/** \author Michael Mara and Morgan McGuire, Casual Effects. 2015. */ Shader "Hidden/Post FX/Screen Space Reflection" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #pragma target 3.0 #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityStandardUtils.cginc" #include "Common.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; 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; 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 = 1.0 - 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 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 = Pow2(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 = 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; #if UNITY_VERSION < 550 light.ndotl = 0; #endif UnityIndirect ind; ind.diffuse = 0; ind.specular = incomingRadiance; float3 ssrResult = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, 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; 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); 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 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 ENDCG } // 2: GBlur Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragGBlur ENDCG } // 3: CompositeSSR Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragCompositeSSR ENDCG } // 4: Min mip generation Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragMin ENDCG } // 5: Hit point texture to reflection buffer Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragResolveHitPoints ENDCG } // 6: Pack Bilateral Filter Keys in single buffer Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragBilatKeyPack ENDCG } // 7: Blit depth information as camera space Z Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragDepthToCSZ ENDCG } // 8: Filter the highest quality reflection buffer Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragFilterSharpReflections ENDCG } } Fallback "Diffuse" }