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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
DX11 Bokeh splatting
Basic algorithm:
* Find bright spots
* Verify high frequency (otherwise dont care)
* If positive, replace with black pixel and add to append buffer
* Blend bokeh texture sprites via append buffer on top of blurred buffer
*/
Shader "Hidden/DepthOfField/BokehSplatting"
{
Properties
{
_MainTex ("", 2D) = "white" {}
_BlurredColor ("", 2D) = "white" {}
_FgCocMask ("", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#define BOKEH_ZERO_VEC (float4(0.0,0.0,0.0,0.0))
#define BOKEH_ONE_VEC (float4(1.0,1.0,1.0,1.0))
float4 _BokehParams; // dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth
float4 _MainTex_TexelSize;
float3 _Screen;
float _SpawnHeuristic;
sampler2D_float _CameraDepthTexture;
sampler2D _BlurredColor;
sampler2D _MainTex;
sampler2D _FgCocMask;
struct appendStruct
{
float3 pos;
float4 color;
};
struct gs_out
{
float4 pos : SV_POSITION;
float3 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float4 misc : TEXCOORD2;
};
// TODO: activate border clamp tex sampler state instead?
inline float4 clampBorderColor(float2 uv)
{
#if 1
if(uv.x <= 0.0) return BOKEH_ZERO_VEC; if(uv.x >= 1.0) return BOKEH_ZERO_VEC;
if(uv.y <= 0.0) return BOKEH_ZERO_VEC; if(uv.y >= 1.0) return BOKEH_ZERO_VEC;
#endif
return BOKEH_ONE_VEC;
}
struct vs_out
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float cocOverlap : TEXCOORD2;
};
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv_flip : TEXCOORD0;
float2 uv : TEXCOORD1;
};
AppendStructuredBuffer<appendStruct> pointBufferOutput : register(u1);
StructuredBuffer<appendStruct> pointBuffer;
vs_out vertApply (uint id : SV_VertexID)
{
vs_out o = (vs_out)0;
float2 pos = pointBuffer[id].pos.xy ;
o.pos = float4(pos * 2.0 - 1.0, 0.0, 1.0);
o.color = pointBuffer[id].color;
#if UNITY_UV_STARTS_AT_TOP
o.pos.y *= -1.0;
#endif
o.cocOverlap = pointBuffer[id].pos.z;
return o;
}
v2f vertCollect (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
o.uv_flip = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0.0)
{
o.uv_flip.y = 1.0 - o.uv_flip.y;
o.pos.y *= -1.0;
}
#endif
return o;
}
[maxvertexcount(4)]
void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
{
// NEW ENERGY CONSERVATION:
float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx;
float4 offs = 0.0;
offs.xy = float2(3.0, 3.0) + 2.0 * floor(scale2 + float2(0.5, 0.5));
float2 rs = ((float2(1.0, 1.0) + 2.0 * (scale2 + float2(0.5, 0.5))));;
float2 f2 = offs.xy / rs;
float energyAdjustment = (_BokehParams.y) / (rs.x * rs.y);
offs.xy *= _Screen.xy;
gs_out output;
output.pos = input[0].pos + offs * float4(-1.0, 1.0, 0.0, 0.0);
output.misc = float4(f2, 0.0, 0.0);
output.uv = float3(0.0, 1.0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1.0, 1.0, 0.0, 0.0);
output.misc = float4(f2, 0.0, 0.0);
output.uv = float3(1.0, 1.0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(-1.0, -1.0, 0.0, 0.0);
output.misc = float4(f2, 0.0, 0.0);
output.uv = float3(0.0, 0.0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1.0, -1.0, 0.0, 0.0);
output.misc = float4(f2, 0.0, 0.0);
output.uv = float3(1.0, 0.0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
outStream.RestartStrip();
}
float4 collectBrightPixel(half2 uv)
{
half4 c = tex2D(_MainTex, uv);
half coc = abs(c.a);
half lumc = Luminance(c.rgb);
half4 cblurred = tex2D(_BlurredColor, uv);
half cocBlurred = abs(cblurred.a);
half lumblurred = Luminance(cblurred.rgb);
half fgCoc = -min(c.a, 0.0);
[branch]
if (coc * _BokehParams.w > 1.0 && cocBlurred > 0.1 && lumc > _BokehParams.z && abs(lumc - lumblurred) > _SpawnHeuristic)
{
appendStruct append = (appendStruct)0;
append.pos = float3(uv, fgCoc);
append.color.rgba = half4(c.rgb * saturate(coc * 4.0), coc);
pointBufferOutput.Append(append);
c = half4(c.rgb * saturate(1.0 - coc * 4.0), c.a);
}
return c;
}
ENDCG
SubShader
{
// Pass 0: bokeh splatting
Pass
{
ZWrite Off ZTest Always Cull Off
BlendOp Add, Add
Blend DstAlpha One, Zero One
ColorMask RGBA
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag
fixed4 frag (gs_out i) : SV_Target
{
float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
}
ENDCG
}
// Pass 1: append buffer "collect"
Pass
{
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vertCollect
#pragma fragment frag
#pragma target 5.0
float4 frag (v2f i) : SV_Target
{
return collectBrightPixel(i.uv);
}
ENDCG
}
}
Fallback Off
}