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- #ifndef UNITY_POSTFX_AMBIENT_OCCLUSION
- #define UNITY_POSTFX_AMBIENT_OCCLUSION
- #include "../StdLib.hlsl"
- #include "../Colors.hlsl"
- #include "Fog.hlsl"
- // --------
- // Options for further customization
- // --------
- // By default, a 5-tap Gaussian with the linear sampling technique is used
- // in the bilateral noise filter. It can be replaced with a 7-tap Gaussian
- // with adaptive sampling by enabling the macro below. Although the
- // differences are not noticeable in most cases, it may provide preferable
- // results with some special usage (e.g. NPR without textureing).
- // #define BLUR_HIGH_QUALITY
- // By default, a fixed sampling pattern is used in the AO estimator. Although
- // this gives preferable results in most cases, a completely random sampling
- // pattern could give aesthetically better results. Disable the macro below
- // to use such a random pattern instead of the fixed one.
- #define FIX_SAMPLING_PATTERN
- // The SampleNormal function normalizes samples from G-buffer because
- // they're possibly unnormalized. We can eliminate this if it can be said
- // that there is no wrong shader that outputs unnormalized normals.
- // #define VALIDATE_NORMALS
- // The constant below determines the contrast of occlusion. This allows
- // users to control over/under occlusion. At the moment, this is not exposed
- // to the editor because it's rarely useful.
- static const float kContrast = 0.6;
- // The constant below controls the geometry-awareness of the bilateral
- // filter. The higher value, the more sensitive it is.
- static const float kGeometryCoeff = 0.8;
- // The constants below are used in the AO estimator. Beta is mainly used
- // for suppressing self-shadowing noise, and Epsilon is used to prevent
- // calculation underflow. See the paper (Morgan 2011 http://goo.gl/2iz3P)
- // for further details of these constants.
- static const float kBeta = 0.002;
- // --------
- // System built-in variables
- TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
- TEXTURE2D_SAMPLER2D(_CameraGBufferTexture2, sampler_CameraGBufferTexture2);
- TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
- TEXTURE2D_SAMPLER2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture);
- float4 _MainTex_TexelSize;
- float4 _AOParams;
- float3 _AOColor;
- // Sample count
- #if !defined(SHADER_API_GLES)
- #define SAMPLE_COUNT _AOParams.w
- #else
- // GLES2: In many cases, dynamic looping is not supported.
- #define SAMPLE_COUNT 3
- #endif
- // Source texture properties
- TEXTURE2D_SAMPLER2D(_SAOcclusionTexture, sampler_SAOcclusionTexture);
- float4 _SAOcclusionTexture_TexelSize;
- // Other parameters
- #define INTENSITY _AOParams.x
- #define RADIUS _AOParams.y
- #define DOWNSAMPLE _AOParams.z
- // Accessors for packed AO/normal buffer
- half4 PackAONormal(half ao, half3 n)
- {
- return half4(ao, n * 0.5 + 0.5);
- }
- half GetPackedAO(half4 p)
- {
- return p.r;
- }
- half3 GetPackedNormal(half4 p)
- {
- return p.gba * 2.0 - 1.0;
- }
- // Boundary check for depth sampler
- // (returns a very large value if it lies out of bounds)
- float CheckBounds(float2 uv, float d)
- {
- float ob = any(uv < 0) + any(uv > 1);
- #if defined(UNITY_REVERSED_Z)
- ob += (d <= 0.00001);
- #else
- ob += (d >= 0.99999);
- #endif
- return ob * 1e8;
- }
- // Depth/normal sampling functions
- float SampleDepth(float2 uv)
- {
- float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(uv), 0));
- return d * _ProjectionParams.z + CheckBounds(uv, d);
- }
- float3 SampleNormal(float2 uv)
- {
- #if defined(SOURCE_GBUFFER)
- float3 norm = SAMPLE_TEXTURE2D(_CameraGBufferTexture2, sampler_CameraGBufferTexture2, uv).xyz;
- norm = norm * 2 - any(norm); // gets (0,0,0) when norm == 0
- norm = mul((float3x3)unity_WorldToCamera, norm);
- #if defined(VALIDATE_NORMALS)
- norm = normalize(norm);
- #endif
- return norm;
- #else
- float4 cdn = SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uv);
- return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0);
- #endif
- }
- float SampleDepthNormal(float2 uv, out float3 normal)
- {
- normal = SampleNormal(UnityStereoTransformScreenSpaceTex(uv));
- return SampleDepth(uv);
- }
- // Normal vector comparer (for geometry-aware weighting)
- half CompareNormal(half3 d1, half3 d2)
- {
- return smoothstep(kGeometryCoeff, 1.0, dot(d1, d2));
- }
- // Trigonometric function utility
- float2 CosSin(float theta)
- {
- float sn, cs;
- sincos(theta, sn, cs);
- return float2(cs, sn);
- }
- // Pseudo random number generator with 2D coordinates
- float UVRandom(float u, float v)
- {
- float f = dot(float2(12.9898, 78.233), float2(u, v));
- return frac(43758.5453 * sin(f));
- }
- // Check if the camera is perspective.
- // (returns 1.0 when orthographic)
- float CheckPerspective(float x)
- {
- return lerp(x, 1.0, unity_OrthoParams.w);
- }
- // Reconstruct view-space position from UV and depth.
- // p11_22 = (unity_CameraProjection._11, unity_CameraProjection._22)
- // p13_31 = (unity_CameraProjection._13, unity_CameraProjection._23)
- float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31)
- {
- return float3((uv * 2.0 - 1.0 - p13_31) / p11_22 * CheckPerspective(depth), depth);
- }
- // Sample point picker
- float3 PickSamplePoint(float2 uv, float index)
- {
- // Uniformaly distributed points on a unit sphere
- // http://mathworld.wolfram.com/SpherePointPicking.html
- #if defined(FIX_SAMPLING_PATTERN)
- float gn = GradientNoise(uv * DOWNSAMPLE);
- // FIXEME: This was added to avoid a NVIDIA driver issue.
- // vvvvvvvvvvvv
- float u = frac(UVRandom(0.0, index + uv.x * 1e-10) + gn) * 2.0 - 1.0;
- float theta = (UVRandom(1.0, index + uv.x * 1e-10) + gn) * TWO_PI;
- #else
- float u = UVRandom(uv.x + _Time.x, uv.y + index) * 2.0 - 1.0;
- float theta = UVRandom(-uv.x - _Time.x, uv.y + index) * TWO_PI;
- #endif
- float3 v = float3(CosSin(theta) * sqrt(1.0 - u * u), u);
- // Make them distributed between [0, _Radius]
- float l = sqrt((index + 1.0) / SAMPLE_COUNT) * RADIUS;
- return v * l;
- }
- //
- // Distance-based AO estimator based on Morgan 2011
- // "Alchemy screen-space ambient obscurance algorithm"
- // http://graphics.cs.williams.edu/papers/AlchemyHPG11/
- //
- float4 FragAO(VaryingsDefault i) : SV_Target
- {
- float2 uv = i.texcoord;
- // Parameters used in coordinate conversion
- float3x3 proj = (float3x3)unity_CameraProjection;
- float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);
- float2 p13_31 = float2(unity_CameraProjection._13, unity_CameraProjection._23);
- // View space normal and depth
- float3 norm_o;
- float depth_o = SampleDepthNormal(uv, norm_o);
- // Reconstruct the view-space position.
- float3 vpos_o = ReconstructViewPos(uv, depth_o, p11_22, p13_31);
- float ao = 0.0;
- for (int s = 0; s < int(SAMPLE_COUNT); s++)
- {
- // Sample point
- #if defined(SHADER_API_D3D11)
- // This 'floor(1.0001 * s)' operation is needed to avoid a NVidia shader issue. This issue
- // is only observed on DX11.
- float3 v_s1 = PickSamplePoint(uv, floor(1.0001 * s));
- #else
- float3 v_s1 = PickSamplePoint(uv, s);
- #endif
- v_s1 = faceforward(v_s1, -norm_o, v_s1);
- float3 vpos_s1 = vpos_o + v_s1;
- // Reproject the sample point
- float3 spos_s1 = mul(proj, vpos_s1);
- float2 uv_s1_01 = (spos_s1.xy / CheckPerspective(vpos_s1.z) + 1.0) * 0.5;
- // Depth at the sample point
- float depth_s1 = SampleDepth(uv_s1_01);
- // Relative position of the sample point
- float3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1, p11_22, p13_31);
- float3 v_s2 = vpos_s2 - vpos_o;
- // Estimate the obscurance value
- float a1 = max(dot(v_s2, norm_o) - kBeta * depth_o, 0.0);
- float a2 = dot(v_s2, v_s2) + EPSILON;
- ao += a1 / a2;
- }
- ao *= RADIUS; // Intensity normalization
- // Apply other parameters.
- ao = PositivePow(ao * INTENSITY / SAMPLE_COUNT, kContrast);
- // Apply fog when enabled (forward-only)
- #if (APPLY_FORWARD_FOG)
- float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
- d = ComputeFogDistance(d);
- ao *= ComputeFog(d);
- #endif
- return PackAONormal(ao, norm_o);
- }
- // Geometry-aware separable bilateral filter
- float4 FragBlur(VaryingsDefault i) : SV_Target
- {
- #if defined(BLUR_HORIZONTAL)
- // Horizontal pass: Always use 2 texels interval to match to
- // the dither pattern.
- float2 delta = float2(_MainTex_TexelSize.x * 2.0, 0.0);
- #else
- // Vertical pass: Apply _Downsample to match to the dither
- // pattern in the original occlusion buffer.
- float2 delta = float2(0.0, _MainTex_TexelSize.y / DOWNSAMPLE * 2.0);
- #endif
- #if defined(BLUR_HIGH_QUALITY)
- // High quality 7-tap Gaussian with adaptive sampling
- half4 p0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- half4 p1a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta));
- half4 p1b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta));
- half4 p2a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 2.0));
- half4 p2b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 2.0));
- half4 p3a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 3.2307692308));
- half4 p3b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 3.2307692308));
- #if defined(BLUR_SAMPLE_CENTER_NORMAL)
- half3 n0 = SampleNormal(i.texcoordStereo);
- #else
- half3 n0 = GetPackedNormal(p0);
- #endif
- half w0 = 0.37004405286;
- half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.31718061674;
- half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.31718061674;
- half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.19823788546;
- half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.19823788546;
- half w3a = CompareNormal(n0, GetPackedNormal(p3a)) * 0.11453744493;
- half w3b = CompareNormal(n0, GetPackedNormal(p3b)) * 0.11453744493;
- half s;
- s = GetPackedAO(p0) * w0;
- s += GetPackedAO(p1a) * w1a;
- s += GetPackedAO(p1b) * w1b;
- s += GetPackedAO(p2a) * w2a;
- s += GetPackedAO(p2b) * w2b;
- s += GetPackedAO(p3a) * w3a;
- s += GetPackedAO(p3b) * w3b;
- s /= w0 + w1a + w1b + w2a + w2b + w3a + w3b;
- #else
- // Fater 5-tap Gaussian with linear sampling
- half4 p0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
- half4 p1a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 1.3846153846));
- half4 p1b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 1.3846153846));
- half4 p2a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - delta * 3.2307692308));
- half4 p2b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + delta * 3.2307692308));
- #if defined(BLUR_SAMPLE_CENTER_NORMAL)
- half3 n0 = SampleNormal(i.texcoordStereo);
- #else
- half3 n0 = GetPackedNormal(p0);
- #endif
- half w0 = 0.2270270270;
- half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.3162162162;
- half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.3162162162;
- half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.0702702703;
- half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.0702702703;
- half s;
- s = GetPackedAO(p0) * w0;
- s += GetPackedAO(p1a) * w1a;
- s += GetPackedAO(p1b) * w1b;
- s += GetPackedAO(p2a) * w2a;
- s += GetPackedAO(p2b) * w2b;
- s /= w0 + w1a + w1b + w2a + w2b;
- #endif
- return PackAONormal(s, n0);
- }
- // Gamma encoding (only needed in gamma lighting mode)
- half EncodeAO(half x)
- {
- #if UNITY_COLORSPACE_GAMMA
- return 1.0 - max(LinearToSRGB(1.0 - saturate(x)), 0.0);
- #else
- return x;
- #endif
- }
- // Geometry-aware bilateral filter (single pass/small kernel)
- half BlurSmall(TEXTURE2D_ARGS(tex, samp), float2 uv, float2 delta)
- {
- half4 p0 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv));
- half4 p1 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2(-delta.x, -delta.y)));
- half4 p2 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2( delta.x, -delta.y)));
- half4 p3 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2(-delta.x, delta.y)));
- half4 p4 = SAMPLE_TEXTURE2D(tex, samp, UnityStereoTransformScreenSpaceTex(uv + float2( delta.x, delta.y)));
- half3 n0 = GetPackedNormal(p0);
- half w0 = 1.0;
- half w1 = CompareNormal(n0, GetPackedNormal(p1));
- half w2 = CompareNormal(n0, GetPackedNormal(p2));
- half w3 = CompareNormal(n0, GetPackedNormal(p3));
- half w4 = CompareNormal(n0, GetPackedNormal(p4));
- half s;
- s = GetPackedAO(p0) * w0;
- s += GetPackedAO(p1) * w1;
- s += GetPackedAO(p2) * w2;
- s += GetPackedAO(p3) * w3;
- s += GetPackedAO(p4) * w4;
- return s / (w0 + w1 + w2 + w3 + w4);
- }
- // Final composition shader
- float4 FragComposition(VaryingsDefault i) : SV_Target
- {
- float2 delta = _SAOcclusionTexture_TexelSize.xy / DOWNSAMPLE;
- half ao = BlurSmall(TEXTURE2D_PARAM(_SAOcclusionTexture, sampler_SAOcclusionTexture), i.texcoord, delta);
- ao = EncodeAO(ao);
- return float4(ao * _AOColor, ao);
- }
- #if !SHADER_API_GLES // Excluding the MRT pass under GLES2
- struct CompositionOutput
- {
- half4 gbuffer0 : SV_Target0;
- half4 gbuffer3 : SV_Target1;
- };
- CompositionOutput FragCompositionGBuffer(VaryingsDefault i)
- {
- // Workaround: _SAOcclusionTexture_Texelsize hasn't been set properly
- // for some reasons. Use _ScreenParams instead.
- float2 delta = (_ScreenParams.zw - 1.0) / DOWNSAMPLE;
- half ao = BlurSmall(TEXTURE2D_PARAM(_SAOcclusionTexture, sampler_SAOcclusionTexture), i.texcoord, delta);
- CompositionOutput o;
- o.gbuffer0 = half4(0.0, 0.0, 0.0, ao);
- o.gbuffer3 = half4((half3)EncodeAO(ao) * _AOColor, 0.0);
- return o;
- }
- #else
- float4 FragCompositionGBuffer(VaryingsDefault i) : SV_Target
- {
- return (0.0).xxxx;
- }
- #endif
- float4 FragDebugOverlay(VaryingsDefault i) : SV_Target
- {
- float2 delta = _SAOcclusionTexture_TexelSize.xy / DOWNSAMPLE;
- half ao = BlurSmall(TEXTURE2D_PARAM(_SAOcclusionTexture, sampler_SAOcclusionTexture), i.texcoord, delta);
- ao = EncodeAO(ao);
- return float4(1.0 - ao.xxx, 1.0);
- }
- #endif // UNITY_POSTFX_AMBIENT_OCCLUSION
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