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- Shader "Hidden/Universal Render Pipeline/GaussianDepthOfField"
- {
- Properties
- {
- _MainTex("Source", 2D) = "white" {}
- }
- HLSLINCLUDE
- #pragma target 3.5
- #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.core/ShaderLibrary/Filtering.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
- TEXTURE2D_X(_MainTex);
- TEXTURE2D_X(_ColorTexture);
- TEXTURE2D_X(_FullCoCTexture);
- TEXTURE2D_X(_HalfCoCTexture);
- TEXTURE2D_X_FLOAT(_CameraDepthTexture);
- float4 _MainTex_TexelSize;
- float4 _ColorTexture_TexelSize;
- float3 _CoCParams;
- #define FarStart _CoCParams.x
- #define FarEnd _CoCParams.y
- #define MaxRadius _CoCParams.z
- #define BLUR_KERNEL 0
- #if BLUR_KERNEL == 0
- // Offsets & coeffs for optimized separable bilinear 3-tap gaussian (5-tap equivalent)
- const static int kTapCount = 3;
- const static float kOffsets[] = {
- -1.33333333,
- 0.00000000,
- 1.33333333
- };
- const static half kCoeffs[] = {
- 0.35294118,
- 0.29411765,
- 0.35294118
- };
- #elif BLUR_KERNEL == 1
- // Offsets & coeffs for optimized separable bilinear 5-tap gaussian (9-tap equivalent)
- const static int kTapCount = 5;
- const static float kOffsets[] = {
- -3.23076923,
- -1.38461538,
- 0.00000000,
- 1.38461538,
- 3.23076923
- };
- const static half kCoeffs[] = {
- 0.07027027,
- 0.31621622,
- 0.22702703,
- 0.31621622,
- 0.07027027
- };
- #endif
- half FragCoC(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
-
- float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _MainTex_TexelSize.zw * uv).x;
- depth = LinearEyeDepth(depth, _ZBufferParams);
- half coc = (depth - FarStart) / (FarEnd - FarStart);
- return saturate(coc);
- }
- struct PrefilterOutput
- {
- half coc : SV_Target0;
- half3 color : SV_Target1;
- };
- PrefilterOutput FragPrefilter(Varyings input)
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
- #if _HIGH_QUALITY_SAMPLING
- // Use a rotated grid to minimize artifacts coming from horizontal and vertical boundaries
- // "High Quality Antialiasing" [Lorach07]
- const int kCount = 5;
- const float2 kTaps[] = {
- float2( 0.0, 0.0),
- float2( 0.9, -0.4),
- float2(-0.9, 0.4),
- float2( 0.4, 0.9),
- float2(-0.4, -0.9)
- };
- half3 colorAcc = 0.0;
- half farCoCAcc = 0.0;
- UNITY_UNROLL
- for (int i = 0; i < kCount; i++)
- {
- float2 tapCoord = _ColorTexture_TexelSize.xy * kTaps[i] + uv;
- half3 tapColor = SAMPLE_TEXTURE2D_X(_ColorTexture, sampler_LinearClamp, tapCoord).xyz;
- half coc = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, tapCoord).x;
- // Pre-multiply CoC to reduce bleeding of background blur on focused areas
- colorAcc += tapColor * coc;
- farCoCAcc += coc;
- }
- half3 color = colorAcc * rcp(kCount);
- half farCoC = farCoCAcc * rcp(kCount);
- #else
- // Bilinear sampling the coc is technically incorrect but we're aiming for speed here
- half farCoC = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv).x;
- // Fast bilinear downscale of the source target and pre-multiply the CoC to reduce
- // bleeding of background blur on focused areas
- half3 color = SAMPLE_TEXTURE2D_X(_ColorTexture, sampler_LinearClamp, uv).xyz;
- color *= farCoC;
- #endif
- PrefilterOutput o;
- o.coc = farCoC;
- o.color = color;
- return o;
- }
- half4 Blur(Varyings input, float2 dir, float premultiply)
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
- // Use the center CoC as radius
- int2 positionSS = int2(_MainTex_TexelSize.zw * uv);
- half samp0CoC = LOAD_TEXTURE2D_X(_HalfCoCTexture, positionSS).x;
- float2 offset = _MainTex_TexelSize.xy * dir * samp0CoC * MaxRadius;
- half4 acc = 0.0;
- UNITY_UNROLL
- for (int i = 0; i < kTapCount; i++)
- {
- float2 sampCoord = uv + kOffsets[i] * offset;
- half sampCoC = SAMPLE_TEXTURE2D_X(_HalfCoCTexture, sampler_LinearClamp, sampCoord).x;
- half3 sampColor = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, sampCoord).xyz;
- // Weight & pre-multiply to limit bleeding on the focused area
- half weight = saturate(1.0 - (samp0CoC - sampCoC));
- acc += half4(sampColor, premultiply ? sampCoC : 1.0) * kCoeffs[i] * weight;
- }
- acc.xyz /= acc.w + 1e-4; // Zero-div guard
- return half4(acc.xyz, 1.0);
- }
- half4 FragBlurH(Varyings input) : SV_Target
- {
- return Blur(input, float2(1.0, 0.0), 1.0);
- }
- half4 FragBlurV(Varyings input) : SV_Target
- {
- return Blur(input, float2(0.0, 1.0), 0.0);
- }
- half4 FragComposite(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
- half3 baseColor = LOAD_TEXTURE2D_X(_MainTex, _MainTex_TexelSize.zw * uv).xyz;
- half coc = LOAD_TEXTURE2D_X(_FullCoCTexture, _MainTex_TexelSize.zw * uv).x;
- #if _HIGH_QUALITY_SAMPLING && !defined(SHADER_API_GLES)
- half3 farColor = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_ColorTexture, sampler_LinearClamp), uv, _ColorTexture_TexelSize.zwxy, 1.0, unity_StereoEyeIndex).xyz;
- #else
- half3 farColor = SAMPLE_TEXTURE2D_X(_ColorTexture, sampler_LinearClamp, uv).xyz;
- #endif
- half3 dstColor = 0.0;
- half dstAlpha = 1.0;
- UNITY_BRANCH
- if (coc > 0.0)
- {
- // Non-linear blend
- // "CryEngine 3 Graphics Gems" [Sousa13]
- half blend = sqrt(coc * TWO_PI);
- dstColor = farColor * saturate(blend);
- dstAlpha = saturate(1.0 - blend);
- }
- return half4(baseColor * dstAlpha + dstColor, 1.0);
- }
- ENDHLSL
- SubShader
- {
- Tags { "RenderPipeline" = "UniversalPipeline" }
- LOD 100
- ZTest Always ZWrite Off Cull Off
- Pass
- {
- Name "Gaussian Depth Of Field CoC"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment FragCoC
- ENDHLSL
- }
- Pass
- {
- Name "Gaussian Depth Of Field Prefilter"
- HLSLPROGRAM
- #pragma vertex VertFullscreenMesh
- #pragma fragment FragPrefilter
- #pragma multi_compile_local _ _HIGH_QUALITY_SAMPLING
- ENDHLSL
- }
- Pass
- {
- Name "Gaussian Depth Of Field Blur Horizontal"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment FragBlurH
- ENDHLSL
- }
- Pass
- {
- Name "Gaussian Depth Of Field Blur Vertical"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment FragBlurV
- ENDHLSL
- }
- Pass
- {
- Name "Gaussian Depth Of Field Composite"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment FragComposite
- #pragma multi_compile_local _ _HIGH_QUALITY_SAMPLING
- ENDHLSL
- }
- }
- }
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