mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 07:18:00 +01:00
420 lines
12 KiB
HLSL
420 lines
12 KiB
HLSL
#ifndef __MOTION_BLUR__
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#define __MOTION_BLUR__
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#include "UnityCG.cginc"
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#include "Common.cginc"
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// Camera depth texture
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sampler2D_float _CameraDepthTexture;
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// Camera motion vectors texture
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sampler2D_half _CameraMotionVectorsTexture;
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float4 _CameraMotionVectorsTexture_TexelSize;
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// Packed velocity texture (2/10/10/10)
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sampler2D_half _VelocityTex;
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float2 _VelocityTex_TexelSize;
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// NeighborMax texture
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sampler2D_half _NeighborMaxTex;
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float2 _NeighborMaxTex_TexelSize;
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// Velocity scale factor
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float _VelocityScale;
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// TileMax filter parameters
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int _TileMaxLoop;
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float2 _TileMaxOffs;
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// Maximum blur radius (in pixels)
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half _MaxBlurRadius;
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float _RcpMaxBlurRadius;
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// Filter parameters/coefficients
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half _LoopCount;
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// History buffer for frame blending
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sampler2D _History1LumaTex;
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sampler2D _History2LumaTex;
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sampler2D _History3LumaTex;
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sampler2D _History4LumaTex;
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sampler2D _History1ChromaTex;
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sampler2D _History2ChromaTex;
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sampler2D _History3ChromaTex;
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sampler2D _History4ChromaTex;
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half _History1Weight;
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half _History2Weight;
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half _History3Weight;
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half _History4Weight;
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struct VaryingsMultitex
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{
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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};
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VaryingsMultitex VertMultitex(AttributesDefault v)
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{
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VaryingsMultitex o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv0 = v.texcoord.xy;
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o.uv1 = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0.0)
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o.uv1.y = 1.0 - v.texcoord.y;
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#endif
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return o;
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}
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// -----------------------------------------------------------------------------
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// Prefilter
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// Velocity texture setup
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half4 FragVelocitySetup(VaryingsDefault i) : SV_Target
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{
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// Sample the motion vector.
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float2 v = tex2D(_CameraMotionVectorsTexture, i.uv).rg;
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// Apply the exposure time and convert to the pixel space.
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v *= (_VelocityScale * 0.5) * _CameraMotionVectorsTexture_TexelSize.zw;
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// Clamp the vector with the maximum blur radius.
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v /= max(1.0, length(v) * _RcpMaxBlurRadius);
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// Sample the depth of the pixel.
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half d = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
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// Pack into 10/10/10/2 format.
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return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0);
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}
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// TileMax filter (2 pixel width with normalization)
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half4 FragTileMax1(VaryingsDefault i) : SV_Target
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{
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float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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half2 v1 = tex2D(_MainTex, i.uv + d.xy).rg;
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half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg;
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half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg;
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half2 v4 = tex2D(_MainTex, i.uv + d.zw).rg;
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v1 = (v1 * 2.0 - 1.0) * _MaxBlurRadius;
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v2 = (v2 * 2.0 - 1.0) * _MaxBlurRadius;
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v3 = (v3 * 2.0 - 1.0) * _MaxBlurRadius;
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v4 = (v4 * 2.0 - 1.0) * _MaxBlurRadius;
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return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// TileMax filter (2 pixel width)
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half4 FragTileMax2(VaryingsDefault i) : SV_Target
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{
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float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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half2 v1 = tex2D(_MainTex, i.uv + d.xy).rg;
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half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg;
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half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg;
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half2 v4 = tex2D(_MainTex, i.uv + d.zw).rg;
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return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// TileMax filter (variable width)
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half4 FragTileMaxV(VaryingsDefault i) : SV_Target
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{
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float2 uv0 = i.uv + _MainTex_TexelSize.xy * _TileMaxOffs.xy;
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float2 du = float2(_MainTex_TexelSize.x, 0.0);
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float2 dv = float2(0, _MainTex_TexelSize.y);
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half2 vo = 0;
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UNITY_LOOP
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for (int ix = 0; ix < _TileMaxLoop; ix++)
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{
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UNITY_LOOP
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for (int iy = 0; iy < _TileMaxLoop; iy++)
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{
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float2 uv = uv0 + du * ix + dv * iy;
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vo = MaxV(vo, tex2D(_MainTex, uv).rg);
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}
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}
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return half4(vo, 0.0, 0.0);
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}
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// NeighborMax filter
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half4 FragNeighborMax(VaryingsDefault i) : SV_Target
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{
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const half cw = 1.01; // Center weight tweak
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float4 d = _MainTex_TexelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
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half2 v1 = tex2D(_MainTex, i.uv - d.xy).rg;
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half2 v2 = tex2D(_MainTex, i.uv - d.wy).rg;
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half2 v3 = tex2D(_MainTex, i.uv - d.zy).rg;
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half2 v4 = tex2D(_MainTex, i.uv - d.xw).rg;
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half2 v5 = tex2D(_MainTex, i.uv).rg * cw;
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half2 v6 = tex2D(_MainTex, i.uv + d.xw).rg;
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half2 v7 = tex2D(_MainTex, i.uv + d.zy).rg;
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half2 v8 = tex2D(_MainTex, i.uv + d.wy).rg;
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half2 v9 = tex2D(_MainTex, i.uv + d.xy).rg;
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half2 va = MaxV(v1, MaxV(v2, v3));
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half2 vb = MaxV(v4, MaxV(v5, v6));
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half2 vc = MaxV(v7, MaxV(v8, v9));
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return half4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
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}
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// -----------------------------------------------------------------------------
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// Reconstruction
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// Returns true or false with a given interval.
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bool Interval(half phase, half interval)
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{
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return frac(phase / interval) > 0.499;
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}
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// Jitter function for tile lookup
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float2 JitterTile(float2 uv)
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{
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float rx, ry;
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sincos(GradientNoise(uv + float2(2.0, 0.0)) * UNITY_PI_2, ry, rx);
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return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25;
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}
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// Velocity sampling function
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half3 SampleVelocity(float2 uv)
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{
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half3 v = tex2Dlod(_VelocityTex, float4(uv, 0.0, 0.0)).xyz;
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return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z);
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}
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// Reconstruction filter
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half4 FragReconstruction(VaryingsMultitex i) : SV_Target
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{
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// Color sample at the center point
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const half4 c_p = tex2D(_MainTex, i.uv0);
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// Velocity/Depth sample at the center point
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const half3 vd_p = SampleVelocity(i.uv1);
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const half l_v_p = max(length(vd_p.xy), 0.5);
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const half rcp_d_p = 1.0 / vd_p.z;
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// NeighborMax vector sample at the center point
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const half2 v_max = tex2D(_NeighborMaxTex, i.uv1 + JitterTile(i.uv1)).xy;
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const half l_v_max = length(v_max);
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const half rcp_l_v_max = 1.0 / l_v_max;
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// Escape early if the NeighborMax vector is small enough.
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if (l_v_max < 2.0) return c_p;
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// Use V_p as a secondary sampling direction except when it's too small
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// compared to V_max. This vector is rescaled to be the length of V_max.
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const half2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
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// Determine the sample count.
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const half sc = floor(min(_LoopCount, l_v_max * 0.5));
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// Loop variables (starts from the outermost sample)
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const half dt = 1.0 / sc;
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const half t_offs = (GradientNoise(i.uv0) - 0.5) * dt;
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half t = 1.0 - dt * 0.5;
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half count = 0.0;
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// Background velocity
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// This is used for tracking the maximum velocity in the background layer.
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half l_v_bg = max(l_v_p, 1.0);
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// Color accumlation
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half4 acc = 0.0;
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UNITY_LOOP while (t > dt * 0.25)
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{
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// Sampling direction (switched per every two samples)
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const half2 v_s = Interval(count, 4.0) ? v_alt : v_max;
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// Sample position (inverted per every sample)
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const half t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
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// Distance to the sample position
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const half l_t = l_v_max * abs(t_s);
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// UVs for the sample position
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const float2 uv0 = i.uv0 + v_s * t_s * _MainTex_TexelSize.xy;
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const float2 uv1 = i.uv1 + v_s * t_s * _VelocityTex_TexelSize.xy;
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// Color sample
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const half3 c = tex2Dlod(_MainTex, float4(uv0, 0.0, 0.0)).rgb;
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// Velocity/Depth sample
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const half3 vd = SampleVelocity(uv1);
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// Background/Foreground separation
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const half fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
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// Length of the velocity vector
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const half l_v = lerp(l_v_bg, length(vd.xy), fg);
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// Sample weight
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// (Distance test) * (Spreading out by motion) * (Triangular window)
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const half w = saturate(l_v - l_t) / l_v * (1.2 - t);
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// Color accumulation
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acc += half4(c, 1.0) * w;
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// Update the background velocity.
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l_v_bg = max(l_v_bg, l_v);
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// Advance to the next sample.
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t = Interval(count, 2.0) ? t - dt : t;
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count += 1.0;
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}
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// Add the center sample.
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acc += half4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
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return half4(acc.rgb / acc.a, c_p.a);
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}
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// -----------------------------------------------------------------------------
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// Frame blending
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VaryingsDefault VertFrameCompress(AttributesDefault v)
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{
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VaryingsDefault o;
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o.pos = v.vertex;
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o.uvSPR = 0;
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#if UNITY_UV_STARTS_AT_TOP
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o.uv = v.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#else
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o.uv = v.texcoord;
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#endif
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return o;
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}
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#if !SHADER_API_GLES
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// MRT output struct for the compressor
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struct CompressorOutput
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{
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half4 luma : SV_Target0;
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half4 chroma : SV_Target1;
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};
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// Frame compression fragment shader
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CompressorOutput FragFrameCompress(VaryingsDefault i)
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{
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float sw = _ScreenParams.x; // Screen width
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float pw = _ScreenParams.z - 1; // Pixel width
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// RGB to YCbCr convertion matrix
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const half3 kY = half3( 0.299 , 0.587 , 0.114 );
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const half3 kCB = half3(-0.168736, -0.331264, 0.5 );
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const half3 kCR = half3( 0.5 , -0.418688, -0.081312);
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// 0: even column, 1: odd column
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half odd = frac(i.uv.x * sw * 0.5) > 0.5;
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// Calculate UV for chroma componetns.
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// It's between the even and odd columns.
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float2 uv_c = i.uv.xy;
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uv_c.x = (floor(uv_c.x * sw * 0.5) * 2.0 + 1.0) * pw;
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// Sample the source texture.
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half3 rgb_y = tex2D(_MainTex, i.uv).rgb;
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half3 rgb_c = tex2D(_MainTex, uv_c).rgb;
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#if !UNITY_COLORSPACE_GAMMA
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rgb_y = LinearToGammaSpace(rgb_y);
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rgb_c = LinearToGammaSpace(rgb_c);
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#endif
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// Convertion and subsampling
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CompressorOutput o;
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o.luma = dot(kY, rgb_y);
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o.chroma = dot(lerp(kCB, kCR, odd), rgb_c) + 0.5;
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return o;
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}
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#else
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// MRT might not be supported. Replace it with a null shader.
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half4 FragFrameCompress(VaryingsDefault i) : SV_Target
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{
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return 0;
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}
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#endif
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// Sample luma-chroma textures and convert to RGB
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half3 DecodeHistory(float2 uvLuma, float2 uvCb, float2 uvCr, sampler2D lumaTex, sampler2D chromaTex)
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{
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half y = tex2D(lumaTex, uvLuma).r;
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half cb = tex2D(chromaTex, uvCb).r - 0.5;
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half cr = tex2D(chromaTex, uvCr).r - 0.5;
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return y + half3(1.402 * cr, -0.34414 * cb - 0.71414 * cr, 1.772 * cb);
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}
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// Frame blending fragment shader
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half4 FragFrameBlending(VaryingsMultitex i) : SV_Target
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{
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float sw = _MainTex_TexelSize.z; // Texture width
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float pw = _MainTex_TexelSize.x; // Texel width
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// UV for luma
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float2 uvLuma = i.uv1;
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// UV for Cb (even columns)
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float2 uvCb = i.uv1;
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uvCb.x = (floor(uvCb.x * sw * 0.5) * 2.0 + 0.5) * pw;
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// UV for Cr (even columns)
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float2 uvCr = uvCb;
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uvCr.x += pw;
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// Sample from the source image
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half4 src = tex2D(_MainTex, i.uv0);
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// Sampling and blending
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#if UNITY_COLORSPACE_GAMMA
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half3 acc = src.rgb;
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#else
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half3 acc = LinearToGammaSpace(src.rgb);
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#endif
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acc += DecodeHistory(uvLuma, uvCb, uvCr, _History1LumaTex, _History1ChromaTex) * _History1Weight;
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acc += DecodeHistory(uvLuma, uvCb, uvCr, _History2LumaTex, _History2ChromaTex) * _History2Weight;
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acc += DecodeHistory(uvLuma, uvCb, uvCr, _History3LumaTex, _History3ChromaTex) * _History3Weight;
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acc += DecodeHistory(uvLuma, uvCb, uvCr, _History4LumaTex, _History4ChromaTex) * _History4Weight;
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acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight;
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#if !UNITY_COLORSPACE_GAMMA
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acc = GammaToLinearSpace(acc);
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#endif
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return half4(acc, src.a);
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}
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// Frame blending fragment shader (without chroma subsampling)
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half4 FragFrameBlendingRaw(VaryingsMultitex i) : SV_Target
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{
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half4 src = tex2D(_MainTex, i.uv0);
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half3 acc = src.rgb;
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acc += tex2D(_History1LumaTex, i.uv0) * _History1Weight;
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acc += tex2D(_History2LumaTex, i.uv0) * _History2Weight;
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acc += tex2D(_History3LumaTex, i.uv0) * _History3Weight;
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acc += tex2D(_History4LumaTex, i.uv0) * _History4Weight;
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acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight;
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return half4(acc, src.a);
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}
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#endif // __MOTION_BLUR__
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