#ifndef __MOTION_BLUR__ #define __MOTION_BLUR__ #include "UnityCG.cginc" #include "Common.cginc" // Camera depth texture sampler2D_float _CameraDepthTexture; // Camera motion vectors texture sampler2D_half _CameraMotionVectorsTexture; float4 _CameraMotionVectorsTexture_TexelSize; // Packed velocity texture (2/10/10/10) sampler2D_half _VelocityTex; float2 _VelocityTex_TexelSize; // NeighborMax texture sampler2D_half _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; // History buffer for frame blending sampler2D _History1LumaTex; sampler2D _History2LumaTex; sampler2D _History3LumaTex; sampler2D _History4LumaTex; sampler2D _History1ChromaTex; sampler2D _History2ChromaTex; sampler2D _History3ChromaTex; sampler2D _History4ChromaTex; half _History1Weight; half _History2Weight; half _History3Weight; half _History4Weight; struct VaryingsMultitex { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; }; VaryingsMultitex VertMultitex(AttributesDefault v) { VaryingsMultitex o; o.pos = UnityObjectToClipPos(v.vertex); o.uv0 = v.texcoord.xy; o.uv1 = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0.0) o.uv1.y = 1.0 - v.texcoord.y; #endif return o; } // ----------------------------------------------------------------------------- // Prefilter // Velocity texture setup half4 FragVelocitySetup(VaryingsDefault i) : SV_Target { // Sample the motion vector. float2 v = tex2D(_CameraMotionVectorsTexture, i.uv).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 = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); // Pack into 10/10/10/2 format. return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0); } // 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 = tex2D(_MainTex, i.uv + d.xy).rg; half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg; half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg; half2 v4 = tex2D(_MainTex, i.uv + 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 = tex2D(_MainTex, i.uv + d.xy).rg; half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg; half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg; half2 v4 = tex2D(_MainTex, i.uv + 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.uv + _MainTex_TexelSize.xy * _TileMaxOffs.xy; float2 du = float2(_MainTex_TexelSize.x, 0.0); float2 dv = float2(0, _MainTex_TexelSize.y); half2 vo = 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, tex2D(_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 = tex2D(_MainTex, i.uv - d.xy).rg; half2 v2 = tex2D(_MainTex, i.uv - d.wy).rg; half2 v3 = tex2D(_MainTex, i.uv - d.zy).rg; half2 v4 = tex2D(_MainTex, i.uv - d.xw).rg; half2 v5 = tex2D(_MainTex, i.uv).rg * cw; half2 v6 = tex2D(_MainTex, i.uv + d.xw).rg; half2 v7 = tex2D(_MainTex, i.uv + d.zy).rg; half2 v8 = tex2D(_MainTex, i.uv + d.wy).rg; half2 v9 = tex2D(_MainTex, i.uv + 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)) * UNITY_PI_2, ry, rx); return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25; } // Velocity sampling function half3 SampleVelocity(float2 uv) { half3 v = tex2Dlod(_VelocityTex, float4(uv, 0.0, 0.0)).xyz; return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z); } // Reconstruction filter half4 FragReconstruction(VaryingsMultitex i) : SV_Target { // Color sample at the center point const half4 c_p = tex2D(_MainTex, i.uv0); // Velocity/Depth sample at the center point const half3 vd_p = SampleVelocity(i.uv1); 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 = tex2D(_NeighborMaxTex, i.uv1 + JitterTile(i.uv1)).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.uv0) - 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.uv0 + v_s * t_s * _MainTex_TexelSize.xy; const float2 uv1 = i.uv1 + v_s * t_s * _VelocityTex_TexelSize.xy; // Color sample const half3 c = tex2Dlod(_MainTex, float4(uv0, 0.0, 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); } // ----------------------------------------------------------------------------- // Frame blending VaryingsDefault VertFrameCompress(AttributesDefault v) { VaryingsDefault o; o.pos = v.vertex; o.uvSPR = 0; #if UNITY_UV_STARTS_AT_TOP o.uv = v.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); #else o.uv = v.texcoord; #endif return o; } #if !SHADER_API_GLES // MRT output struct for the compressor struct CompressorOutput { half4 luma : SV_Target0; half4 chroma : SV_Target1; }; // Frame compression fragment shader CompressorOutput FragFrameCompress(VaryingsDefault i) { float sw = _ScreenParams.x; // Screen width float pw = _ScreenParams.z - 1; // Pixel width // RGB to YCbCr convertion matrix const half3 kY = half3( 0.299 , 0.587 , 0.114 ); const half3 kCB = half3(-0.168736, -0.331264, 0.5 ); const half3 kCR = half3( 0.5 , -0.418688, -0.081312); // 0: even column, 1: odd column half odd = frac(i.uv.x * sw * 0.5) > 0.5; // Calculate UV for chroma componetns. // It's between the even and odd columns. float2 uv_c = i.uv.xy; uv_c.x = (floor(uv_c.x * sw * 0.5) * 2.0 + 1.0) * pw; // Sample the source texture. half3 rgb_y = tex2D(_MainTex, i.uv).rgb; half3 rgb_c = tex2D(_MainTex, uv_c).rgb; #if !UNITY_COLORSPACE_GAMMA rgb_y = LinearToGammaSpace(rgb_y); rgb_c = LinearToGammaSpace(rgb_c); #endif // Convertion and subsampling CompressorOutput o; o.luma = dot(kY, rgb_y); o.chroma = dot(lerp(kCB, kCR, odd), rgb_c) + 0.5; return o; } #else // MRT might not be supported. Replace it with a null shader. half4 FragFrameCompress(VaryingsDefault i) : SV_Target { return 0; } #endif // Sample luma-chroma textures and convert to RGB half3 DecodeHistory(float2 uvLuma, float2 uvCb, float2 uvCr, sampler2D lumaTex, sampler2D chromaTex) { half y = tex2D(lumaTex, uvLuma).r; half cb = tex2D(chromaTex, uvCb).r - 0.5; half cr = tex2D(chromaTex, uvCr).r - 0.5; return y + half3(1.402 * cr, -0.34414 * cb - 0.71414 * cr, 1.772 * cb); } // Frame blending fragment shader half4 FragFrameBlending(VaryingsMultitex i) : SV_Target { float sw = _MainTex_TexelSize.z; // Texture width float pw = _MainTex_TexelSize.x; // Texel width // UV for luma float2 uvLuma = i.uv1; // UV for Cb (even columns) float2 uvCb = i.uv1; uvCb.x = (floor(uvCb.x * sw * 0.5) * 2.0 + 0.5) * pw; // UV for Cr (even columns) float2 uvCr = uvCb; uvCr.x += pw; // Sample from the source image half4 src = tex2D(_MainTex, i.uv0); // Sampling and blending #if UNITY_COLORSPACE_GAMMA half3 acc = src.rgb; #else half3 acc = LinearToGammaSpace(src.rgb); #endif acc += DecodeHistory(uvLuma, uvCb, uvCr, _History1LumaTex, _History1ChromaTex) * _History1Weight; acc += DecodeHistory(uvLuma, uvCb, uvCr, _History2LumaTex, _History2ChromaTex) * _History2Weight; acc += DecodeHistory(uvLuma, uvCb, uvCr, _History3LumaTex, _History3ChromaTex) * _History3Weight; acc += DecodeHistory(uvLuma, uvCb, uvCr, _History4LumaTex, _History4ChromaTex) * _History4Weight; acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight; #if !UNITY_COLORSPACE_GAMMA acc = GammaToLinearSpace(acc); #endif return half4(acc, src.a); } // Frame blending fragment shader (without chroma subsampling) half4 FragFrameBlendingRaw(VaryingsMultitex i) : SV_Target { half4 src = tex2D(_MainTex, i.uv0); half3 acc = src.rgb; acc += tex2D(_History1LumaTex, i.uv0) * _History1Weight; acc += tex2D(_History2LumaTex, i.uv0) * _History2Weight; acc += tex2D(_History3LumaTex, i.uv0) * _History3Weight; acc += tex2D(_History4LumaTex, i.uv0) * _History4Weight; acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight; return half4(acc, src.a); } #endif // __MOTION_BLUR__