ether shader modified to work with spectrum

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ntr committed 2022-05-26 13:29:30 +10:00
1 parent 31ef4c2cef
commit 17abe064bb
41 files changed
+2982 -260

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@@ -53,9 +53,9 @@ public class ThemeShaderBinder : MonoBehaviour
_texture.wrapMode = TextureWrapMode.Clamp;
for (int i = 0; i < textureSize; i++) {
// Color decomposed = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
if (_theme == null) return;
Color color = _theme.Evaluate((float)i / (float)textureSize);
Color color = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
// Color color = _theme.Evaluate((float)i / (float)textureSize);
_colorCache[i] = color;
}
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Shader "Kaiju/Bubbles"
{
HLSLINCLUDE
#pragma vertex Vert
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
// struct PositionInputs
// {
// float3 positionWS; // World space position (could be camera-relative)
// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
// float linearDepth; // View space Z coordinate : [Near, Far]
// };
// To sample custom buffers, you have access to these functions:
// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
// float4 SampleCustomColor(float2 uv);
// float4 LoadCustomColor(uint2 pixelCoords);
// float LoadCustomDepth(uint2 pixelCoords);
// float SampleCustomDepth(float2 uv);
// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
// you can check them out in the source code of the core SRP package.
float4 FullScreenPass(Varyings varyings) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
float depth = LoadCameraDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
float4 color = float4(0.0, 0.0, 0.0, 0.0);
// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1);
// get uv
float2 uv = posInput.positionNDC;
// fix aspect ratio
uv.x *= _ScreenParams.x / _ScreenParams.y;
// Background
float4 outColour = float4(0.8+0.2*uv.y,0.8+0.2*uv.y,0.8+0.2*uv.y,1);
// [unroll(100)]
for( int i=0; i<40; i++ ) {
// bubble seeds
float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5;
float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 );
float pox = sin(float(i)*321.55+4.1) * 1 / 1;
// buble size, position and color
float rad = 0.1 + 0.5*siz;
float2 pos = float2( pox, -1.0-rad + (2.0+2.0*rad)*fmod(pha+0.1*_Time.y*(0.2+0.8*siz),1.0));
float dis = length( uv - pos );
float3 col = lerp( float3(0.94,0.3,0.0), float3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9));
col+= 8.0*smoothstep( rad*0.95, rad, dis );
// render
float f = length(uv-pos)/rad;
f = sqrt(clamp(1.0-f*f,0.0,1.0));
outColour -= float4(col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f, 0.0);
}
// Vignetting
outColour *= sqrt(1.5-0.5*length(uv));
return outColour;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Custom Pass 0"
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
HLSLPROGRAM
#pragma fragment FullScreenPass
ENDHLSL
}
}
Fallback Off
}
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Shader "FullScreen/Ether"
{
Properties
{
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
_Zoom("Zoom", range(-2, 2)) = 0.5
_Wildness("Wildness", range(1, 10)) = 4.0
_ThemeStrength("ThemeStrength", range(1, 10)) = 4.0
}
HLSLINCLUDE
// HDRP stuff
#pragma vertex Vert
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
// here we go...
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
float _Zoom;
float _Wildness;
float _ThemeStrength;
// matrix fn
float2x2 m(float a) {
float c=cos(a), s=sin(a);
float2x2 mat = { c, -s, s, c };
return mat;
}
float map(float3 p, float4 spectrum) {
float t = _Time.y * 0.2;
p.xz = mul(m(t), p.xz);
p.xy = mul(m(t), p.xy);
float3 q = p*_Wildness;
return length(p +
float3(sin(t), sin(t), sin(t)))
*log(length(p)+_Zoom) + sin(q.x+sin(q.z+sin(q.y))) * spectrum.x;
}
float4 FullScreenPass(Varyings varyings) : SV_Target {
float depth = LoadCameraDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// musique
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float4 spectrum = float4(sub, bass, mids, highs);
// screen
float2 p = posInput.positionNDC - .5;
p.x *= _ScreenParams.x / _ScreenParams.y;
float t = _Time.y;
// float3 colour = float3(0.0, 0.0, 0.0);
float3 colour = float3(0.0, 0.0, 0.0);
float damage = smoothstep(1.5, 3.5, highs);
float iterations = 10.0;
// float iterations = lerp(10.0, 50.0, highs);
float str = 4.5; // lerp(4.9, 5.0, highs);
float size = 1.0; //lerp(0.5, 2.0, mids);
float3 theme = tex2D(_ThemeTexture, length(p)) * _ThemeStrength;
for(int i=0; i<=iterations; i++) {
float3 n = float3(0.,0.,str) + normalize(float3(p, -size))*damage;
float rz = map(n, spectrum);
float f = clamp((rz - map(n+.1, spectrum)), 0., 1.);
float3 l = float3(0.01, 0.01, 0.01) * f + theme * f;
colour = colour*l + smoothstep(2.5, .0, rz)*.7*l;
damage += min(rz, 1.);
}
return float4(colour, 1.);
}
ENDHLSL
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{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Custom Pass 0"
ZWrite Off
ZTest Always
// Blend SrcAlpha OneMinusSrcAlpha
Cull Off
HLSLPROGRAM
#pragma fragment FullScreenPass
ENDHLSL
}
}
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Shader "FullScreen/Ether"
{
Properties
{
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
}
HLSLINCLUDE
// HDRP stuff
#pragma vertex Vert
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
// here we go...
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
// matrix fn
float2x2 m(float a) {
float c=cos(a), s=sin(a);
float2x2 mat = { c, -s, s, c };
return mat;
}
float map(float3 p, float4 spectrum) {
float t = _Time.y * 0.5;
float magic = spectrum.y * 0.05;
float zing = spectrum.x * 0.05;
float zip = spectrum.z * 0.05;
float wow = 4.5; //lerp(4.0, 5.0, spectrum.w);
p.xz = mul(m(zing + t), p.xz);
p.xy = mul(m(magic + t), p.xy);
float3 q = p*wow + t;
return length(p +
// float3(sin(t - magic), sin(t + magic), sin(t - magic)))
float3(magic, zing, zip))
*log(length(p)+zip) + sin(q.x+sin(q.z+sin(q.y)))*0.5;
}
float4 FullScreenPass(Varyings varyings) : SV_Target {
float depth = LoadCameraDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// musique
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float4 spectrum = float4(sub, bass, mids, highs);
// screen
float2 p = posInput.positionNDC - .5;
p.x *= _ScreenParams.x / _ScreenParams.y;
float t = _Time.y;
float3 colour = float3(0.0, 0.0, 0.0);
float d = smoothstep(1.5, 3.5, sub);
float iterations = 10.0;
// float iterations = lerp(10.0, 50.0, highs);
float str = 4.5; // lerp(4.9, 5.0, highs);
float size = 1.0; //lerp(0.5, 2.0, mids);
for(int i=0; i<=iterations; i++) {
float3 n = float3(0.,0.,str) + normalize(float3(p, -size))*d;
float rz = map(n, spectrum);
float f = clamp((rz - map(n+.1, spectrum))*0.5, -.1, 1.);
float3 l = float3(0.1,0.3,.4) + float3(5., 2.5, 3.)*f;
colour = colour*l + smoothstep(2.5, .0, rz)*.7*l;
d += min(rz, 1.);
}
return float4(colour, 1.);
}
ENDHLSL
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{
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Pass
{
Name "Custom Pass 0"
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ZTest Always
// Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
#pragma fragment FullScreenPass
ENDHLSL
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}
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Shader "Kaiju/Bubbles"
{
Properties
{
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
}
HLSLINCLUDE
#pragma vertex Vert
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
// struct PositionInputs
// {
// float3 positionWS; // World space position (could be camera-relative)
// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
// float linearDepth; // View space Z coordinate : [Near, Far]
// };
// To sample custom buffers, you have access to these functions:
// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
// float4 SampleCustomColor(float2 uv);
// float4 LoadCustomColor(uint2 pixelCoords);
// float LoadCustomDepth(uint2 pixelCoords);
// float SampleCustomDepth(float2 uv);
// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
// you can check them out in the source code of the core SRP package.
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
float3 pulsar(in float3 p, in float2 uv, float4 spectrum) {
float accum = 0.2;
float prev = 0;
float tw = 1.0;
float str = lerp(24.0, 26.0, spectrum.x);
for (int i = 0; i < 18; ++i) {
float mag = dot(p, p);
// p = abs(p) / mag + float3(-.5, -.42 - cos(_Time.y*0.2)*0.02, -1.75 + sin(_Time.y*0.2)*0.003);
float gangsta = -0.41;
float tripp = -1.75;
float yee = 0.004;
float yuh = 0.02;
// float gangsta = lerp(-0.42, -0.42, spectrum.z);
// float yee = lerp(0.005, 0.006, spectrum.y);
// float yuh = lerp(0.1, 0.1, spectrum.x);
p = abs(p) / mag + float3(-.5, gangsta - cos(_Time.y*0.2)* yuh, tripp + sin(_Time.y*0.2)* yee);
float w = exp(-float(i) / str);
accum += w * exp(-str * pow(abs(mag - prev), 2.2));
tw += w;
prev = mag;
}
float t = clamp(5.0 * accum / tw - 0.9, 0.0, 1.0);
return float3(1.3*t*t*t*(1.0 - length(uv)*0.2) , 1.2*t*t, 1.0*t);
}
const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
float gold_noise(in float2 xy, in float seed) {
return frac(tan(distance(xy*PHI, xy)*seed)*xy.x);
}
float4 FullScreenPass(Varyings varyings) : SV_Target {
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
float depth = LoadCameraDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
float4 color = float4(0.0, 0.0, 0.0, 0.0);
// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1);
// get uv
float2 uv = posInput.positionNDC - 0.5;
// fix aspect ratio
// uv.x *= _ScreenParams.x / _ScreenParams.y;
float4 output = float4(0.0, 0.0, 0.0, 0.0);
float3 p = float3(uv * (_ScreenParams.xy / _ScreenParams.x) / 0.2, 0.0);
float seed = 1239959818;
// cool modulation
float time = _Time.y;
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float4 spectrum = float4(sub, bass, mids, highs) * 2;
float dir = ceil(sin(_Time.y));
// output = float4(
// pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).r,
// pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).gb,
// 1.0
// );
output = float4(
pulsar(p, uv, spectrum),
1.0
);
return output;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Custom Pass 0"
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
HLSLPROGRAM
#pragma fragment FullScreenPass
ENDHLSL
}
}
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using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
#if UNITY_EDITOR
using UnityEditor.Rendering.HighDefinition;
using UnityEditor;
[CustomPassDrawerAttribute(typeof(TIPS))]
class TIPSEditor : CustomPassDrawer
{
private class Styles
{
public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
public static GUIContent mesh = new GUIContent("Mesh", "Mesh used for the scanner effect.");
public static GUIContent size = new GUIContent("Size", "Size of the effect.");
public static GUIContent rotationSpeed = new GUIContent("Speed", "Speed of rotation.");
public static GUIContent edgeThreshold = new GUIContent("Edge Threshold", "Edge detect effect threshold.");
public static GUIContent edgeRadius = new GUIContent("Edge Radius", "Radius of the edge detect effect.");
public static GUIContent glowColor = new GUIContent("Color", "Color of the effect");
}
SerializedProperty mesh;
SerializedProperty size;
SerializedProperty rotationSpeed;
SerializedProperty edgeDetectThreshold;
SerializedProperty edgeRadius;
SerializedProperty glowColor;
protected override void Initialize(SerializedProperty customPass)
{
mesh = customPass.FindPropertyRelative("mesh");
size = customPass.FindPropertyRelative("size");
rotationSpeed = customPass.FindPropertyRelative("rotationSpeed");
edgeDetectThreshold = customPass.FindPropertyRelative("edgeDetectThreshold");
edgeRadius = customPass.FindPropertyRelative("edgeRadius");
glowColor = customPass.FindPropertyRelative("glowColor");
}
// We only need the name to be displayed, the rest is controlled by the TIPS effect
protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name;
protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
{
mesh.objectReferenceValue = EditorGUI.ObjectField(rect, Styles.mesh, mesh.objectReferenceValue, typeof(Mesh), false);
rect.y += Styles.defaultLineSpace;
size.floatValue = EditorGUI.Slider(rect, Styles.size, size.floatValue, 0.2f, TIPS.kMaxDistance);
rect.y += Styles.defaultLineSpace;
rotationSpeed.floatValue = EditorGUI.Slider(rect, Styles.rotationSpeed, rotationSpeed.floatValue, 0f, 30f);
rect.y += Styles.defaultLineSpace;
edgeDetectThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeThreshold, edgeDetectThreshold.floatValue, 0.1f, 5f);
rect.y += Styles.defaultLineSpace;
edgeRadius.intValue = EditorGUI.IntSlider(rect, Styles.edgeRadius, edgeRadius.intValue, 1, 6);
rect.y += Styles.defaultLineSpace;
glowColor.colorValue = EditorGUI.ColorField(rect, Styles.glowColor, glowColor.colorValue, true, false, true);
}
protected override float GetPassHeight(SerializedProperty customPass) => Styles.defaultLineSpace * 6;
}
#endif
class TIPS : CustomPass
{
public Mesh mesh = null;
public float size = 5;
public float rotationSpeed = 5;
public float edgeDetectThreshold = 1;
public int edgeRadius = 2;
public Color glowColor = Color.white;
public const float kMaxDistance = 1000;
public Material tipsMeshMaterial;
Material fullscreenMaterial;
RTHandle tipsBuffer; // additional render target for compositing the custom and camera color buffers
int compositingPass;
int blurPass;
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
tipsMeshMaterial = Resources.Load<Material>("Shader Graphs_TIPS_Effect");
fullscreenMaterial = CoreUtils.CreateEngineMaterial("FullScreen/TIPS");
tipsBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, useDynamicScale: true, name: "TIPS Buffer");
compositingPass = fullscreenMaterial.FindPass("Compositing");
blurPass = fullscreenMaterial.FindPass("Blur");
targetColorBuffer = TargetBuffer.Custom;
targetDepthBuffer = TargetBuffer.Custom;
clearFlags = ClearFlag.All;
}
protected override void Execute(CustomPassContext ctx)
{
if (fullscreenMaterial == null)
return ;
if (mesh != null && tipsMeshMaterial != null)
{
Transform cameraTransform = ctx.hdCamera.camera.transform;
Matrix4x4 trs = Matrix4x4.TRS(cameraTransform.position, Quaternion.Euler(0f, Time.realtimeSinceStartup * rotationSpeed, Time.realtimeSinceStartup * rotationSpeed * 0.5f), Vector3.one * size);
tipsMeshMaterial.SetFloat("_Intensity", (0.2f / size) * kMaxDistance);
ctx.cmd.DrawMesh(mesh, trs, tipsMeshMaterial, 0, tipsMeshMaterial.FindPass("ForwardOnly"));
}
ctx.propertyBlock.SetFloat("_EdgeDetectThreshold", edgeDetectThreshold);
ctx.propertyBlock.SetColor("_GlowColor", glowColor);
ctx.propertyBlock.SetFloat("_EdgeRadius", (float)edgeRadius);
ctx.propertyBlock.SetFloat("_BypassMeshDepth", (mesh != null) ? 0 : size);
CoreUtils.SetRenderTarget(ctx.cmd, tipsBuffer, ClearFlag.Color);
CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: compositingPass, properties: ctx.propertyBlock);
ctx.propertyBlock.SetTexture("_TIPSBuffer", tipsBuffer);
CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer);
CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: blurPass, properties: ctx.propertyBlock);
}
protected override void Cleanup()
{
CoreUtils.Destroy(fullscreenMaterial);
tipsBuffer.Release();
}
}
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Shader "FullScreen/TIPS"
{
HLSLINCLUDE
#pragma vertex Vert
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
// struct PositionInputs
// {
// float3 positionWS; // World space position (could be camera-relative)
// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
// float linearDepth; // View space Z coordinate : [Near, Far]
// };
// To sample custom buffers, you have access to these functions:
// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
// float4 SampleCustomColor(float2 uv);
// float4 LoadCustomColor(uint2 pixelCoords);
// float LoadCustomDepth(uint2 pixelCoords);
// float SampleCustomDepth(float2 uv);
// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
// you can check them out in the source code of the core SRP package.
TEXTURE2D_X(_TIPSBuffer);
float _EdgeDetectThreshold;
float3 _GlowColor;
float _EdgeRadius;
float _BypassMeshDepth;
float SampleClampedDepth(float2 uv) { return SampleCameraDepth(clamp(uv, _ScreenSize.zw, 1 - _ScreenSize.zw)).r; }
float EdgeDetect(float2 uv, float depthThreshold, float normalThreshold)
{
normalThreshold *= _EdgeDetectThreshold;
depthThreshold *= _EdgeDetectThreshold;
float halfScaleFloor = floor(_EdgeRadius * 0.5);
float halfScaleCeil = ceil(_EdgeRadius * 0.5);
// Compute uv position to fetch depth informations
float2 bottomLeftUV = uv - float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleFloor;
float2 topRightUV = uv + float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleCeil;
float2 bottomRightUV = uv + float2(_ScreenSize.zw.x * halfScaleCeil, -_ScreenSize.zw.y * halfScaleFloor);
float2 topLeftUV = uv + float2(-_ScreenSize.zw.x * halfScaleFloor, _ScreenSize.zw.y * halfScaleCeil);
// Depth from camera buffer
float depth0 = SampleClampedDepth(bottomLeftUV);
float depth1 = SampleClampedDepth(topRightUV);
float depth2 = SampleClampedDepth(bottomRightUV);
float depth3 = SampleClampedDepth(topLeftUV);
float depthDerivative0 = depth1 - depth0;
float depthDerivative1 = depth3 - depth2;
float edgeDepth = sqrt(pow(depthDerivative0, 2) + pow(depthDerivative1, 2)) * 100;
float newDepthThreshold = depthThreshold * depth0;
edgeDepth = edgeDepth > newDepthThreshold ? 1 : 0;
// Normals extracted from the camera normal buffer
NormalData normalData0, normalData1, normalData2, normalData3;
DecodeFromNormalBuffer(_ScreenSize.xy * bottomLeftUV, normalData0);
DecodeFromNormalBuffer(_ScreenSize.xy * topRightUV, normalData1);
DecodeFromNormalBuffer(_ScreenSize.xy * bottomRightUV, normalData2);
DecodeFromNormalBuffer(_ScreenSize.xy * topLeftUV, normalData3);
float3 normalFiniteDifference0 = normalData1.normalWS - normalData0.normalWS;
float3 normalFiniteDifference1 = normalData3.normalWS - normalData2.normalWS;
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
edgeNormal = edgeNormal > normalThreshold ? 1 : 0;
// Combined
return max(edgeDepth, edgeNormal);
}
float4 Compositing(Varyings varyings) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
float depth = LoadCameraDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float4 color = float4(0.0, 0.0, 0.0, 0.0);
// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1);
// Do some normal and depth based edge detection on the camera buffers.
float3 edgeDetectColor = EdgeDetect(posInput.positionNDC.xy, 2, 1) * _GlowColor;
// Remove the edge detect effect between the sky and objects when the object is inside the sphere
edgeDetectColor *= depth != UNITY_RAW_FAR_CLIP_VALUE;
// Load depth and color information from the custom buffer
float meshDepthPos = LoadCustomDepth(posInput.positionSS.xy);
float4 meshColor = LoadCustomColor(posInput.positionSS.xy);
// Change the color of the icosahedron mesh
meshColor = float4(_GlowColor, 1) * meshColor;
// Transform the raw depth into eye space depth
float sceneDepth = LinearEyeDepth(depth, _ZBufferParams);
float meshDepth = LinearEyeDepth(meshDepthPos, _ZBufferParams);
if (_BypassMeshDepth != 0)
meshDepth = _BypassMeshDepth;
// Add the intersection with mesh and scene depth to the edge detect result
edgeDetectColor = lerp(edgeDetectColor, _GlowColor, saturate(2 - abs(meshDepth - sceneDepth) * 200 * rcp(_EdgeRadius)));
// Blend the mesh color and edge detect color using the mesh alpha transparency
float3 edgeMeshColor = lerp(edgeDetectColor, meshColor.xyz, (meshDepth < sceneDepth) ? meshColor.a : 0);
// Avoid edge detection effect to leak inside the isocahedron mesh
float3 finalColor = saturate(meshDepth - sceneDepth) > 0 ? color.xyz : edgeMeshColor;
return float4(finalColor, 1);
}
// Try to remove fireflies
float4 Blur(Varyings varyings) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
float depth = LoadCameraDepth(varyings.positionCS.xy);
float meshDepth = LoadCustomDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// It didn't worked :p
return float4(LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy, 0).rgb, 1);
float3 color = LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy, 0).rgb;
// don't blur non outlined image
if (LinearEyeDepth(depth, _ZBufferParams) < LinearEyeDepth(meshDepth, _ZBufferParams) + 0.1)
return float4(color.r, 0, 0, 1);
float3 t;
for (float x = -1; x <= 1; x++)
for (float y = -1; y <= 1; y++)
{
t += LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy + float2(x, y), 0).rgb;
}
if (Luminance(t) < Luminance(_GlowColor) * 3)
color = 0;
return float4(color, 1);
}
ENDHLSL
SubShader
{
Pass
{
Name "Compositing"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment Compositing
ENDHLSL
}
Pass
{
Name "Blur"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment Blur
ENDHLSL
}
}
Fallback Off
}
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