mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
712 lines
20 KiB
Text
712 lines
20 KiB
Text
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Shader "Hidden/SEGI" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "SEGI.cginc"
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#pragma target 5.0
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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#if UNITY_UV_STARTS_AT_TOP
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half4 uv2 : TEXCOORD1;
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#endif
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = float4(v.texcoord.xy, 1, 1);
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#if UNITY_UV_STARTS_AT_TOP
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o.uv2 = float4(v.texcoord.xy, 1, 1);
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if (_MainTex_TexelSize.y < 0.0)
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o.uv.y = 1.0 - o.uv.y;
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#endif
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return o;
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}
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#define PI 3.147159265
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ENDCG
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SubShader
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{
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ZTest Off
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Cull Off
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ZWrite Off
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Fog { Mode off }
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Pass //0
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 CameraToWorld;
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sampler2D _CameraGBufferTexture2;
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int FrameSwitch;
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int HalfResolution;
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sampler3D SEGIVolumeTexture1;
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sampler2D NoiseTexture;
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float4 frag(v2f input) : SV_Target
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{
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#if UNITY_UV_STARTS_AT_TOP
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float2 coord = input.uv2.xy;
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#else
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float2 coord = input.uv.xy;
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#endif
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//Get view space position and view vector
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float4 viewSpacePosition = GetViewSpacePosition(coord);
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float3 viewVector = normalize(viewSpacePosition.xyz);
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//Get voxel space position
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float4 voxelSpacePosition = mul(CameraToWorld, viewSpacePosition);
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voxelSpacePosition = mul(SEGIWorldToVoxel, voxelSpacePosition);
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voxelSpacePosition = mul(SEGIVoxelProjection, voxelSpacePosition);
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voxelSpacePosition.xyz = voxelSpacePosition.xyz * 0.5 + 0.5;
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//Prepare for cone trace
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float2 dither = rand(coord + (float)FrameSwitch * 0.011734);
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float3 worldNormal = normalize(tex2D(_CameraGBufferTexture2, coord).rgb * 2.0 - 1.0);
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float3 voxelOrigin = voxelSpacePosition.xyz + worldNormal.xyz * 0.003 * ConeTraceBias * 1.25 / SEGIVoxelScaleFactor;
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float3 gi = float3(0.0, 0.0, 0.0);
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float4 traceResult = float4(0,0,0,0);
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const float phi = 1.618033988;
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const float gAngle = phi * PI * 1.0;
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//Get blue noise
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float2 noiseCoord = (input.uv.xy * _MainTex_TexelSize.zw) / (64.0).xx;
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float blueNoise = tex2Dlod(NoiseTexture, float4(noiseCoord, 0.0, 0.0)).x;
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//Trace GI cones
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int numSamples = TraceDirections;
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for (int i = 0; i < numSamples; i++)
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{
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float fi = (float)i + blueNoise * StochasticSampling;
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float fiN = fi / numSamples;
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float longitude = gAngle * fi;
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float latitude = asin(fiN * 2.0 - 1.0);
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float3 kernel;
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kernel.x = cos(latitude) * cos(longitude);
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kernel.z = cos(latitude) * sin(longitude);
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kernel.y = sin(latitude);
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kernel = normalize(kernel + worldNormal.xyz * 1.0);
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traceResult += ConeTrace(voxelOrigin.xyz, kernel.xyz, worldNormal.xyz, coord, dither.y, TraceSteps, ConeSize, 1.0, 1.0);
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}
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traceResult /= numSamples;
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gi = traceResult.rgb * 20.0;
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float fadeout = saturate((distance(voxelSpacePosition.xyz, float3(0.5, 0.5, 0.5)) - 0.5f) * 5.0);
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float3 fakeGI = saturate(dot(worldNormal, float3(0, 1, 0)) * 0.5 + 0.5) * SEGISkyColor.rgb * 5.0;
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gi.rgb = lerp(gi.rgb, fakeGI, fadeout);
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gi *= 0.75 + (float)HalfResolution * 0.25;
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return float4(gi, 1.0);
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}
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ENDCG
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}
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Pass //1 Bilateral Blur
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float2 Kernel;
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float DepthTolerance;
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sampler2D DepthNormalsLow;
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sampler2D _CameraGBufferTexture2;
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sampler2D DepthLow;
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int SourceScale;
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float4 frag(v2f input) : COLOR0
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{
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float4 blurred = float4(0.0, 0.0, 0.0, 0.0);
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float validWeights = 0.0;
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float depth = LinearEyeDepth(tex2D(_CameraDepthTexture, input.uv.xy).x);
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half3 normal = normalize(tex2D(_CameraGBufferTexture2, input.uv.xy).rgb * 2.0 - 1.0);
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float thresh = 0.26;
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float3 viewPosition = GetViewSpacePosition(input.uv.xy).xyz;
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float3 viewVector = normalize(viewPosition);
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float NdotV = 1.0 / (saturate(dot(-viewVector, normal.xyz)) + 0.1);
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thresh *= 1.0 + NdotV * 2.0;
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for (int i = -4; i <= 4; i++)
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{
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float2 offs = Kernel.xy * (i) * _MainTex_TexelSize.xy * 1.0;
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float sampleDepth = LinearEyeDepth(tex2Dlod(_CameraDepthTexture, float4(input.uv.xy + offs.xy * 1, 0, 0)).x);
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half3 sampleNormal = normalize(tex2Dlod(_CameraGBufferTexture2, float4(input.uv.xy + offs.xy * 1, 0, 0)).rgb * 2.0 - 1.0);
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float weight = saturate(1.0 - abs(depth - sampleDepth) / thresh);
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weight *= pow(saturate(dot(sampleNormal, normal)), 24.0);
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float4 blurSample = tex2Dlod(_MainTex, float4(input.uv.xy + offs.xy, 0, 0)).rgba;
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blurred += blurSample * weight;
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validWeights += weight;
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}
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blurred /= validWeights + 0.001;
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return blurred;
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}
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ENDCG
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}
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Pass //2 Blend with scene
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _CameraGBufferTexture2;
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sampler2D _CameraGBufferTexture1;
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sampler2D GITexture;
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sampler2D Reflections;
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float4x4 CameraToWorld;
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int DoReflections;
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int HalfResolution;
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float4 frag(v2f input) : COLOR0
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{
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#if UNITY_UV_STARTS_AT_TOP
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float2 coord = input.uv2.xy;
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#else
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float2 coord = input.uv.xy;
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#endif
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float4 albedoTex = tex2D(_CameraGBufferTexture0, input.uv.xy);
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float3 albedo = albedoTex.rgb;
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float3 gi = tex2D(GITexture, input.uv.xy).rgb;
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float3 scene = tex2D(_MainTex, input.uv.xy).rgb;
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float3 reflections = tex2D(Reflections, input.uv.xy).rgb;
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float3 result = scene + gi * albedoTex.a * albedoTex.rgb;
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if (DoReflections > 0)
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{
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float4 viewSpacePosition = GetViewSpacePosition(coord);
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float3 viewVector = normalize(viewSpacePosition.xyz);
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float4 worldViewVector = mul(CameraToWorld, float4(viewVector.xyz, 0.0));
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float4 spec = tex2D(_CameraGBufferTexture1, coord);
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float smoothness = spec.a;
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float3 specularColor = spec.rgb;
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float3 worldNormal = normalize(tex2D(_CameraGBufferTexture2, coord).rgb * 2.0 - 1.0);
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float3 reflectionKernel = reflect(worldViewVector.xyz, worldNormal);
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float3 fresnel = pow(saturate(dot(worldViewVector.xyz, reflectionKernel.xyz)) * (smoothness * 0.5 + 0.5), 5.0);
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fresnel = lerp(fresnel, (1.0).xxx, specularColor.rgb);
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fresnel *= saturate(smoothness * 4.0);
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result = lerp(result, reflections, fresnel);
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}
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return float4(result, 1.0);
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}
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ENDCG
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}
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Pass //3 Temporal blend (with unity motion vectors)
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D GITexture;
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sampler2D PreviousDepth;
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sampler2D CurrentDepth;
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sampler2D PreviousLocalWorldPos;
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float4 CameraPosition;
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float4 CameraPositionPrev;
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float4x4 ProjectionPrev;
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float4x4 ProjectionPrevInverse;
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float4x4 WorldToCameraPrev;
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float4x4 CameraToWorldPrev;
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float4x4 CameraToWorld;
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float DeltaTime;
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float BlendWeight;
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float4 frag(v2f input) : COLOR0
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{
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float3 gi = tex2D(_MainTex, input.uv.xy).rgb;
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float depth = GetDepthTexture(input.uv.xy);
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float4 currentPos = float4(input.uv.x * 2.0 - 1.0, input.uv.y * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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float4 fragpos = mul(ProjectionMatrixInverse, currentPos);
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fragpos = mul(CameraToWorld, fragpos);
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fragpos /= fragpos.w;
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float4 thisWorldPosition = fragpos;
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float2 motionVectors = tex2Dlod(_CameraMotionVectorsTexture, float4(input.uv.xy, 0.0, 0.0)).xy;
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float2 reprojCoord = input.uv.xy - motionVectors.xy;
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float prevDepth = (tex2Dlod(PreviousDepth, float4(reprojCoord + _MainTex_TexelSize.xy * 0.0, 0.0, 0.0)).x);
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#if defined(UNITY_REVERSED_Z)
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prevDepth = 1.0 - prevDepth;
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#endif
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float4 previousWorldPosition = mul(ProjectionPrevInverse, float4(reprojCoord.xy * 2.0 - 1.0, prevDepth * 2.0 - 1.0, 1.0));
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previousWorldPosition = mul(CameraToWorldPrev, previousWorldPosition);
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previousWorldPosition /= previousWorldPosition.w;
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float blendWeight = BlendWeight;
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float posSimilarity = saturate(1.0 - distance(previousWorldPosition.xyz, thisWorldPosition.xyz) * 1.0);
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blendWeight = lerp(1.0, blendWeight, posSimilarity);
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float3 minPrev = float3(10000, 10000, 10000);
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float3 maxPrev = float3(0, 0, 0);
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float3 s0 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.5, 0.5), 0, 0)).rgb;
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minPrev = s0;
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maxPrev = s0;
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s0 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.5, -0.5), 0, 0)).rgb;
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minPrev = min(minPrev, s0);
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maxPrev = max(maxPrev, s0);
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s0 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(-0.5, 0.5), 0, 0)).rgb;
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minPrev = min(minPrev, s0);
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maxPrev = max(maxPrev, s0);
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s0 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(-0.5, -0.5), 0, 0)).rgb;
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minPrev = min(minPrev, s0);
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maxPrev = max(maxPrev, s0);
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float3 prevGI = tex2Dlod(PreviousGITexture, float4(reprojCoord, 0.0, 0.0)).rgb;
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prevGI = lerp(prevGI, clamp(prevGI, minPrev, maxPrev), 0.25);
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gi = lerp(prevGI, gi, float3(blendWeight, blendWeight, blendWeight));
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float3 result = gi;
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return float4(result, 1.0);
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}
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ENDCG
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}
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Pass //4 Specular/reflections trace
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{
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ZTest Always
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 CameraToWorld;
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sampler2D _CameraGBufferTexture1;
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sampler2D _CameraGBufferTexture2;
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sampler3D SEGIVolumeTexture1;
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int FrameSwitch;
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float4 frag(v2f input) : SV_Target
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{
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#if UNITY_UV_STARTS_AT_TOP
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float2 coord = input.uv2.xy;
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#else
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float2 coord = input.uv.xy;
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#endif
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float4 spec = tex2D(_CameraGBufferTexture1, coord);
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float4 viewSpacePosition = GetViewSpacePosition(coord);
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float3 viewVector = normalize(viewSpacePosition.xyz);
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float4 worldViewVector = mul(CameraToWorld, float4(viewVector.xyz, 0.0));
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float4 voxelSpacePosition = mul(CameraToWorld, viewSpacePosition);
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float3 worldPosition = voxelSpacePosition.xyz;
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voxelSpacePosition = mul(SEGIWorldToVoxel, voxelSpacePosition);
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voxelSpacePosition = mul(SEGIVoxelProjection, voxelSpacePosition);
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voxelSpacePosition.xyz = voxelSpacePosition.xyz * 0.5 + 0.5;
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float3 worldNormal = normalize(tex2D(_CameraGBufferTexture2, coord).rgb * 2.0 - 1.0);
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float3 voxelOrigin = voxelSpacePosition.xyz + worldNormal.xyz * 0.006 * ConeTraceBias * 1.25 / SEGIVoxelScaleFactor;
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float2 dither = rand(coord + (float)FrameSwitch * 0.11734);
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float smoothness = spec.a * 0.5;
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float3 specularColor = spec.rgb;
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float4 reflection = (0.0).xxxx;
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float3 reflectionKernel = reflect(worldViewVector.xyz, worldNormal);
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float3 fresnel = pow(saturate(dot(worldViewVector.xyz, reflectionKernel.xyz)) * (smoothness * 0.5 + 0.5), 5.0);
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fresnel = lerp(fresnel, (1.0).xxx, specularColor.rgb);
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voxelOrigin += worldNormal.xyz * 0.002 * 1.25 / SEGIVoxelScaleFactor;
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reflection = SpecularConeTrace(voxelOrigin.xyz, reflectionKernel.xyz, worldNormal.xyz, smoothness, coord, dither.x);
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float3 skyReflection = (reflection.a * 1.0 * SEGISkyColor);
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reflection.rgb = reflection.rgb * 0.7 + skyReflection.rgb * 2.4015 * SkyReflectionIntensity;
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return float4(reflection.rgb, 1.0);
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}
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ENDCG
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}
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Pass //5 Get camera depth texture
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag(v2f input) : COLOR0
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{
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float2 coord = input.uv.xy;
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float4 tex = tex2D(_CameraDepthTexture, coord);
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return tex;
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}
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ENDCG
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}
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Pass //6 Get camera normals texture
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{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
|
||
|
float4 frag(v2f input) : COLOR0
|
||
|
{
|
||
|
float2 coord = input.uv.xy;
|
||
|
float4 tex = tex2D(_CameraDepthNormalsTexture, coord);
|
||
|
return tex;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass //7 Visualize GI
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
sampler2D GITexture;
|
||
|
|
||
|
float4 frag(v2f input) : COLOR0
|
||
|
{
|
||
|
float4 albedoTex = tex2D(_CameraGBufferTexture0, input.uv.xy);
|
||
|
float3 albedo = albedoTex.rgb;
|
||
|
float3 gi = tex2D(GITexture, input.uv.xy).rgb;
|
||
|
return float4(gi, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
Pass //8 Write black
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
float4 frag(v2f input) : COLOR0
|
||
|
{
|
||
|
return float4(0.0, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass //9 Visualize slice of GI Volume (CURRENTLY UNUSED)
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
float LayerToVisualize;
|
||
|
int MipLevelToVisualize;
|
||
|
|
||
|
sampler3D SEGIVolumeTexture1;
|
||
|
|
||
|
float4 frag(v2f input) : COLOR0
|
||
|
{
|
||
|
return float4(tex3D(SEGIVolumeTexture1, float3(input.uv.xy, LayerToVisualize)).rgb, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass //10 Visualize voxels (trace through GI volumes)
|
||
|
{
|
||
|
ZTest Always
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
float4x4 CameraToWorld;
|
||
|
|
||
|
sampler2D _CameraGBufferTexture2;
|
||
|
|
||
|
float4 CameraPosition;
|
||
|
|
||
|
float4 frag(v2f input) : SV_Target
|
||
|
{
|
||
|
#if UNITY_UV_STARTS_AT_TOP
|
||
|
float2 coord = input.uv2.xy;
|
||
|
#else
|
||
|
float2 coord = input.uv.xy;
|
||
|
#endif
|
||
|
|
||
|
float4 viewSpacePosition = GetViewSpacePosition(coord);
|
||
|
float3 viewVector = normalize(viewSpacePosition.xyz);
|
||
|
float4 worldViewVector = mul(CameraToWorld, float4(viewVector.xyz, 0.0));
|
||
|
|
||
|
float4 voxelCameraPosition = mul(SEGIWorldToVoxel, float4(CameraPosition.xyz, 1.0));
|
||
|
voxelCameraPosition = mul(SEGIVoxelProjection, voxelCameraPosition);
|
||
|
voxelCameraPosition.xyz = voxelCameraPosition.xyz * 0.5 + 0.5;
|
||
|
|
||
|
float4 result = VisualConeTrace(voxelCameraPosition.xyz, worldViewVector.xyz);
|
||
|
|
||
|
return float4(result.rgb, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass //11 Bilateral upsample
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
float2 Kernel;
|
||
|
|
||
|
float DepthTolerance;
|
||
|
|
||
|
sampler2D DepthNormalsLow;
|
||
|
sampler2D DepthLow;
|
||
|
int SourceScale;
|
||
|
sampler2D CurrentDepth;
|
||
|
sampler2D CurrentNormal;
|
||
|
|
||
|
|
||
|
float4 frag(v2f input) : COLOR0
|
||
|
{
|
||
|
float4 blurred = float4(0.0, 0.0, 0.0, 0.0);
|
||
|
float4 blurredDumb = float4(0.0, 0.0, 0.0, 0.0);
|
||
|
float validWeights = 0.0;
|
||
|
float depth = LinearEyeDepth(tex2D(_CameraDepthTexture, input.uv.xy).x);
|
||
|
half3 normal = DecodeViewNormalStereo(tex2D(_CameraDepthNormalsTexture, input.uv.xy));
|
||
|
float thresh = 0.26;
|
||
|
|
||
|
float3 viewPosition = GetViewSpacePosition(input.uv.xy).xyz;
|
||
|
float3 viewVector = normalize(viewPosition);
|
||
|
|
||
|
float NdotV = 1.0 / (saturate(dot(-viewVector, normal.xyz)) + 0.1);
|
||
|
thresh *= 1.0 + NdotV * 2.0;
|
||
|
|
||
|
float4 sample00 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 0.0) * 1.0, 0.0, 0.0));
|
||
|
float4 sample10 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 0.0) * 1.0, 0.0, 0.0));
|
||
|
float4 sample11 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 1.0) * 1.0, 0.0, 0.0));
|
||
|
float4 sample01 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 1.0) * 1.0, 0.0, 0.0));
|
||
|
|
||
|
float4 depthSamples = float4(0,0,0,0);
|
||
|
depthSamples.x = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 0.0), 0, 0)).x);
|
||
|
depthSamples.y = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 0.0), 0, 0)).x);
|
||
|
depthSamples.z = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 1.0), 0, 0)).x);
|
||
|
depthSamples.w = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 1.0), 0, 0)).x);
|
||
|
|
||
|
half3 normal00 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 0.0)));
|
||
|
half3 normal10 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 0.0)));
|
||
|
half3 normal11 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 1.0)));
|
||
|
half3 normal01 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 1.0)));
|
||
|
|
||
|
float4 depthWeights = saturate(1.0 - abs(depthSamples - depth.xxxx) / thresh);
|
||
|
|
||
|
float4 normalWeights = float4(0,0,0,0);
|
||
|
normalWeights.x = pow(saturate(dot(normal00, normal)), 24.0);
|
||
|
normalWeights.y = pow(saturate(dot(normal10, normal)), 24.0);
|
||
|
normalWeights.z = pow(saturate(dot(normal11, normal)), 24.0);
|
||
|
normalWeights.w = pow(saturate(dot(normal01, normal)), 24.0);
|
||
|
|
||
|
float4 weights = depthWeights * normalWeights;
|
||
|
|
||
|
float weightSum = dot(weights, float4(1.0, 1.0, 1.0, 1.0));
|
||
|
|
||
|
if (weightSum < 0.01)
|
||
|
{
|
||
|
weightSum = 4.0;
|
||
|
weights = (1.0).xxxx;
|
||
|
}
|
||
|
|
||
|
weights /= weightSum;
|
||
|
|
||
|
float2 fractCoord = frac(input.uv.xy * _MainTex_TexelSize.zw * 1.0);
|
||
|
|
||
|
float4 filteredX0 = lerp(sample00 * weights.x, sample10 * weights.y, fractCoord.x);
|
||
|
float4 filteredX1 = lerp(sample01 * weights.w, sample11 * weights.z, fractCoord.x);
|
||
|
|
||
|
float4 filtered = lerp(filteredX0, filteredX1, fractCoord.y);
|
||
|
|
||
|
|
||
|
return filtered * 3.0;
|
||
|
|
||
|
return blurred;
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
Pass //12 Temporal blending without motion vectors (for legacy support)
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
sampler2D GITexture;
|
||
|
sampler2D PreviousDepth;
|
||
|
sampler2D CurrentDepth;
|
||
|
sampler2D PreviousLocalWorldPos;
|
||
|
|
||
|
|
||
|
float4 CameraPosition;
|
||
|
float4 CameraPositionPrev;
|
||
|
float4x4 ProjectionPrev;
|
||
|
float4x4 ProjectionPrevInverse;
|
||
|
float4x4 WorldToCameraPrev;
|
||
|
float4x4 CameraToWorldPrev;
|
||
|
float4x4 CameraToWorld;
|
||
|
float DeltaTime;
|
||
|
float BlendWeight;
|
||
|
|
||
|
float4 frag(v2f input) : COLOR0
|
||
|
{
|
||
|
float3 gi = tex2D(_MainTex, input.uv.xy).rgb;
|
||
|
|
||
|
float2 depthLookupCoord = round(input.uv.xy * _MainTex_TexelSize.zw) * _MainTex_TexelSize.xy;
|
||
|
depthLookupCoord = input.uv.xy;
|
||
|
//float depth = tex2Dlod(_CameraDepthTexture, float4(depthLookupCoord, 0.0, 0.0)).x;
|
||
|
float depth = GetDepthTexture(depthLookupCoord);
|
||
|
|
||
|
float4 currentPos = float4(input.uv.x * 2.0 - 1.0, input.uv.y * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
|
||
|
|
||
|
float4 fragpos = mul(ProjectionMatrixInverse, currentPos);
|
||
|
float4 thisViewPos = fragpos;
|
||
|
fragpos = mul(CameraToWorld, fragpos);
|
||
|
fragpos /= fragpos.w;
|
||
|
float4 thisWorldPosition = fragpos;
|
||
|
fragpos.xyz += CameraPosition.xyz * DeltaTime;
|
||
|
|
||
|
float4 prevPos = fragpos;
|
||
|
prevPos.xyz -= CameraPositionPrev.xyz * DeltaTime;
|
||
|
prevPos = mul(WorldToCameraPrev, prevPos);
|
||
|
prevPos = mul(ProjectionPrev, prevPos);
|
||
|
prevPos /= prevPos.w;
|
||
|
|
||
|
float2 diff = currentPos.xy - prevPos.xy;
|
||
|
|
||
|
float2 reprojCoord = input.uv.xy - diff.xy * 0.5;
|
||
|
float2 previousTexcoord = input.uv.xy + diff.xy * 0.5;
|
||
|
|
||
|
|
||
|
float blendWeight = BlendWeight;
|
||
|
|
||
|
float prevDepth = (tex2Dlod(PreviousDepth, float4(reprojCoord + _MainTex_TexelSize.xy * 0.0, 0.0, 0.0)).x);
|
||
|
|
||
|
float4 previousWorldPosition = mul(ProjectionPrevInverse, float4(reprojCoord.xy * 2.0 - 1.0, prevDepth * 2.0 - 1.0, 1.0));
|
||
|
previousWorldPosition = mul(CameraToWorldPrev, previousWorldPosition);
|
||
|
previousWorldPosition /= previousWorldPosition.w;
|
||
|
|
||
|
if (distance(previousWorldPosition.xyz, thisWorldPosition.xyz) > 0.1 || reprojCoord.x > 1.0 || reprojCoord.x < 0.0 || reprojCoord.y > 1.0 || reprojCoord.y < 0.0)
|
||
|
{
|
||
|
blendWeight = 1.0;
|
||
|
}
|
||
|
|
||
|
float3 prevGI = tex2D(PreviousGITexture, reprojCoord).rgb;
|
||
|
|
||
|
gi = lerp(prevGI, gi, float3(blendWeight, blendWeight, blendWeight));
|
||
|
|
||
|
float3 result = gi;
|
||
|
return float4(result, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
Fallback off
|
||
|
|
||
|
}
|