FiE-Game/Assets/PostProcessing/Resources/Shaders/Uber.shader

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2023-07-24 21:52:50 +02:00
Shader "Hidden/Post FX/Uber Shader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AutoExposure ("", 2D) = "" {}
_BloomTex ("", 2D) = "" {}
_Bloom_DirtTex ("", 2D) = "" {}
_GrainTex ("", 2D) = "" {}
_LogLut ("", 2D) = "" {}
_UserLut ("", 2D) = "" {}
_Vignette_Mask ("", 2D) = "" {}
_ChromaticAberration_Spectrum ("", 2D) = "" {}
_DitheringTex ("", 2D) = "" {}
}
CGINCLUDE
#pragma target 3.0
#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
#pragma multi_compile __ CHROMATIC_ABERRATION
#pragma multi_compile __ DEPTH_OF_FIELD DEPTH_OF_FIELD_COC_VIEW
#pragma multi_compile __ BLOOM BLOOM_LENS_DIRT
#pragma multi_compile __ COLOR_GRADING COLOR_GRADING_LOG_VIEW
#pragma multi_compile __ USER_LUT
#pragma multi_compile __ GRAIN
#pragma multi_compile __ VIGNETTE_CLASSIC VIGNETTE_MASKED
#pragma multi_compile __ DITHERING
#include "UnityCG.cginc"
#include "Bloom.cginc"
#include "ColorGrading.cginc"
#include "UberSecondPass.cginc"
// Auto exposure / eye adaptation
sampler2D _AutoExposure;
// Chromatic aberration
half _ChromaticAberration_Amount;
sampler2D _ChromaticAberration_Spectrum;
// Depth of field
sampler2D_float _CameraDepthTexture;
sampler2D _DepthOfFieldTex;
sampler2D _DepthOfFieldCoCTex;
float4 _DepthOfFieldTex_TexelSize;
float3 _DepthOfFieldParams; // x: distance, y: f^2 / (N * (S1 - f) * film_width * 2), z: max coc
// Bloom
sampler2D _BloomTex;
float4 _BloomTex_TexelSize;
half2 _Bloom_Settings; // x: sampleScale, y: bloom.intensity
sampler2D _Bloom_DirtTex;
half _Bloom_DirtIntensity;
// Color grading & tonemapping
sampler2D _LogLut;
half3 _LogLut_Params; // x: 1 / lut_width, y: 1 / lut_height, z: lut_height - 1
half _ExposureEV; // EV (exp2)
// User lut
sampler2D _UserLut;
half4 _UserLut_Params; // @see _LogLut_Params
// Vignette
half3 _Vignette_Color;
half2 _Vignette_Center; // UV space
half4 _Vignette_Settings; // x: intensity, y: smoothness, z: roundness, w: rounded
sampler2D _Vignette_Mask;
half _Vignette_Opacity; // [0;1]
struct VaryingsFlipped
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uvSPR : TEXCOORD1; // Single Pass Stereo UVs
float2 uvFlipped : TEXCOORD2; // Flipped UVs (DX/MSAA/Forward)
float2 uvFlippedSPR : TEXCOORD3; // Single Pass Stereo flipped UVs
};
VaryingsFlipped VertUber(AttributesDefault v)
{
VaryingsFlipped o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uvSPR = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
o.uvFlipped = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0.0)
o.uvFlipped.y = 1.0 - o.uvFlipped.y;
#endif
o.uvFlippedSPR = UnityStereoScreenSpaceUVAdjust(o.uvFlipped, _MainTex_ST);
return o;
}
half4 FragUber(VaryingsFlipped i) : SV_Target
{
float2 uv = i.uv;
half autoExposure = tex2D(_AutoExposure, uv).r;
half3 color = (0.0).xxx;
#if DEPTH_OF_FIELD && CHROMATIC_ABERRATION
half4 dof = (0.0).xxxx;
half ffa = 0.0; // far field alpha
#endif
//
// HDR effects
// ---------------------------------------------------------
// Chromatic Aberration
// Inspired by the method described in "Rendering Inside" [Playdead 2016]
// https://twitter.com/pixelmager/status/717019757766123520
#if CHROMATIC_ABERRATION
{
float2 coords = 2.0 * uv - 1.0;
float2 end = uv - coords * dot(coords, coords) * _ChromaticAberration_Amount;
float2 diff = end - uv;
int samples = clamp(int(length(_MainTex_TexelSize.zw * diff / 2.0)), 3, 16);
float2 delta = diff / samples;
float2 pos = uv;
half3 sum = (0.0).xxx, filterSum = (0.0).xxx;
#if DEPTH_OF_FIELD
float2 dofDelta = delta;
float2 dofPos = pos;
if (_MainTex_TexelSize.y < 0.0)
{
dofDelta.y = -dofDelta.y;
dofPos.y = 1.0 - dofPos.y;
}
half4 dofSum = (0.0).xxxx;
half ffaSum = 0.0;
#endif
for (int i = 0; i < samples; i++)
{
half t = (i + 0.5) / samples;
half3 s = tex2Dlod(_MainTex, float4(UnityStereoScreenSpaceUVAdjust(pos, _MainTex_ST), 0, 0)).rgb;
half3 filter = tex2Dlod(_ChromaticAberration_Spectrum, float4(t, 0, 0, 0)).rgb;
sum += s * filter;
filterSum += filter;
pos += delta;
#if DEPTH_OF_FIELD
float4 uvDof = float4(UnityStereoScreenSpaceUVAdjust(dofPos, _MainTex_ST), 0, 0);
half4 sdof = tex2Dlod(_DepthOfFieldTex, uvDof).rgba;
half scoc = tex2Dlod(_DepthOfFieldCoCTex, uvDof).r;
scoc = (scoc - 0.5) * 2 * _DepthOfFieldParams.z;
dofSum += sdof * half4(filter, 1);
ffaSum += smoothstep(_MainTex_TexelSize.y * 2, _MainTex_TexelSize.y * 4, scoc);
dofPos += dofDelta;
#endif
}
color = sum / filterSum;
#if DEPTH_OF_FIELD
dof = dofSum / half4(filterSum, samples);
ffa = ffaSum / samples;
#endif
}
#else
{
color = tex2D(_MainTex, i.uvSPR).rgb;
}
#endif
// Apply auto exposure if any
color *= autoExposure;
// Gamma space... Gah.
#if UNITY_COLORSPACE_GAMMA
{
color = GammaToLinearSpace(color);
}
#endif
// Depth of field
#if DEPTH_OF_FIELD_COC_VIEW
{
// Calculate the radiuses of CoC.
half4 src = tex2D(_DepthOfFieldTex, uv);
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvFlippedSPR));
float coc = (depth - _DepthOfFieldParams.x) * _DepthOfFieldParams.y / depth;
coc *= 80;
// Visualize CoC (white -> red -> gray)
half3 rgb = lerp(half3(1, 0, 0), half3(1.0, 1.0, 1.0), saturate(-coc));
rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
// Black and white image overlay
rgb *= AcesLuminance(color) + 0.5;
// Gamma correction
#if !UNITY_COLORSPACE_GAMMA
{
rgb = GammaToLinearSpace(rgb);
}
#endif
color = rgb;
}
#elif DEPTH_OF_FIELD
{
#if !CHROMATIC_ABERRATION
half4 dof = tex2D(_DepthOfFieldTex, i.uvFlippedSPR);
half coc = tex2D(_DepthOfFieldCoCTex, i.uvFlippedSPR);
coc = (coc - 0.5) * 2 * _DepthOfFieldParams.z;
// Convert CoC to far field alpha value.
float ffa = smoothstep(_MainTex_TexelSize.y * 2, _MainTex_TexelSize.y * 4, coc);
#endif
// lerp(lerp(color, dof, ffa), dof, dof.a)
color = lerp(color, dof.rgb * autoExposure, ffa + dof.a - ffa * dof.a);
}
#endif
// HDR Bloom
#if BLOOM || BLOOM_LENS_DIRT
{
half3 bloom = UpsampleFilter(_BloomTex, i.uvFlippedSPR, _BloomTex_TexelSize.xy, _Bloom_Settings.x) * _Bloom_Settings.y;
color += bloom;
#if BLOOM_LENS_DIRT
{
half3 dirt = tex2D(_Bloom_DirtTex, i.uvFlipped).rgb * _Bloom_DirtIntensity;
color += bloom * dirt;
}
#endif
}
#endif
// Procedural vignette
#if VIGNETTE_CLASSIC
{
half2 d = abs(uv - _Vignette_Center) * _Vignette_Settings.x;
d.x *= lerp(1.0, _ScreenParams.x / _ScreenParams.y, _Vignette_Settings.w);
d = pow(d, _Vignette_Settings.z); // Roundness
half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
color *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
}
// Masked vignette
#elif VIGNETTE_MASKED
{
half vfactor = tex2D(_Vignette_Mask, uv).a;
half3 new_color = color * lerp(_Vignette_Color, (1.0).xxx, vfactor);
color = lerp(color, new_color, _Vignette_Opacity);
}
#endif
// HDR color grading & tonemapping
#if COLOR_GRADING_LOG_VIEW
{
color *= _ExposureEV;
color = saturate(LinearToLogC(color));
}
#elif COLOR_GRADING
{
color *= _ExposureEV; // Exposure is in ev units (or 'stops')
half3 colorLogC = saturate(LinearToLogC(color));
color = ApplyLut2d(_LogLut, colorLogC, _LogLut_Params);
}
#endif
//
// All the following effects happen in LDR
// ---------------------------------------------------------
color = saturate(color);
// Back to gamma space if needed
#if UNITY_COLORSPACE_GAMMA
{
color = LinearToGammaSpace(color);
}
#endif
// LDR user lut
#if USER_LUT
{
color = saturate(color);
half3 colorGraded;
#if !UNITY_COLORSPACE_GAMMA
{
colorGraded = ApplyLut2d(_UserLut, LinearToGammaSpace(color), _UserLut_Params.xyz);
colorGraded = GammaToLinearSpace(colorGraded);
}
#else
{
colorGraded = ApplyLut2d(_UserLut, color, _UserLut_Params.xyz);
}
#endif
color = lerp(color, colorGraded, _UserLut_Params.w);
}
#endif
color = UberSecondPass(color, uv);
// Done !
return half4(color, 1.0);
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// (0)
Pass
{
CGPROGRAM
#pragma vertex VertUber
#pragma fragment FragUber
ENDCG
}
}
}