mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 08:37:58 +01:00
330 lines
11 KiB
Text
330 lines
11 KiB
Text
Shader "Hidden/Post FX/Uber Shader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_AutoExposure ("", 2D) = "" {}
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_BloomTex ("", 2D) = "" {}
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_Bloom_DirtTex ("", 2D) = "" {}
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_GrainTex ("", 2D) = "" {}
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_LogLut ("", 2D) = "" {}
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_UserLut ("", 2D) = "" {}
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_Vignette_Mask ("", 2D) = "" {}
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_ChromaticAberration_Spectrum ("", 2D) = "" {}
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_DitheringTex ("", 2D) = "" {}
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}
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CGINCLUDE
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#pragma target 3.0
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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#pragma multi_compile __ CHROMATIC_ABERRATION
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#pragma multi_compile __ DEPTH_OF_FIELD DEPTH_OF_FIELD_COC_VIEW
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#pragma multi_compile __ BLOOM BLOOM_LENS_DIRT
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#pragma multi_compile __ COLOR_GRADING COLOR_GRADING_LOG_VIEW
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#pragma multi_compile __ USER_LUT
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#pragma multi_compile __ GRAIN
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#pragma multi_compile __ VIGNETTE_CLASSIC VIGNETTE_MASKED
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#pragma multi_compile __ DITHERING
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#include "UnityCG.cginc"
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#include "Bloom.cginc"
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#include "ColorGrading.cginc"
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#include "UberSecondPass.cginc"
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// Auto exposure / eye adaptation
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sampler2D _AutoExposure;
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// Chromatic aberration
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half _ChromaticAberration_Amount;
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sampler2D _ChromaticAberration_Spectrum;
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// Depth of field
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sampler2D_float _CameraDepthTexture;
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sampler2D _DepthOfFieldTex;
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sampler2D _DepthOfFieldCoCTex;
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float4 _DepthOfFieldTex_TexelSize;
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float3 _DepthOfFieldParams; // x: distance, y: f^2 / (N * (S1 - f) * film_width * 2), z: max coc
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// Bloom
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sampler2D _BloomTex;
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float4 _BloomTex_TexelSize;
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half2 _Bloom_Settings; // x: sampleScale, y: bloom.intensity
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sampler2D _Bloom_DirtTex;
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half _Bloom_DirtIntensity;
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// Color grading & tonemapping
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sampler2D _LogLut;
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half3 _LogLut_Params; // x: 1 / lut_width, y: 1 / lut_height, z: lut_height - 1
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half _ExposureEV; // EV (exp2)
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// User lut
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sampler2D _UserLut;
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half4 _UserLut_Params; // @see _LogLut_Params
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// Vignette
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half3 _Vignette_Color;
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half2 _Vignette_Center; // UV space
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half4 _Vignette_Settings; // x: intensity, y: smoothness, z: roundness, w: rounded
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sampler2D _Vignette_Mask;
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half _Vignette_Opacity; // [0;1]
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struct VaryingsFlipped
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uvSPR : TEXCOORD1; // Single Pass Stereo UVs
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float2 uvFlipped : TEXCOORD2; // Flipped UVs (DX/MSAA/Forward)
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float2 uvFlippedSPR : TEXCOORD3; // Single Pass Stereo flipped UVs
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};
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VaryingsFlipped VertUber(AttributesDefault v)
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{
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VaryingsFlipped o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.uvSPR = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
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o.uvFlipped = 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.uvFlipped.y = 1.0 - o.uvFlipped.y;
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#endif
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o.uvFlippedSPR = UnityStereoScreenSpaceUVAdjust(o.uvFlipped, _MainTex_ST);
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return o;
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}
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half4 FragUber(VaryingsFlipped i) : SV_Target
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{
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float2 uv = i.uv;
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half autoExposure = tex2D(_AutoExposure, uv).r;
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half3 color = (0.0).xxx;
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#if DEPTH_OF_FIELD && CHROMATIC_ABERRATION
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half4 dof = (0.0).xxxx;
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half ffa = 0.0; // far field alpha
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#endif
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//
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// HDR effects
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// ---------------------------------------------------------
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// Chromatic Aberration
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// Inspired by the method described in "Rendering Inside" [Playdead 2016]
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// https://twitter.com/pixelmager/status/717019757766123520
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#if CHROMATIC_ABERRATION
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{
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float2 coords = 2.0 * uv - 1.0;
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float2 end = uv - coords * dot(coords, coords) * _ChromaticAberration_Amount;
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float2 diff = end - uv;
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int samples = clamp(int(length(_MainTex_TexelSize.zw * diff / 2.0)), 3, 16);
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float2 delta = diff / samples;
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float2 pos = uv;
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half3 sum = (0.0).xxx, filterSum = (0.0).xxx;
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#if DEPTH_OF_FIELD
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float2 dofDelta = delta;
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float2 dofPos = pos;
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if (_MainTex_TexelSize.y < 0.0)
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{
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dofDelta.y = -dofDelta.y;
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dofPos.y = 1.0 - dofPos.y;
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}
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half4 dofSum = (0.0).xxxx;
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half ffaSum = 0.0;
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#endif
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for (int i = 0; i < samples; i++)
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{
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half t = (i + 0.5) / samples;
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half3 s = tex2Dlod(_MainTex, float4(UnityStereoScreenSpaceUVAdjust(pos, _MainTex_ST), 0, 0)).rgb;
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half3 filter = tex2Dlod(_ChromaticAberration_Spectrum, float4(t, 0, 0, 0)).rgb;
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sum += s * filter;
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filterSum += filter;
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pos += delta;
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#if DEPTH_OF_FIELD
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float4 uvDof = float4(UnityStereoScreenSpaceUVAdjust(dofPos, _MainTex_ST), 0, 0);
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half4 sdof = tex2Dlod(_DepthOfFieldTex, uvDof).rgba;
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half scoc = tex2Dlod(_DepthOfFieldCoCTex, uvDof).r;
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scoc = (scoc - 0.5) * 2 * _DepthOfFieldParams.z;
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dofSum += sdof * half4(filter, 1);
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ffaSum += smoothstep(_MainTex_TexelSize.y * 2, _MainTex_TexelSize.y * 4, scoc);
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dofPos += dofDelta;
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#endif
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}
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color = sum / filterSum;
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#if DEPTH_OF_FIELD
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dof = dofSum / half4(filterSum, samples);
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ffa = ffaSum / samples;
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#endif
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}
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#else
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{
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color = tex2D(_MainTex, i.uvSPR).rgb;
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}
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#endif
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// Apply auto exposure if any
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color *= autoExposure;
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// Gamma space... Gah.
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#if UNITY_COLORSPACE_GAMMA
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{
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color = GammaToLinearSpace(color);
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}
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#endif
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// Depth of field
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#if DEPTH_OF_FIELD_COC_VIEW
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{
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// Calculate the radiuses of CoC.
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half4 src = tex2D(_DepthOfFieldTex, uv);
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float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvFlippedSPR));
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float coc = (depth - _DepthOfFieldParams.x) * _DepthOfFieldParams.y / depth;
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coc *= 80;
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// Visualize CoC (white -> red -> gray)
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half3 rgb = lerp(half3(1, 0, 0), half3(1.0, 1.0, 1.0), saturate(-coc));
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rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
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// Black and white image overlay
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rgb *= AcesLuminance(color) + 0.5;
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// Gamma correction
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#if !UNITY_COLORSPACE_GAMMA
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{
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rgb = GammaToLinearSpace(rgb);
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}
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#endif
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color = rgb;
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}
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#elif DEPTH_OF_FIELD
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{
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#if !CHROMATIC_ABERRATION
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half4 dof = tex2D(_DepthOfFieldTex, i.uvFlippedSPR);
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half coc = tex2D(_DepthOfFieldCoCTex, i.uvFlippedSPR);
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coc = (coc - 0.5) * 2 * _DepthOfFieldParams.z;
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// Convert CoC to far field alpha value.
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float ffa = smoothstep(_MainTex_TexelSize.y * 2, _MainTex_TexelSize.y * 4, coc);
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#endif
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// lerp(lerp(color, dof, ffa), dof, dof.a)
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color = lerp(color, dof.rgb * autoExposure, ffa + dof.a - ffa * dof.a);
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}
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#endif
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// HDR Bloom
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#if BLOOM || BLOOM_LENS_DIRT
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{
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half3 bloom = UpsampleFilter(_BloomTex, i.uvFlippedSPR, _BloomTex_TexelSize.xy, _Bloom_Settings.x) * _Bloom_Settings.y;
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color += bloom;
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#if BLOOM_LENS_DIRT
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{
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half3 dirt = tex2D(_Bloom_DirtTex, i.uvFlipped).rgb * _Bloom_DirtIntensity;
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color += bloom * dirt;
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}
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#endif
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}
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#endif
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// Procedural vignette
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#if VIGNETTE_CLASSIC
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{
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half2 d = abs(uv - _Vignette_Center) * _Vignette_Settings.x;
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d.x *= lerp(1.0, _ScreenParams.x / _ScreenParams.y, _Vignette_Settings.w);
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d = pow(d, _Vignette_Settings.z); // Roundness
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half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
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color *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
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}
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// Masked vignette
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#elif VIGNETTE_MASKED
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{
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half vfactor = tex2D(_Vignette_Mask, uv).a;
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half3 new_color = color * lerp(_Vignette_Color, (1.0).xxx, vfactor);
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color = lerp(color, new_color, _Vignette_Opacity);
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}
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#endif
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// HDR color grading & tonemapping
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#if COLOR_GRADING_LOG_VIEW
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{
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color *= _ExposureEV;
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color = saturate(LinearToLogC(color));
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}
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#elif COLOR_GRADING
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{
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color *= _ExposureEV; // Exposure is in ev units (or 'stops')
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half3 colorLogC = saturate(LinearToLogC(color));
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color = ApplyLut2d(_LogLut, colorLogC, _LogLut_Params);
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}
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#endif
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//
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// All the following effects happen in LDR
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// ---------------------------------------------------------
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color = saturate(color);
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// Back to gamma space if needed
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#if UNITY_COLORSPACE_GAMMA
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{
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color = LinearToGammaSpace(color);
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}
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#endif
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// LDR user lut
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#if USER_LUT
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{
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color = saturate(color);
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half3 colorGraded;
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#if !UNITY_COLORSPACE_GAMMA
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{
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colorGraded = ApplyLut2d(_UserLut, LinearToGammaSpace(color), _UserLut_Params.xyz);
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colorGraded = GammaToLinearSpace(colorGraded);
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}
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#else
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{
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colorGraded = ApplyLut2d(_UserLut, color, _UserLut_Params.xyz);
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}
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#endif
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color = lerp(color, colorGraded, _UserLut_Params.w);
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}
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#endif
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color = UberSecondPass(color, uv);
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// Done !
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return half4(color, 1.0);
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// (0)
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Pass
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{
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CGPROGRAM
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#pragma vertex VertUber
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#pragma fragment FragUber
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ENDCG
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}
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}
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}
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