195 lines
8.0 KiB
Plaintext
195 lines
8.0 KiB
Plaintext
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
|
|
}
|