.0); r2.z = SampleAndGetLinearEyeDepth(r2.xy); // Right2
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float3 u2 = float3(uv + uUV * 2.0, 0.0); u2.z = SampleAndGetLinearEyeDepth(u2.xy); // Up2
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float3 d2 = float3(uv + dUV * 2.0, 0.0); d2.z = SampleAndGetLinearEyeDepth(d2.xy); // Down2
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const uint closest_horizontal = abs( (2.0 * l1.z - l2.z) - depth) < abs( (2.0 * r1.z - r2.z) - depth) ? 0 : 1;
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const uint closest_vertical = abs( (2.0 * d1.z - d2.z) - depth) < abs( (2.0 * u1.z - u2.z) - depth) ? 0 : 1;
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#endif
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// Calculate the triangle, in a counter-clockwize order, to
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// use based on the closest horizontal and vertical depths.
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// h == 0.0 && v == 0.0: p1 = left, p2 = down
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// h == 1.0 && v == 0.0: p1 = down, p2 = right
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// h == 1.0 && v == 1.0: p1 = right, p2 = up
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// h == 0.0 && v == 1.0: p1 = up, p2 = left
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// Calculate the view space positions for the three points...
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float3 P1;
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float3 P2;
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if (closest_vertical == 0)
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{
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P1 = closest_horizontal == 0 ? l1 : d1;
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P2 = closest_horizontal == 0 ? d1 : r1;
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}
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else
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{
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P1 = closest_horizontal == 0 ? u1 : r1;
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P2 = closest_horizontal == 0 ? l1 : u1;
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}
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// Use the cross product to calculate the normal...
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return half3(normalize(cross(ReconstructViewPos(P2.xy, P2.z) - vpos, ReconstructViewPos(P1.xy, P1.z) - vpos)));
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#endif
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}
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// For when we don't need to output the depth or view position
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// Used in the blur passes
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half3 SampleNormal(float2 uv)
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{
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#if defined(_SOURCE_DEPTH_NORMALS)
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return half3(SampleSceneNormals(uv));
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#else
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float depth = SampleAndGetLinearEyeDepth(uv);
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half3 vpos = ReconstructViewPos(uv, depth);
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return ReconstructNormal(uv, depth, vpos);
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#endif
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}
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void SampleDepthNormalView(float2 uv, out float depth, out half3 normal, out half3 vpos)
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{
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depth = SampleAndGetLinearEyeDepth(uv);
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vpos = ReconstructViewPos(uv, depth);
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#if defined(_SOURCE_DEPTH_NORMALS)
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normal = half3(SampleSceneNormals(uv));
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#else
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normal = ReconstructNormal(uv, depth, vpos);
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#endif
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}
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// Distance-based AO estimator based on Morgan 2011
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// "Alchemy screen-space ambient obscurance algorithm"
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// http://graphics.cs.williams.edu/papers/AlchemyHPG11/
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half4 SSAO(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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// Parameters used in coordinate conversion
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half3x3 camTransform = (half3x3)_CameraViewProjections[unity_eyeIndex]; // camera viewProjection matrix
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// Get the depth, normal and view position for this fragment
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float depth_o;
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half3 norm_o;
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half3 vpos_o;
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SampleDepthNormalView(uv, depth_o, norm_o, vpos_o);
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// This was added to avoid a NVIDIA driver issue.
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const half rcpSampleCount = half(rcp(SAMPLE_COUNT));
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half ao = 0.0;
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for (int s = 0; s < SAMPLE_COUNT; s++)
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{
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// Sample point
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half3 v_s1 = PickSamplePoint(uv, s);
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// Make it distributed between [0, _Radius]
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v_s1 *= sqrt((half(s) + half(1.0)) * rcpSampleCount) * RADIUS;
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v_s1 = faceforward(v_s1, -norm_o, v_s1);
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half3 vpos_s1 = vpos_o + v_s1;
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// Reproject the sample point
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half3 spos_s1 = mul(camTransform, vpos_s1);
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#if defined(_ORTHOGRAPHIC)
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float2 uv_s1_01 = clamp((spos_s1.xy + float(1.0)) * float(0.5), float(0.0), float(1.0));
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#else
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float zdist = -dot(UNITY_MATRIX_V[2].xyz, vpos_s1);
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float2 uv_s1_01 = clamp((spos_s1.xy * rcp(zdist) + float(1.0)) * float(0.5), float(0.0), float(1.0));
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#endif
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// Depth at the sample point
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float depth_s1 = SampleAndGetLinearEyeDepth(uv_s1_01);
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// Relative position of the sample point
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half3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1);
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half3 v_s2 = vpos_s2 - vpos_o;
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// Estimate the obscurance value
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half dotVal = dot(v_s2, norm_o);
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#if defined(_ORTHOGRAPHIC)
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dotVal -= half(2.0 * kBeta * depth_o);
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#else
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dotVal -= half(kBeta * depth_o);
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#endif
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half a1 = max(dotVal, half(0.0));
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half a2 = dot(v_s2, v_s2) + kEpsilon;
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ao += a1 * rcp(a2);
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}
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// Intensity normalization
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ao *= RADIUS;
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// Apply contrast
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ao = PositivePow(ao * INTENSITY * rcpSampleCount, kContrast);
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return PackAONormal(ao, norm_o);
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}
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// Geometry-aware separable bilateral filter
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half4 Blur(float2 uv, float2 delta) : SV_Target
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{
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half4 p0 = (half4) SAMPLE_BASEMAP(uv );
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half4 p1a = (half4) SAMPLE_BASEMAP(uv - delta * 1.3846153846);
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half4 p1b = (half4) SAMPLE_BASEMAP(uv + delta * 1.3846153846);
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half4 p2a = (half4) SAMPLE_BASEMAP(uv - delta * 3.2307692308);
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half4 p2b = (half4) SAMPLE_BASEMAP(uv + delta * 3.2307692308);
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#if defined(BLUR_SAMPLE_CENTER_NORMAL)
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#if defined(_SOURCE_DEPTH_NORMALS)
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half3 n0 = half3(SampleSceneNormals(uv));
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#else
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half3 n0 = SampleNormal(uv);
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#endif
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#else
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half3 n0 = GetPackedNormal(p0);
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#endif
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half w0 = half(0.2270270270);
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half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * half(0.3162162162);
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half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * half(0.3162162162);
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half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * half(0.0702702703);
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half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * half(0.0702702703);
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half s = half(0.0);
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s += GetPackedAO(p0) * w0;
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s += GetPackedAO(p1a) * w1a;
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s += GetPackedAO(p1b) * w1b;
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s += GetPackedAO(p2a) * w2a;
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s += GetPackedAO(p2b) * w2b;
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s *= rcp(w0 + w1a + w1b + w2a + w2b);
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return PackAONormal(s, n0);
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}
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// Geometry-aware bilateral filter (single pass/small kernel)
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half BlurSmall(float2 uv, float2 delta)
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{
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half4 p0 = (half4) SAMPLE_BASEMAP(uv );
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half4 p1 = (half4) SAMPLE_BASEMAP(uv + float2(-delta.x, -delta.y));
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half4 p2 = (half4) SAMPLE_BASEMAP(uv + float2( delta.x, -delta.y));
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half4 p3 = (half4) SAMPLE_BASEMAP(uv + float2(-delta.x, delta.y));
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half4 p4 = (half4) SAMPLE_BASEMAP(uv + float2( delta.x, delta.y));
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half3 n0 = GetPackedNormal(p0);
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half w0 = half(1.0);
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half w1 = CompareNormal(n0, GetPackedNormal(p1));
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half w2 = CompareNormal(n0, GetPackedNormal(p2));
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half w3 = CompareNormal(n0, GetPackedNormal(p3));
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half w4 = CompareNormal(n0, GetPackedNormal(p4));
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half s = half(0.0);
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s += GetPackedAO(p0) * w0;
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s += GetPackedAO(p1) * w1;
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s += GetPackedAO(p2) * w2;
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s += GetPackedAO(p3) * w3;
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s += GetPackedAO(p4) * w4;
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return s *= rcp(w0 + w1 + w2 + w3 + w4);
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}
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half4 HorizontalBlur(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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const float2 uv = input.uv;
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const float2 delta = float2(_SourceSize.z, 0.0);
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return Blur(uv, delta);
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}
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half4 VerticalBlur(Varyings input) : SV_Target
|
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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const float2 uv = input.uv;
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const float2 delta = float2(0.0, _SourceSize.w * rcp(DOWNSAMPLE));
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return Blur(uv, delta);
|
|
}
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half4 FinalBlur(Varyings input) : SV_Target
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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|
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const float2 uv = input.uv;
|
|
const float2 delta = _SourceSize.zw;
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return half(1.0) - BlurSmall(uv, delta );
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|
}
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#endif //UNIVERSAL_SSAO_INCLUDED
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