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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/**
\author Michael Mara and Morgan McGuire, Casual Effects. 2015.
*/
Shader "Hidden/ScreenSpaceReflection"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardUtils.cginc"
#include "ScreenSpaceRaytrace.cginc"
float4 _ProjInfo;
float4x4 _WorldToCameraMatrix;
float4x4 _CameraToWorldMatrix;
float4x4 _ProjectToPixelMatrix;
float2 _ScreenSize;
float2 _ReflectionBufferSize;
float2 _InvScreenSize;
float3 _CameraClipInfo;
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
sampler2D _CameraGBufferTexture3;
sampler2D _CameraReflectionsTexture;
float _CurrentMipLevel;
float _RayStepSize;
float _MaxRayTraceDistance;
float _LayerThickness;
float _FresnelFade;
float _FresnelFadePower;
float _ReflectionBlur;
sampler2D _MainTex;
int _HalfResolution;
int _TreatBackfaceHitAsMiss;
int _AllowBackwardsRays;
// RG: SS Hitpoint of ray
// B: distance ray travelled, used for mip-selection in the final resolve
// A: confidence value
sampler2D _HitPointTexture;
sampler2D _FinalReflectionTexture;
// RGB: camera-space normal (encoded in [0-1])
// A: Roughness
sampler2D _NormalAndRoughnessTexture;
float4 _MainTex_TexelSize;
int _EnableRefine;
int _AdditiveReflection;
float _ScreenEdgeFading;
int _MaxSteps;
int _BilateralUpsampling;
float _MaxRoughness;
float _RoughnessFalloffRange;
float _SSRMultiplier;
float _FadeDistance;
int _TraceBehindObjects;
int _UseEdgeDetector;
int _HighlightSuppression;
/** The height in pixels of a 1m object if viewed from 1m away. */
float _PixelsPerMeterAtOneMeter;
// For temporal filtering:
float4x4 _CurrentCameraToPreviousCamera;
sampler2D _PreviousReflectionTexture;
sampler2D _PreviousCSZBuffer;
float _TemporalAlpha;
int _UseTemporalConfidence;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uv2 = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv2.y = 1-o.uv2.y;
#endif
return o;
}
float2 mipToSize(int mip)
{
return floor(_ReflectionBufferSize * exp2(-mip));
}
float3 ReconstructCSPosition(float2 S, float z)
{
float linEyeZ = -LinearEyeDepth(z);
return float3(( (( S.xy * _MainTex_TexelSize.zw) ) * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ);
}
/** Read the camera-space position of the point at screen-space pixel ssP */
float3 GetPosition(float2 ssP)
{
float3 P;
P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy);
// Offset to pixel center
P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z);
return P;
}
float square(float x)
{
return x*x;
}
float applyEdgeFade(float2 tsP, float fadeStrength)
{
float maxFade = 0.1;
float2 itsP = float2(1.0, 1.0) - tsP;
float dist = min(min(itsP.x, itsP.y), min(tsP.x, tsP.x));
float fade = dist / (maxFade*fadeStrength + 0.001);
fade = max(min(fade, 1.0), 0.0);
fade = pow(fade, 0.2);
return fade;
}
float3 csMirrorVector(float3 csPosition, float3 csN)
{
float3 csE = -normalize(csPosition.xyz);
float cos_o = dot(csN, csE);
float3 c_mi = normalize((csN * (2.0 * cos_o)) - csE);
return c_mi;
}
float4 fragRaytrace(v2f i, int stepRate)
{
float2 ssP = i.uv2.xy;
float3 csPosition = GetPosition(ssP);
float smoothness = tex2D(_CameraGBufferTexture1, ssP).a;
if (csPosition.z < -100.0 || smoothness == 0.0)
{
return float4(0.0,0.0,0.0,0.0);
}
float3 wsNormal = tex2D(_CameraGBufferTexture2, ssP).rgb * 2.0 - 1.0;
int2 ssC = int2(ssP * _ScreenSize);
float3 csN = mul((float3x3)(_WorldToCameraMatrix), wsNormal);
float3 csRayDirection = csMirrorVector(csPosition, csN);
if (_AllowBackwardsRays == 0 && csRayDirection.z > 0.0)
{
return float4(0.0, 0.0, 0.0, 0.0);
}
float maxRayTraceDistance = _MaxRayTraceDistance;
float jitterFraction = 0.0f;
float layerThickness = _LayerThickness;
int maxSteps = _MaxSteps;
// Bump the ray more in world space as it gets farther away (and so each pixel covers more WS distance)
float rayBump = max(-0.01*csPosition.z, 0.001);
float2 hitPixel;
float3 csHitPoint;
float stepCount;
bool wasHit = castDenseScreenSpaceRay
(csPosition + (csN) * rayBump,
csRayDirection,
_ProjectToPixelMatrix,
_ScreenSize,
_CameraClipInfo,
jitterFraction,
maxSteps,
layerThickness,
maxRayTraceDistance,
hitPixel,
stepRate,
_TraceBehindObjects == 1,
csHitPoint,
stepCount);
float2 tsPResult = hitPixel / _ScreenSize;
float rayDist = dot(csHitPoint - csPosition, csRayDirection);
float confidence = 0.0;
if (wasHit)
{
confidence = square(1.0 - max(2.0*float(stepCount) / float(maxSteps) - 1.0, 0.0));
confidence *= clamp(((_MaxRayTraceDistance - rayDist) / _FadeDistance), 0.0, 1.0);
// Fake fresnel fade
float3 csE = -normalize(csPosition.xyz);
confidence *= max(0.0, lerp(pow(abs(dot(csRayDirection, -csE)), _FresnelFadePower), 1, 1.0 - _FresnelFade));
if (_TreatBackfaceHitAsMiss > 0)
{
float3 wsHitNormal = tex2Dlod(_CameraGBufferTexture2, float4(tsPResult, 0, 0)).rgb * 2.0 - 1.0;
float3 wsRayDirection = mul(_CameraToWorldMatrix, float4(csRayDirection, 0)).xyz;
if (dot(wsHitNormal, wsRayDirection) > 0)
{
confidence = 0.0;
}
}
}
// Fade out reflections that hit near edge of screen, to prevent abrupt appearance/disappearance when object go off screen
// Fade out reflections that hit near edge of screen,
// to prevent abrupt appearance/disappearance when object go off screen
float vignette = applyEdgeFade(tsPResult, _ScreenEdgeFading);
confidence *= vignette;
confidence *= vignette;
return float4(tsPResult, rayDist, confidence);
}
float4 fragComposite(v2f i) : SV_Target
{
// Pixel being shaded
float2 tsP = i.uv2.xy;
// View space point being shaded
float3 C = GetPosition(tsP);
// Final image before this pass
float4 gbuffer3 = tex2D(_MainTex, i.uv);
float4 specEmission = float4(0.0,0.0,0.0,0.0);
float3 specColor = tex2D(_CameraGBufferTexture1, tsP).rgb;
float roughness = 1.0-tex2D(_CameraGBufferTexture1, tsP).a;
float4 reflectionTexel = tex2D(_FinalReflectionTexture, tsP);
float4 gbuffer0 = tex2D(_CameraGBufferTexture0, tsP);
// Let core Unity functions do the dirty work of applying the BRDF
float3 baseColor = gbuffer0.rgb;
float occlusion = gbuffer0.a;
float oneMinusReflectivity;
baseColor = EnergyConservationBetweenDiffuseAndSpecular(baseColor, specColor, oneMinusReflectivity);
float3 wsNormal = tex2D(_CameraGBufferTexture2, tsP).rgb * 2.0 - 1.0;
float3 csEyeVec = normalize(C);
float3 eyeVec = mul(_CameraToWorldMatrix, float4(csEyeVec, 0)).xyz;
float3 worldPos = mul(_CameraToWorldMatrix, float4(C, 1)).xyz;
float cos_o = dot(wsNormal, eyeVec);
float3 w_mi = -normalize((wsNormal * (2.0 * cos_o)) - eyeVec);
float3 incomingRadiance = reflectionTexel.rgb;
UnityLight light;
light.color = 0;
light.dir = 0;
light.ndotl = 0;
UnityIndirect ind;
ind.diffuse = 0;
ind.specular = incomingRadiance;
float3 ssrResult = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, 1-roughness, wsNormal, -eyeVec, light, ind).rgb * _SSRMultiplier;
float confidence = reflectionTexel.a;
specEmission.rgb = tex2D(_CameraReflectionsTexture, tsP).rgb;
float3 finalGlossyTerm;
// Subtract out Unity's glossy result: (we're just applying the delta)
if (_AdditiveReflection == 0)
{
gbuffer3 -= specEmission;
// We may have blown out our dynamic range by adding then subtracting the reflection probes.
// As a half-measure to fix this, simply clamp to zero
gbuffer3 = max(gbuffer3, 0);
finalGlossyTerm = lerp(specEmission.rgb, ssrResult, saturate(confidence));
}
else
{
finalGlossyTerm = ssrResult*saturate(confidence);
}
finalGlossyTerm *= occlusion;
// Additively blend the glossy GI result with the output buffer
return gbuffer3 + float4(finalGlossyTerm, 0);
}
float roughnessWeight(float midpointRoughness, float tapRoughness)
{
return (1.0 - sqrt(sqrt(abs(midpointRoughness-tapRoughness))));
}
float normalWeight(float3 midpointNormal, float3 tapNormal)
{
return clamp(dot(midpointNormal, tapNormal), 0, 1);
}
float highlightDecompression(float x)
{
return x / (1.0 - x);
}
float3 highlightDecompression(float3 x)
{
return float3(
highlightDecompression(x.x),
highlightDecompression(x.y),
highlightDecompression(x.z));
}
float highlightCompression(float x)
{
return x / (1.0 + x);
}
float3 highlightCompression(float3 x)
{
return float3(
highlightCompression(x.x),
highlightCompression(x.y),
highlightCompression(x.z));
}
float4 _Axis;
float4 fragGBlur(v2f i) : SV_Target
{
int radius = 4;
// Pixel being shaded
float2 tsP = i.uv2.xy;
float weightSum = 0.0;
float gaussWeights[5] = { 0.225, 0.150, 0.110, 0.075, 0.0525 };//{0.225, 0.150, 0.110, 0.075, 0.0525};
float4 resultSum = float4(0.0, 0.0, 0.0, 0.0);
float4 unweightedResultSum = float4(0.0, 0.0, 0.0, 0.0);
float4 nAndRough = tex2D(_NormalAndRoughnessTexture, tsP);
float midpointRoughness = nAndRough.a;
float3 midpointNormal = nAndRough.rgb * 2 - 1;
for (int i = -radius; i <= radius; ++i)
{
float4 temp;
float tapRoughness;
float3 tapNormal;
float2 tsTap = tsP + (_Axis.xy * _MainTex_TexelSize.xy * float2(i,i)*2.0);
temp = tex2D(_MainTex, tsTap);
float weight = temp.a * gaussWeights[abs(i)];
// Bilateral filtering
// if (_ImproveCorners)
// {
nAndRough = tex2D(_NormalAndRoughnessTexture, tsTap);
tapRoughness = nAndRough.a;
tapNormal = nAndRough.rgb * 2 - 1;
weight *= normalWeight(midpointNormal, tapNormal);
// }
weightSum += weight;
if (_HighlightSuppression)
{
temp.rgb = highlightCompression(temp.rgb);
}
unweightedResultSum += temp;
resultSum += temp*weight;
}
if (weightSum > 0.01)
{
float invWeightSum = (1.0/weightSum);
// Adding the sqrt seems to decrease temporal flickering at the expense
// of having larger "halos" of fallback on rough surfaces
// Subject to change with testing. Sqrt around only half the expression is *intentional*.
float confidence = min(resultSum.a * sqrt(max(invWeightSum, 2.0)), 1.0);
float3 finalColor = resultSum.rgb * invWeightSum;
if (_HighlightSuppression)
{
finalColor = highlightDecompression(finalColor);
}
return float4(finalColor, confidence);
}
else
{
float3 finalColor = unweightedResultSum.rgb / (2 * radius + 1);
if (_HighlightSuppression)
{
finalColor = highlightDecompression(finalColor);
}
return float4(finalColor, 0.0);
}
}
sampler2D _ReflectionTexture0;
sampler2D _ReflectionTexture1;
sampler2D _ReflectionTexture2;
sampler2D _ReflectionTexture3;
sampler2D _ReflectionTexture4;
// Simulate mip maps, since we don't have NPOT mip-chains
float4 getReflectionValue(float2 tsP, int mip)
{
float4 coord = float4(tsP,0,0);
if (mip == 0)
{
return tex2Dlod(_ReflectionTexture0, coord);
}
else if (mip == 1)
{
return tex2Dlod(_ReflectionTexture1, coord);
}
else if (mip == 2)
{
return tex2Dlod(_ReflectionTexture2, coord);
}
else if (mip == 3)
{
return tex2Dlod(_ReflectionTexture3, coord);
}
else
{
return tex2Dlod(_ReflectionTexture4, coord);
}
}
sampler2D _EdgeTexture0;
sampler2D _EdgeTexture1;
sampler2D _EdgeTexture2;
sampler2D _EdgeTexture3;
sampler2D _EdgeTexture4;
// Simulate mip maps, since we don't have NPOT mip-chains
float4 getEdgeValue(float2 tsP, int mip)
{
float4 coord = float4(tsP + float2(1.0/(2 * mipToSize(mip))),0,0);
if (mip == 0)
{
return tex2Dlod(_EdgeTexture0, coord);
}
else if (mip == 1)
{
return tex2Dlod(_EdgeTexture1, coord);
}
else if (mip == 2)
{
return tex2Dlod(_EdgeTexture2, coord);
}
else if (mip == 3)
{
return tex2Dlod(_EdgeTexture3, coord);
}
else
{
return tex2Dlod(_EdgeTexture4, coord);
}
}
float2 centerPixel(float2 inputP)
{
return floor(inputP - float2(0.5,0.5)) + float2(0.5,0.5);
}
float2 snapToTexelCenter(float2 inputP, float2 texSize, float2 texSizeInv)
{
return centerPixel(inputP * texSize) * texSizeInv;
}
float4 bilateralUpsampleReflection(float2 tsP, int mip)
{
float2 smallTexSize = mipToSize(mip);
float2 smallPixelPos = tsP * smallTexSize;
float2 smallPixelPosi = centerPixel(smallPixelPos);
float2 smallTexSizeInv = 1.0 / smallTexSize;
float2 p0 = smallPixelPosi * smallTexSizeInv;
float2 p3 = (smallPixelPosi + float2(1.0, 1.0)) * smallTexSizeInv;
float2 p1 = float2(p3.x, p0.y);
float2 p2 = float2(p0.x, p3.y);
float4 V0 = getReflectionValue(p0.xy, mip);
float4 V1 = getReflectionValue(p1.xy, mip);
float4 V2 = getReflectionValue(p2.xy, mip);
float4 V3 = getReflectionValue(p3.xy, mip);
// Bilateral weights:
// Bilinear interpolation (filter distance)
float2 smallPixelPosf = smallPixelPos - smallPixelPosi;
float a0 = (1.0 - smallPixelPosf.x) * (1.0 - smallPixelPosf.y);
float a1 = smallPixelPosf.x * (1.0 - smallPixelPosf.y);
float a2 = (1.0 - smallPixelPosf.x) * smallPixelPosf.y;
float a3 = smallPixelPosf.x * smallPixelPosf.y;
float2 fullTexSize = _ReflectionBufferSize;
float2 fullTexSizeInv = 1.0 / fullTexSize;
float4 hiP0 = float4(snapToTexelCenter(p0, fullTexSize, fullTexSizeInv), 0,0);
float4 hiP3 = float4(snapToTexelCenter(p3, fullTexSize, fullTexSizeInv), 0,0);
float4 hiP1 = float4(snapToTexelCenter(p1, fullTexSize, fullTexSizeInv), 0,0);
float4 hiP2 = float4(snapToTexelCenter(p2, fullTexSize, fullTexSizeInv), 0,0);
float4 tempCenter = tex2Dlod(_NormalAndRoughnessTexture, float4(tsP, 0, 0));
float3 n = tempCenter.xyz * 2 - 1;
float4 temp0 = tex2Dlod(_NormalAndRoughnessTexture, hiP0);
float4 temp1 = tex2Dlod(_NormalAndRoughnessTexture, hiP1);
float4 temp2 = tex2Dlod(_NormalAndRoughnessTexture, hiP2);
float4 temp3 = tex2Dlod(_NormalAndRoughnessTexture, hiP3);
float3 n0 = temp0.xyz * 2 - 1;
float3 n1 = temp1.xyz * 2 - 1;
float3 n2 = temp2.xyz * 2 - 1;
float3 n3 = temp3.xyz * 2 - 1;
a0 *= normalWeight(n, n0);
a1 *= normalWeight(n, n1);
a2 *= normalWeight(n, n2);
a3 *= normalWeight(n, n3);
float r = tempCenter.a;
float r0 = temp0.a;
float r1 = temp1.a;
float r2 = temp2.a;
float r3 = temp3.a;
a0 *= roughnessWeight(r, r0);
a1 *= roughnessWeight(r, r1);
a2 *= roughnessWeight(r, r2);
a3 *= roughnessWeight(r, r3);
// Slightly offset from zero
a0 = max(a0, 0.001);
a1 = max(a1, 0.001);
a2 = max(a2, 0.001);
a3 = max(a3, 0.001);
// Nearest neighbor
// a0 = a1 = a2 = a3 = 1.0;
// Normalize the blending weights (weights were chosen so that
// the denominator can never be zero)
float norm = 1.0 / (a0 + a1 + a2 + a3);
// Blend
float4 value = (V0 * a0 + V1 * a1 + V2 * a2 + V3 * a3) * norm;
//return V0;
return value;
}
/** Explicit bilinear fetches; must be used if the reflection buffer is bound using point sampling */
float4 bilinearUpsampleReflection(float2 tsP, int mip)
{
float2 smallTexSize = mipToSize(mip);
float2 smallPixelPos = tsP * smallTexSize;
float2 smallPixelPosi = centerPixel(smallPixelPos);
float2 smallTexSizeInv = 1.0 / smallTexSize;
float2 p0 = smallPixelPosi * smallTexSizeInv;
float2 p3 = (smallPixelPosi + float2(1.0, 1.0)) * smallTexSizeInv;
float2 p1 = float2(p3.x, p0.y);
float2 p2 = float2(p0.x, p3.y);
float4 V0 = getReflectionValue(p0.xy, mip);
float4 V1 = getReflectionValue(p1.xy, mip);
float4 V2 = getReflectionValue(p2.xy, mip);
float4 V3 = getReflectionValue(p3.xy, mip);
float a0 = 1.0;
float a1 = 1.0;
float a2 = 1.0;
float a3 = 1.0;
// Bilateral weights:
// Bilinear interpolation (filter distance)
float2 smallPixelPosf = smallPixelPos - smallPixelPosi;
a0 = (1.0 - smallPixelPosf.x) * (1.0 - smallPixelPosf.y);
a1 = smallPixelPosf.x * (1.0 - smallPixelPosf.y);
a2 = (1.0 - smallPixelPosf.x) * smallPixelPosf.y;
a3 = smallPixelPosf.x * smallPixelPosf.y;
// Blend
float4 value = (V0 * a0 + V1 * a1 + V2 * a2 + V3 * a3);
return value;
}
// Unity's roughness is GGX roughness squared
float roughnessToBlinnPhongExponent(float roughness)
{
float r2 = roughness*roughness;
return 2.0f / r2*r2 - 2.0f;
}
float glossyLobeSlope(float roughness)
{
return pow(roughness, 4.0/3.0);
}
// Empirically based on our filter:
// Mip | Pixels
// --------------
// 0 | 1 no filter, so single pixel
// 1 | 17 2r + 1 filter applied once, grabbing from pixels r away in either direction (r=8, four samples times stride of 2)
// 2 | 50 2r + 1 filter applied on double size pixels, and each of those pixels had reached another r out to the side 2(2r + 1) + m_1
// 3 | 118 4(2r + 1) + m_2
// 4 | 254 8(2r + 1) + m_3
//
// Approximated by pixels = 16*2^mip-15
// rearranging we get mip = log_2((pixels + 15) / 16)
//
float filterFootprintInPixelsToMip(float footprint)
{
return log2((footprint + 15) / 16);
}
float3 ansiGradient(float t)
{
//return float3(t, t, t);
return fmod(floor(t * float3(8.0, 4.0, 2.0)), 2.0);
}
float4 fragCompositeSSR(v2f i) : SV_Target
{
// Pixel being shaded
float2 tsP = i.uv2.xy;
float roughness = 1.0-tex2D(_CameraGBufferTexture1, tsP).a;
float rayDistance = tex2D(_HitPointTexture, tsP).z;
// Get the camera space position of the reflection hit
float3 csPosition = GetPosition(tsP);
float3 wsNormal = tex2D(_CameraGBufferTexture2, tsP).rgb * 2.0 - 1.0;
float3 csN = mul((float3x3)(_WorldToCameraMatrix), wsNormal);
float3 c_mi = csMirrorVector(csPosition, csN);
float3 csHitpoint = c_mi * rayDistance + csPosition;
float gatherFootprintInMeters = glossyLobeSlope(roughness) * rayDistance;
// We could add a term that incorporates the normal
// This approximation assumes reflections happen at a glancing angle
float filterFootprintInPixels = gatherFootprintInMeters * _PixelsPerMeterAtOneMeter / csHitpoint.z;
if (_HalfResolution == 1)
{
filterFootprintInPixels *= 0.5;
}
float mip = filterFootprintInPixelsToMip(filterFootprintInPixels);
float nonPhysicalMip = pow(roughness, 3.0 / 4.0) * UNITY_SPECCUBE_LOD_STEPS;
if (_HalfResolution == 1)
{
nonPhysicalMip = nonPhysicalMip * 0.7;
}
mip = max(0, min(4, mip));
float4 result = 0.;
{
int mipMin = int(mip);
int mipMax = min(mipMin + 1, 4);
float mipLerp = mip-mipMin;
if (_BilateralUpsampling == 1)
{
result = lerp(bilateralUpsampleReflection(tsP, mipMin), bilateralUpsampleReflection(tsP, mipMax), mipLerp);
}
else
{
float4 minResult = getReflectionValue(tsP, mipMin);
float4 maxResult = getReflectionValue(tsP, mipMax);
result = lerp(minResult, maxResult, mipLerp);
result.a = min(minResult.a, maxResult.a);
}
}
result.a = min(result.a, 1.0);
float vignette = applyEdgeFade(tsP, _ScreenEdgeFading);
result.a *= vignette;
// THIS MIGHT BE SLIGHTLY WRONG, TRY STEP()
float alphaModifier = 1.0 - clamp(roughness * .3, 0., 1.);
result.a *= alphaModifier;
return result;
}
int _LastMip;
float4 fragMin(v2f i) : SV_Target
{
float2 tsP = i.uv2.xy;
float2 lastTexSize = mipToSize(_LastMip);
float2 lastTexSizeInv = 1.0 / lastTexSize;
float2 p00 = snapToTexelCenter(tsP, lastTexSize, lastTexSizeInv);
float2 p11 = p00 + lastTexSizeInv;
return min(
min(tex2D(_MainTex, p00), tex2D(_MainTex, p11)),
min(tex2D(_MainTex, float2(p00.x, p11.y)), tex2D(_MainTex, float2(p11.x, p00.y)))
);
}
float4 fragResolveHitPoints(v2f i) : SV_Target
{
float2 tsP = i.uv2.xy;
float4 temp = tex2D(_HitPointTexture, tsP);
float2 hitPoint = temp.xy;
float confidence = temp.w;
float3 colorResult = confidence > 0.0 ? tex2D(_MainTex, hitPoint).rgb : tex2D(_CameraReflectionsTexture, tsP).rgb;
#ifdef UNITY_COMPILER_HLSL
/*if (any(isnan(colorResult)))
colorResult = float3(0.0, 0.0, 0.0);
// As of 11/29/2015, on Unity 5.3 on a Windows 8.1 computer with a NVIDIA GeForce 980,
// with driver 347.62, the above check does not actually work to get rid of NaNs!
// So we add this "redundant" check.
if (!all(isfinite(colorResult)))
colorResult = float3(0.0, 0.0, 0.0);*/
#endif
return float4(colorResult, confidence);
}
float4 fragBilatKeyPack(v2f i) : SV_Target
{
float2 tsP = i.uv2.xy;
float3 csN = tex2D(_CameraGBufferTexture2, tsP).xyz;
float roughness = tex2D(_CameraGBufferTexture1, tsP).a;
return float4(csN, roughness);
}
float4 fragDepthToCSZ(v2f i) : SV_Target
{
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv2.xy);
return float4(-LinearEyeDepth(depth), 0.0, 0.0, 0.0);
}
static const int NUM_POISSON_TAPS = 12;
// Same as used in CameraMotionBlur.shader
static const float2 poissonSamples[NUM_POISSON_TAPS] =
{
float2(-0.326212,-0.40581),
float2(-0.840144,-0.07358),
float2(-0.695914,0.457137),
float2(-0.203345,0.620716),
float2(0.96234,-0.194983),
float2(0.473434,-0.480026),
float2(0.519456,0.767022),
float2(0.185461,-0.893124),
float2(0.507431,0.064425),
float2(0.89642,0.412458),
float2(-0.32194,-0.932615),
float2(-0.791559,-0.59771)
};
float4 fragFilterSharpReflections(v2f i) : SV_Target
{
// Could improve perf by not computing blur when we won't be sampling the highest level anyways
float2 tsP = i.uv2.xy;
float4 sum = 0.0;
float sampleRadius = _MainTex_TexelSize.xy * _ReflectionBlur;
for (int i = 0; i < NUM_POISSON_TAPS; i++)
{
float2 p = tsP + poissonSamples[i] * sampleRadius;
float4 tap = tex2D(_MainTex, p);
if (_HighlightSuppression)
{
tap.rgb = highlightCompression(tap.rgb);
}
sum += tap;
}
float4 result = sum / float(NUM_POISSON_TAPS);
if (_HighlightSuppression)
{
result.rgb = highlightDecompression(result.rgb);
}
return result;
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off
// 0: Raytrace
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragRaytrace1
#pragma target 3.0
float4 fragRaytrace1(v2f i) : SV_Target
{
return fragRaytrace(i, _RayStepSize);
}
ENDCG
}
// 1: Composite
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragComposite
#pragma target 3.0
ENDCG
}
// 2: GBlur
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragGBlur
#pragma target 3.0
ENDCG
}
// 3: CompositeSSR
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragCompositeSSR
#pragma target 3.0
ENDCG
}
// 4: Min mip generation
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragMin
#pragma target 3.0
ENDCG
}
// 5: Hit point texture to reflection buffer
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragResolveHitPoints
#pragma target 3.0
ENDCG
}
// 6: Pack Bilateral Filter Keys in single buffer
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragBilatKeyPack
#pragma target 3.0
ENDCG
}
// 7: Blit depth information as camera space Z
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragDepthToCSZ
#pragma target 3.0
ENDCG
}
// 8: Filter the highest quality reflection buffer
Pass
{
CGPROGRAM
#pragma exclude_renderers gles xbox360 ps3
#pragma vertex vert
#pragma fragment fragFilterSharpReflections
#pragma target 3.0
ENDCG
}
}
Fallback "Diffuse"
}