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- Shader "Hidden/PostProcessing/MotionBlur"
- {
- HLSLINCLUDE
- #pragma target 3.0
- #include "../StdLib.hlsl"
- TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
- float4 _MainTex_TexelSize;
- // Camera depth texture
- TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
- // Camera motion vectors texture
- TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture);
- float4 _CameraMotionVectorsTexture_TexelSize;
- // Packed velocity texture (2/10/10/10)
- TEXTURE2D_SAMPLER2D(_VelocityTex, sampler_VelocityTex);
- float2 _VelocityTex_TexelSize;
- // NeighborMax texture
- TEXTURE2D_SAMPLER2D(_NeighborMaxTex, sampler_NeighborMaxTex);
- float2 _NeighborMaxTex_TexelSize;
- // Velocity scale factor
- float _VelocityScale;
- // TileMax filter parameters
- int _TileMaxLoop;
- float2 _TileMaxOffs;
- // Maximum blur radius (in pixels)
- half _MaxBlurRadius;
- float _RcpMaxBlurRadius;
- // Filter parameters/coefficients
- half _LoopCount;
- // -----------------------------------------------------------------------------
- // Prefilter
- // Velocity texture setup
- half4 FragVelocitySetup(VaryingsDefault i) : SV_Target
- {
- // Sample the motion vector.
- float2 v = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, i.texcoord).rg;
- // Apply the exposure time and convert to the pixel space.
- v *= (_VelocityScale * 0.5) * _CameraMotionVectorsTexture_TexelSize.zw;
- // Clamp the vector with the maximum blur radius.
- v /= max(1.0, length(v) * _RcpMaxBlurRadius);
- // Sample the depth of the pixel.
- half d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord));
- // Pack into 10/10/10/2 format.
- return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0);
- }
- half2 MaxV(half2 v1, half2 v2)
- {
- return dot(v1, v1) < dot(v2, v2) ? v2 : v1;
- }
- // TileMax filter (2 pixel width with normalization)
- half4 FragTileMax1(VaryingsDefault i) : SV_Target
- {
- float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
- half2 v1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xy).rg;
- half2 v2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zy).rg;
- half2 v3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xw).rg;
- half2 v4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zw).rg;
- v1 = (v1 * 2.0 - 1.0) * _MaxBlurRadius;
- v2 = (v2 * 2.0 - 1.0) * _MaxBlurRadius;
- v3 = (v3 * 2.0 - 1.0) * _MaxBlurRadius;
- v4 = (v4 * 2.0 - 1.0) * _MaxBlurRadius;
- return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
- }
- // TileMax filter (2 pixel width)
- half4 FragTileMax2(VaryingsDefault i) : SV_Target
- {
- float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
- half2 v1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xy).rg;
- half2 v2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zy).rg;
- half2 v3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xw).rg;
- half2 v4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zw).rg;
- return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
- }
- // TileMax filter (variable width)
- half4 FragTileMaxV(VaryingsDefault i) : SV_Target
- {
- float2 uv0 = i.texcoord + _MainTex_TexelSize.xy * _TileMaxOffs.xy;
- float2 du = float2(_MainTex_TexelSize.x, 0.0);
- float2 dv = float2(0.0, _MainTex_TexelSize.y);
- half2 vo = 0.0;
- UNITY_LOOP
- for (int ix = 0; ix < _TileMaxLoop; ix++)
- {
- UNITY_LOOP
- for (int iy = 0; iy < _TileMaxLoop; iy++)
- {
- float2 uv = uv0 + du * ix + dv * iy;
- vo = MaxV(vo, SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rg);
- }
- }
- return half4(vo, 0.0, 0.0);
- }
- // NeighborMax filter
- half4 FragNeighborMax(VaryingsDefault i) : SV_Target
- {
- const half cw = 1.01; // Center weight tweak
- float4 d = _MainTex_TexelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
- half2 v1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.xy).rg;
- half2 v2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.wy).rg;
- half2 v3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.zy).rg;
- half2 v4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord - d.xw).rg;
- half2 v5 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).rg * cw;
- half2 v6 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xw).rg;
- half2 v7 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.zy).rg;
- half2 v8 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.wy).rg;
- half2 v9 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord + d.xy).rg;
- half2 va = MaxV(v1, MaxV(v2, v3));
- half2 vb = MaxV(v4, MaxV(v5, v6));
- half2 vc = MaxV(v7, MaxV(v8, v9));
- return half4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
- }
- // -----------------------------------------------------------------------------
- // Reconstruction
- // Returns true or false with a given interval.
- bool Interval(half phase, half interval)
- {
- return frac(phase / interval) > 0.499;
- }
- // Jitter function for tile lookup
- float2 JitterTile(float2 uv)
- {
- float rx, ry;
- sincos(GradientNoise(uv + float2(2.0, 0.0)) * TWO_PI, ry, rx);
- return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25;
- }
- // Velocity sampling function
- half3 SampleVelocity(float2 uv)
- {
- half3 v = SAMPLE_TEXTURE2D_LOD(_VelocityTex, sampler_VelocityTex, uv, 0.0).xyz;
- return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z);
- }
- // Reconstruction filter
- half4 FragReconstruction(VaryingsDefault i) : SV_Target
- {
- // Color sample at the center point
- const half4 c_p = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
- // Velocity/Depth sample at the center point
- const half3 vd_p = SampleVelocity(i.texcoord);
- const half l_v_p = max(length(vd_p.xy), 0.5);
- const half rcp_d_p = 1.0 / vd_p.z;
- // NeighborMax vector sample at the center point
- const half2 v_max = SAMPLE_TEXTURE2D(_NeighborMaxTex, sampler_NeighborMaxTex, i.texcoord + JitterTile(i.texcoord)).xy;
- const half l_v_max = length(v_max);
- const half rcp_l_v_max = 1.0 / l_v_max;
- // Escape early if the NeighborMax vector is small enough.
- if (l_v_max < 2.0) return c_p;
- // Use V_p as a secondary sampling direction except when it's too small
- // compared to V_max. This vector is rescaled to be the length of V_max.
- const half2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
- // Determine the sample count.
- const half sc = floor(min(_LoopCount, l_v_max * 0.5));
- // Loop variables (starts from the outermost sample)
- const half dt = 1.0 / sc;
- const half t_offs = (GradientNoise(i.texcoord) - 0.5) * dt;
- half t = 1.0 - dt * 0.5;
- half count = 0.0;
- // Background velocity
- // This is used for tracking the maximum velocity in the background layer.
- half l_v_bg = max(l_v_p, 1.0);
- // Color accumlation
- half4 acc = 0.0;
- UNITY_LOOP
- while (t > dt * 0.25)
- {
- // Sampling direction (switched per every two samples)
- const half2 v_s = Interval(count, 4.0) ? v_alt : v_max;
- // Sample position (inverted per every sample)
- const half t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
- // Distance to the sample position
- const half l_t = l_v_max * abs(t_s);
- // UVs for the sample position
- const float2 uv0 = i.texcoord + v_s * t_s * _MainTex_TexelSize.xy;
- const float2 uv1 = i.texcoord + v_s * t_s * _VelocityTex_TexelSize.xy;
- // Color sample
- const half3 c = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, uv0, 0.0).rgb;
- // Velocity/Depth sample
- const half3 vd = SampleVelocity(uv1);
- // Background/Foreground separation
- const half fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
- // Length of the velocity vector
- const half l_v = lerp(l_v_bg, length(vd.xy), fg);
- // Sample weight
- // (Distance test) * (Spreading out by motion) * (Triangular window)
- const half w = saturate(l_v - l_t) / l_v * (1.2 - t);
- // Color accumulation
- acc += half4(c, 1.0) * w;
- // Update the background velocity.
- l_v_bg = max(l_v_bg, l_v);
- // Advance to the next sample.
- t = Interval(count, 2.0) ? t - dt : t;
- count += 1.0;
- }
- // Add the center sample.
- acc += half4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
- return half4(acc.rgb / acc.a, c_p.a);
- }
- ENDHLSL
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
- // (0) Velocity texture setup
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragVelocitySetup
- ENDHLSL
- }
- // (1) TileMax filter (2 pixel width with normalization)
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragTileMax1
- ENDHLSL
- }
- // (2) TileMax filter (2 pixel width)
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragTileMax2
- ENDHLSL
- }
- // (3) TileMax filter (variable width)
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragTileMaxV
- ENDHLSL
- }
- // (4) NeighborMax filter
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragNeighborMax
- ENDHLSL
- }
- // (5) Reconstruction filter
- Pass
- {
- HLSLPROGRAM
- #pragma vertex VertDefault
- #pragma fragment FragReconstruction
- ENDHLSL
- }
- }
- }
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