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- Shader "Hidden/Universal Render Pipeline/FinalPost"
- {
- HLSLINCLUDE
- #pragma multi_compile_local _ _FXAA
- #pragma multi_compile_local _ _FILM_GRAIN
- #pragma multi_compile_local _ _DITHERING
- #pragma multi_compile_local _ _LINEAR_TO_SRGB_CONVERSION
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
- TEXTURE2D_X(_BlitTex);
- TEXTURE2D(_Grain_Texture);
- TEXTURE2D(_BlueNoise_Texture);
- float4 _BlitTex_TexelSize;
- float2 _Grain_Params;
- float4 _Grain_TilingParams;
- float4 _Dithering_Params;
- #define GrainIntensity _Grain_Params.x
- #define GrainResponse _Grain_Params.y
- #define GrainScale _Grain_TilingParams.xy
- #define GrainOffset _Grain_TilingParams.zw
- #define DitheringScale _Dithering_Params.xy
- #define DitheringOffset _Dithering_Params.zw
- #define FXAA_SPAN_MAX (8.0)
- #define FXAA_REDUCE_MUL (1.0 / 8.0)
- #define FXAA_REDUCE_MIN (1.0 / 128.0)
- half3 Fetch(float2 coords, float2 offset)
- {
- float2 uv = coords + offset;
- return SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uv).xyz;
- }
- half3 Load(int2 icoords, int idx, int idy)
- {
- #if SHADER_API_GLES
- float2 uv = (icoords + int2(idx, idy)) * _BlitTex_TexelSize.xy;
- return SAMPLE_TEXTURE2D_X(_BlitTex, sampler_LinearClamp, uv).xyz;
- #else
- return LOAD_TEXTURE2D_X(_BlitTex, clamp(icoords + int2(idx, idy), 0, _BlitTex_TexelSize.zw - 1.0)).xyz;
- #endif
- }
- half4 Frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
- float2 positionNDC = uv;
- int2 positionSS = uv * _BlitTex_TexelSize.zw;
- half3 color = Load(positionSS, 0, 0).xyz;
- #if _FXAA
- {
- // Edge detection
- half3 rgbNW = Load(positionSS, -1, -1);
- half3 rgbNE = Load(positionSS, 1, -1);
- half3 rgbSW = Load(positionSS, -1, 1);
- half3 rgbSE = Load(positionSS, 1, 1);
- 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)) * _BlitTex_TexelSize.xy;
- // Blur
- half3 rgb03 = Fetch(positionNDC, dir * (0.0 / 3.0 - 0.5));
- half3 rgb13 = Fetch(positionNDC, dir * (1.0 / 3.0 - 0.5));
- half3 rgb23 = Fetch(positionNDC, dir * (2.0 / 3.0 - 0.5));
- half3 rgb33 = Fetch(positionNDC, dir * (3.0 / 3.0 - 0.5));
- 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));
- color = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
- }
- #endif
- #if _FILM_GRAIN
- {
- color = ApplyGrain(color, positionNDC, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset);
- }
- #endif
-
- #if _LINEAR_TO_SRGB_CONVERSION
- {
- color = LinearToSRGB(color);
- }
- #endif
- #if _DITHERING
- {
- color = ApplyDithering(color, positionNDC, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset);
- }
- #endif
- return half4(color, 1.0);
- }
- ENDHLSL
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- ZTest Always ZWrite Off Cull Off
- Pass
- {
- Name "FinalPost"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- ENDHLSL
- }
- }
- }
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