/* DX11 Bokeh splatting basic algorithm: * find bright spots * verify high frequency (otherwise dont care) * if possitive, replace with black pixel and add to append buffer * blend bokeh texture sprites via append buffer on top of blurred buffer */ Shader "Hidden/DepthOfField/BokehSplatting" { Properties { _MainTex ("", 2D) = "white" {} _BlurredColor ("", 2D) = "white" {} _FgCocMask ("", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" #define BOKEH_ZERO_VEC (float4(0,0,0,0)) #define BOKEH_ONE_VEC (float4(1,1,1,1)) float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth float4 _MainTex_TexelSize; float3 _Screen; float _SpawnHeuristic; sampler2D_float _CameraDepthTexture; sampler2D _BlurredColor; sampler2D _MainTex; sampler2D _FgCocMask; struct appendStruct { float3 pos; float4 color; }; struct gs_out { float4 pos : SV_POSITION; float3 uv : TEXCOORD0; float4 color : TEXCOORD1; float4 misc : TEXCOORD2; }; // TODO: activate border clamp tex sampler state instead? inline float4 clampBorderColor(float2 uv) { #if 1 if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC; if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC; #endif return BOKEH_ONE_VEC; } struct vs_out { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 color : TEXCOORD1; float cocOverlap : TEXCOORD2; }; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv_flip : TEXCOORD0; float2 uv : TEXCOORD1; }; AppendStructuredBuffer pointBufferOutput : register(u1); StructuredBuffer pointBuffer; vs_out vertApply (uint id : SV_VertexID) { vs_out o = (vs_out)0; float2 pos = pointBuffer[id].pos.xy ; o.pos = float4(pos * 2.0 - 1.0, 0, 1); o.color = pointBuffer[id].color; #if UNITY_UV_STARTS_AT_TOP o.pos.y *= -1; #endif o.cocOverlap = pointBuffer[id].pos.z; return o; } v2f vertCollect (appdata v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord; o.uv_flip = v.texcoord; #if UNITY_UV_STARTS_AT_TOP if(_MainTex_TexelSize.y<0) o.uv_flip.y = 1.0-o.uv_flip.y; if(_MainTex_TexelSize.y<0) o.pos.y *= -1.0; #endif return o; } [maxvertexcount(4)] void geom (point vs_out input[1], inout TriangleStream outStream) { // NEW ENERGY CONSERVATION: float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx; float4 offs = 0; offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5)); float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));; float2 f2 = offs.xy / rs; float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y); offs.xy *= _Screen.xy; gs_out output; output.pos = input[0].pos + offs*float4(-1,1,0,0); output.misc = float4(f2,0,0); output.uv = float3(0, 1, input[0].cocOverlap); output.color = input[0].color * energyAdjustment; outStream.Append (output); output.pos = input[0].pos + offs*float4(1,1,0,0); output.misc = float4(f2,0,0); output.uv = float3(1, 1, input[0].cocOverlap); output.color = input[0].color * energyAdjustment; outStream.Append (output); output.pos = input[0].pos + offs*float4(-1,-1,0,0); output.misc = float4(f2,0,0); output.uv = float3(0, 0, input[0].cocOverlap); output.color = input[0].color * energyAdjustment; outStream.Append (output); output.pos = input[0].pos + offs*float4(1,-1,0,0); output.misc = float4(f2,0,0); output.uv = float3(1, 0, input[0].cocOverlap); output.color = input[0].color * energyAdjustment; outStream.Append (output); outStream.RestartStrip(); } float4 collectBrightPixel(half2 uv) { half4 c = tex2D (_MainTex, uv); half coc = abs(c.a); half lumc = Luminance (c.rgb); half4 cblurred = tex2D (_BlurredColor, uv); half cocBlurred = abs(cblurred.a); half lumblurred = Luminance (cblurred.rgb); half fgCoc = -min(c.a,0.0h); [branch] if (coc * _BokehParams.w > 1 && cocBlurred > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic) { appendStruct append = (appendStruct)0; append.pos = float3(uv, fgCoc); append.color.rgba = half4(c.rgb * saturate(coc*4), coc); pointBufferOutput.Append(append); c = half4(c.rgb * saturate(1-coc*4), c.a); } return c; } ENDCG SubShader { // pass 0: bokeh splatting Pass { ZWrite Off ZTest Always Cull Off BlendOp Add, Add Blend DstAlpha One, Zero One ColorMask RGBA CGPROGRAM #pragma target 5.0 #pragma vertex vertApply #pragma geometry geom #pragma fragment frag fixed4 frag (gs_out i) : SV_Target { float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); } ENDCG } // pass 1: append buffer "collect" Pass { ZWrite Off ZTest Always Cull Off CGPROGRAM #pragma vertex vertCollect #pragma fragment frag #pragma target 5.0 float4 frag (v2f i) : SV_Target { return collectBrightPixel(i.uv); } ENDCG } } Fallback Off }