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- #ifndef UNITY_POSTFX_DEPTH_OF_FIELD
- #define UNITY_POSTFX_DEPTH_OF_FIELD
- #include "../StdLib.hlsl"
- #include "../Colors.hlsl"
- #include "DiskKernels.hlsl"
- TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
- float4 _MainTex_TexelSize;
- TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
- TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture);
- TEXTURE2D_SAMPLER2D(_CoCTex, sampler_CoCTex);
- TEXTURE2D_SAMPLER2D(_DepthOfFieldTex, sampler_DepthOfFieldTex);
- float4 _DepthOfFieldTex_TexelSize;
- // Camera parameters
- float _Distance;
- float _LensCoeff; // f^2 / (N * (S1 - f) * film_width * 2)
- float _MaxCoC;
- float _RcpMaxCoC;
- float _RcpAspect;
- half3 _TaaParams; // Jitter.x, Jitter.y, Blending
- // CoC calculation
- half4 FragCoC(VaryingsDefault i) : SV_Target
- {
- float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
- half coc = (depth - _Distance) * _LensCoeff / max(depth, 1e-5);
- return saturate(coc * 0.5 * _RcpMaxCoC + 0.5);
- }
- // Temporal filter
- half4 FragTempFilter(VaryingsDefault i) : SV_Target
- {
- float3 uvOffs = _MainTex_TexelSize.xyy * float3(1.0, 1.0, 0.0);
- #if UNITY_GATHER_SUPPORTED
- half4 cocTL = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xy * 0.5)); // top-left
- half4 cocBR = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xy * 0.5)); // bottom-right
- half coc1 = cocTL.x; // top
- half coc2 = cocTL.z; // left
- half coc3 = cocBR.x; // bottom
- half coc4 = cocBR.z; // right
- #else
- half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xz)).r; // top
- half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.zy)).r; // left
- half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.zy)).r; // bottom
- half coc4 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xz)).r; // right
- #endif
- // Dejittered center sample.
- half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - _TaaParams.xy)).r;
- // CoC dilation: determine the closest point in the four neighbors
- float3 closest = float3(0.0, 0.0, coc0);
- closest = coc1 < closest.z ? float3(-uvOffs.xz, coc1) : closest;
- closest = coc2 < closest.z ? float3(-uvOffs.zy, coc2) : closest;
- closest = coc3 < closest.z ? float3( uvOffs.zy, coc3) : closest;
- closest = coc4 < closest.z ? float3( uvOffs.xz, coc4) : closest;
- // Sample the history buffer with the motion vector at the closest point
- float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, UnityStereoTransformScreenSpaceTex(i.texcoord + closest.xy)).xy;
- half cocHis = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - motion)).r;
- // Neighborhood clamping
- half cocMin = closest.z;
- half cocMax = Max3(Max3(coc0, coc1, coc2), coc3, coc4);
- cocHis = clamp(cocHis, cocMin, cocMax);
- // Blend with the history
- return lerp(coc0, cocHis, _TaaParams.z);
- }
- // Prefilter: downsampling and premultiplying
- half4 FragPrefilter(VaryingsDefault i) : SV_Target
- {
- #if UNITY_GATHER_SUPPORTED
- // Sample source colors
- half4 c_r = GATHER_RED_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- half4 c_g = GATHER_GREEN_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- half4 c_b = GATHER_BLUE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- half3 c0 = half3(c_r.x, c_g.x, c_b.x);
- half3 c1 = half3(c_r.y, c_g.y, c_b.y);
- half3 c2 = half3(c_r.z, c_g.z, c_b.z);
- half3 c3 = half3(c_r.w, c_g.w, c_b.w);
- // Sample CoCs
- half4 cocs = GATHER_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo) * 2.0 - 1.0;
- half coc0 = cocs.x;
- half coc1 = cocs.y;
- half coc2 = cocs.z;
- half coc3 = cocs.w;
- #else
- float3 duv = _MainTex_TexelSize.xyx * float3(0.5, 0.5, -0.5);
- float2 uv0 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy);
- float2 uv1 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy);
- float2 uv2 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy);
- float2 uv3 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy);
- // Sample source colors
- half3 c0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv0).rgb;
- half3 c1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1).rgb;
- half3 c2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv2).rgb;
- half3 c3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv3).rgb;
- // Sample CoCs
- half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv0).r * 2.0 - 1.0;
- half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv1).r * 2.0 - 1.0;
- half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv2).r * 2.0 - 1.0;
- half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv3).r * 2.0 - 1.0;
- #endif
- // Apply CoC and luma weights to reduce bleeding and flickering
- float w0 = abs(coc0) / (Max3(c0.r, c0.g, c0.b) + 1.0);
- float w1 = abs(coc1) / (Max3(c1.r, c1.g, c1.b) + 1.0);
- float w2 = abs(coc2) / (Max3(c2.r, c2.g, c2.b) + 1.0);
- float w3 = abs(coc3) / (Max3(c3.r, c3.g, c3.b) + 1.0);
- // Weighted average of the color samples
- half3 avg = c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3;
- avg /= max(w0 + w1 + w2 + w3, 1e-5);
- // Select the largest CoC value
- half coc_min = min(coc0, Min3(coc1, coc2, coc3));
- half coc_max = max(coc0, Max3(coc1, coc2, coc3));
- half coc = (-coc_min > coc_max ? coc_min : coc_max) * _MaxCoC;
- // Premultiply CoC again
- avg *= smoothstep(0, _MainTex_TexelSize.y * 2, abs(coc));
- #if defined(UNITY_COLORSPACE_GAMMA)
- avg = SRGBToLinear(avg);
- #endif
- return half4(avg, coc);
- }
- // Bokeh filter with disk-shaped kernels
- half4 FragBlur(VaryingsDefault i) : SV_Target
- {
- half4 samp0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- half4 bgAcc = 0.0; // Background: far field bokeh
- half4 fgAcc = 0.0; // Foreground: near field bokeh
- UNITY_LOOP
- for (int si = 0; si < kSampleCount; si++)
- {
- float2 disp = kDiskKernel[si] * _MaxCoC;
- float dist = length(disp);
- float2 duv = float2(disp.x * _RcpAspect, disp.y);
- half4 samp = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv));
- // BG: Compare CoC of the current sample and the center sample
- // and select smaller one.
- half bgCoC = max(min(samp0.a, samp.a), 0.0);
- // Compare the CoC to the sample distance.
- // Add a small margin to smooth out.
- const half margin = _MainTex_TexelSize.y * 2;
- half bgWeight = saturate((bgCoC - dist + margin) / margin);
- half fgWeight = saturate((-samp.a - dist + margin) / margin);
- // Cut influence from focused areas because they're darkened by CoC
- // premultiplying. This is only needed for near field.
- fgWeight *= step(_MainTex_TexelSize.y, -samp.a);
- // Accumulation
- bgAcc += half4(samp.rgb, 1.0) * bgWeight;
- fgAcc += half4(samp.rgb, 1.0) * fgWeight;
- }
- // Get the weighted average.
- bgAcc.rgb /= bgAcc.a + (bgAcc.a == 0.0); // zero-div guard
- fgAcc.rgb /= fgAcc.a + (fgAcc.a == 0.0);
- // BG: Calculate the alpha value only based on the center CoC.
- // This is a rather aggressive approximation but provides stable results.
- bgAcc.a = smoothstep(_MainTex_TexelSize.y, _MainTex_TexelSize.y * 2.0, samp0.a);
- // FG: Normalize the total of the weights.
- fgAcc.a *= PI / kSampleCount;
- // Alpha premultiplying
- half alpha = saturate(fgAcc.a);
- half3 rgb = lerp(bgAcc.rgb, fgAcc.rgb, alpha);
- return half4(rgb, alpha);
- }
- // Postfilter blur
- half4 FragPostBlur(VaryingsDefault i) : SV_Target
- {
- // 9 tap tent filter with 4 bilinear samples
- const float4 duv = _MainTex_TexelSize.xyxy * float4(0.5, 0.5, -0.5, 0);
- half4 acc;
- acc = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy));
- acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy));
- acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy));
- acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy));
- return acc / 4.0;
- }
- // Combine with source
- half4 FragCombine(VaryingsDefault i) : SV_Target
- {
- half4 dof = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
- half coc = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo).r;
- coc = (coc - 0.5) * 2.0 * _MaxCoC;
- // Convert CoC to far field alpha value.
- float ffa = smoothstep(_MainTex_TexelSize.y * 2.0, _MainTex_TexelSize.y * 4.0, coc);
- half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- #if defined(UNITY_COLORSPACE_GAMMA)
- color = SRGBToLinear(color);
- #endif
- half alpha = Max3(dof.r, dof.g, dof.b);
- // lerp(lerp(color, dof, ffa), dof, dof.a)
- color = lerp(color, float4(dof.rgb, alpha), ffa + dof.a - ffa * dof.a);
- #if defined(UNITY_COLORSPACE_GAMMA)
- color = LinearToSRGB(color);
- #endif
- return color;
- }
- // Debug overlay
- half4 FragDebugOverlay(VaryingsDefault i) : SV_Target
- {
- half3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb;
- // Calculate the radiuses of CoC.
- half4 src = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
- float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
- float coc = (depth - _Distance) * _LensCoeff / depth;
- coc *= 80;
- // Visualize CoC (white -> red -> gray)
- half3 rgb = lerp(half3(1.0, 0.0, 0.0), half3(1.0, 1.0, 1.0), saturate(-coc));
- rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
- // Black and white image overlay
- rgb *= Luminance(color) + 0.5;
- // Gamma correction
- #if !UNITY_COLORSPACE_GAMMA
- rgb = SRGBToLinear(rgb);
- #endif
- return half4(rgb, 1.0);
- }
- #endif // UNITY_POSTFX_DEPTH_OF_FIELD
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