// // modified and adapted DLAA code based on Dmitry Andreev's // Directionally Localized Anti-Aliasing (DLAA) // // as seen in "The Force Unleashed 2" // Shader "Hidden/DLAA" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; half4 _MainTex_ST; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; #define LD( o, dx, dy ) o = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(texCoord + float2( dx, dy ) * _MainTex_TexelSize.xy, _MainTex_ST) ); float GetIntensity( float3 col ) { return dot( col, float3( 0.33f, 0.33f, 0.33f ) ); } float4 highPassPre( float2 texCoord ) { LD(float4 sCenter, 0.0,0.0) LD(float4 sUpLeft, -1.0,-1.0) LD(float4 sUpRight, 1.0,-1.0) LD(float4 sDownLeft, -1.0,1.0) LD(float4 sDownRight, 1.0,1.0) float4 diff = 4.0f * abs( (sUpLeft + sUpRight + sDownLeft + sDownRight) - 4.0f * sCenter ); float edgeMask = GetIntensity(diff.xyz); return float4(sCenter.rgb, edgeMask); } // Softer (5-pixel wide high-pass) /* void HighPassEdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float4 w_h, float4 w_v, float2 texCoord) { edge_h = abs( w_h - 4.0f * center ) / 4.0f; edge_v = abs( w_v - 4.0f * center ) / 4.0f; } // Sharper (3-pixel wide high-pass) void EdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float2 texCoord) { float4 left, right, top, bottom; LD( left, -1, 0 ) LD( right, 1, 0 ) LD( top, 0, -1 ) LD( bottom, 0, 1 ) edge_h = abs( left + right - 2.0f * center ) / 2.0f; edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; } */ float4 edgeDetectAndBlur( float2 texCoord ) { float lambda = 3.0f; float epsilon = 0.1f; // // Short Edges // float4 center, left_01, right_01, top_01, bottom_01; // sample 5x5 cross LD( center, 0, 0 ) LD( left_01, -1.5, 0 ) LD( right_01, 1.5, 0 ) LD( top_01, 0,-1.5 ) LD( bottom_01, 0, 1.5 ) float4 w_h = 2.0f * ( left_01 + right_01 ); float4 w_v = 2.0f * ( top_01 + bottom_01 ); // Softer (5-pixel wide high-pass) float4 edge_h = abs( w_h - 4.0f * center ) / 4.0f; float4 edge_v = abs( w_v - 4.0f * center ) / 4.0f; float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; float edge_h_lum = GetIntensity( edge_h.xyz ); float edge_v_lum = GetIntensity( edge_v.xyz ); float blurred_h_lum = GetIntensity( blurred_h.xyz ); float blurred_v_lum = GetIntensity( blurred_v.xyz ); float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); float4 clr = center; clr = lerp( clr, blurred_h, edge_mask_v ); clr = lerp( clr, blurred_v, edge_mask_h ); // blurrier version // // Long Edges // float4 h0, h1, h2, h3, h4, h5, h6, h7; float4 v0, v1, v2, v3, v4, v5, v6, v7; // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); float4 left, right, top, bottom; LD( left, -1, 0 ) LD( right, 1, 0 ) LD( top, 0, -1 ) LD( bottom, 0, 1 ) if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) //if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) { float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; float lb_h_lum = GetIntensity( long_blurred_h.xyz ); float lb_v_lum = GetIntensity( long_blurred_v.xyz ); float center_lum = GetIntensity( center.xyz ); float left_lum = GetIntensity( left.xyz ); float right_lum = GetIntensity( right.xyz ); float top_lum = GetIntensity( top.xyz ); float bottom_lum = GetIntensity( bottom.xyz ); float4 clr_v = center; float4 clr_h = center; // we had to hack this because DIV by 0 gives some artefacts on different platforms float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); float4 vhxy = float4( vx, vy, hx, hy ); //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; clr_v = lerp( left , clr_v, vhxy.x ); clr_v = lerp( right , clr_v, vhxy.y ); clr_h = lerp( top , clr_h, vhxy.z ); clr_h = lerp( bottom, clr_h, vhxy.w ); clr = lerp( clr, clr_v, long_edge_mask_v ); clr = lerp( clr, clr_h, long_edge_mask_h ); } return clr; } float4 edgeDetectAndBlurSharper(float2 texCoord) { float lambda = 3.0f; float epsilon = 0.1f; // // Short Edges // float4 center, left_01, right_01, top_01, bottom_01; // sample 5x5 cross LD( center, 0, 0 ) LD( left_01, -1.5, 0 ) LD( right_01, 1.5, 0 ) LD( top_01, 0,-1.5 ) LD( bottom_01, 0, 1.5 ) float4 w_h = 2.0f * ( left_01 + right_01 ); float4 w_v = 2.0f * ( top_01 + bottom_01 ); // Sharper (3-pixel wide high-pass) float4 left, right, top, bottom; LD( left, -1, 0 ) LD( right, 1, 0 ) LD( top, 0, -1 ) LD( bottom, 0, 1 ) float4 edge_h = abs( left + right - 2.0f * center ) / 2.0f; float4 edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; float edge_h_lum = GetIntensity( edge_h.xyz ); float edge_v_lum = GetIntensity( edge_v.xyz ); float blurred_h_lum = GetIntensity( blurred_h.xyz ); float blurred_v_lum = GetIntensity( blurred_v.xyz ); float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); float4 clr = center; clr = lerp( clr, blurred_h, edge_mask_v ); clr = lerp( clr, blurred_v, edge_mask_h * 0.5f ); // TFU2 uses 1.0f instead of 0.5f // // Long Edges // float4 h0, h1, h2, h3, h4, h5, h6, h7; float4 v0, v1, v2, v3, v4, v5, v6, v7; // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); //if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) { float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; float lb_h_lum = GetIntensity( long_blurred_h.xyz ); float lb_v_lum = GetIntensity( long_blurred_v.xyz ); float center_lum = GetIntensity( center.xyz ); float left_lum = GetIntensity( left.xyz ); float right_lum = GetIntensity( right.xyz ); float top_lum = GetIntensity( top.xyz ); float bottom_lum = GetIntensity( bottom.xyz ); float4 clr_v = center; float4 clr_h = center; // we had to hack this because DIV by 0 gives some artefacts on different platforms float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); float4 vhxy = float4( vx, vy, hx, hy ); //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; clr_v = lerp( left , clr_v, vhxy.x ); clr_v = lerp( right , clr_v, vhxy.y ); clr_h = lerp( top , clr_h, vhxy.z ); clr_h = lerp( bottom, clr_h, vhxy.w ); clr = lerp( clr, clr_v, long_edge_mask_v ); clr = lerp( clr, clr_h, long_edge_mask_h ); } return clr; } v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv = v.texcoord.xy; o.uv.xy = uv; return o; } half4 fragFirst (v2f i) : SV_Target { return highPassPre (i.uv); } half4 fragSecond (v2f i) : SV_Target { return edgeDetectAndBlur( i.uv ); } half4 fragThird (v2f i) : SV_Target { return edgeDetectAndBlurSharper( i.uv ); } ENDCG SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment fragFirst #pragma exclude_renderers d3d11_9x ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment fragSecond #pragma target 3.0 #pragma exclude_renderers d3d11_9x ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment fragThird #pragma target 3.0 ENDCG } } Fallback off }