FiE-Game/Assets/SEGI/Resources/SEGI_C.shader
2023-07-25 00:52:50 +05:00

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Shader "Hidden/SEGI_C" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "SEGI_C.cginc"
#pragma target 5.0
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
#if UNITY_UV_STARTS_AT_TOP
half4 uv2 : TEXCOORD1;
#endif
};
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = float4(v.texcoord.xy, 1, 1);
#if UNITY_UV_STARTS_AT_TOP
o.uv2 = float4(v.texcoord.xy, 1, 1);
if (_MainTex_TexelSize.y < 0.0)
o.uv.y = 1.0 - o.uv.y;
#endif
return o;
}
#define PI 3.147159265
ENDCG
SubShader
{
ZTest Off
Cull Off
ZWrite Off
Fog { Mode off }
Pass //0 diffuse GI trace
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 CameraToWorld;
sampler2D _CameraGBufferTexture2;
sampler2D NoiseTexture;
float4 frag(v2f input) : SV_Target
{
#if UNITY_UV_STARTS_AT_TOP
float2 coord = input.uv2.xy;
#else
float2 coord = input.uv.xy;
#endif
//Get view space position and view vector
float4 viewSpacePosition = GetViewSpacePosition(coord);
float3 viewVector = normalize(viewSpacePosition.xyz);
//Get voxel space position
float4 voxelSpacePosition = mul(CameraToWorld, viewSpacePosition);
voxelSpacePosition = mul(SEGIWorldToVoxel0, voxelSpacePosition);
voxelSpacePosition = mul(SEGIVoxelProjection0, voxelSpacePosition);
voxelSpacePosition.xyz = voxelSpacePosition.xyz * 0.5 + 0.5;
//Prepare for cone trace
float3 worldNormal = normalize(tex2D(_CameraGBufferTexture2, coord).rgb * 2.0 - 1.0);
float3 voxelOrigin = voxelSpacePosition.xyz + worldNormal.xyz * 0.003 * ConeTraceBias * 1.25 / SEGIVoxelScaleFactor; //Apply bias of cone trace origin towards the surface normal to avoid self-occlusion artifacts
float3 gi = float3(0.0, 0.0, 0.0);
float4 traceResult = float4(0,0,0,0);
const float phi = 1.618033988;
const float gAngle = phi * PI * 1.0;
//Get blue noise
float2 noiseCoord = (input.uv.xy * _MainTex_TexelSize.zw) / (64.0).xx;
float4 blueNoise = tex2Dlod(NoiseTexture, float4(noiseCoord, 0.0, 0.0));
//Trace GI cones
int numSamples = TraceDirections;
for (int i = 0; i < numSamples; i++)
{
float fi = (float)i + blueNoise.x * StochasticSampling;
float fiN = fi / numSamples;
float longitude = gAngle * fi;
float latitude = (fiN * 2.0 - 1.0);
latitude += (blueNoise.y * 2.0 - 1.0) * 0.25;
latitude = asin(latitude);
float3 kernel;
kernel.x = cos(latitude) * cos(longitude);
kernel.z = cos(latitude) * sin(longitude);
kernel.y = sin(latitude);
kernel = normalize(kernel + worldNormal.xyz * 1.0);
traceResult += ConeTrace(voxelOrigin.xyz, kernel.xyz, worldNormal.xyz, coord, blueNoise.z, TraceSteps, ConeSize, 1.0, 1.0);
}
traceResult /= numSamples;
gi = traceResult.rgb * 1.18;
return float4(gi, 1.0);
}
ENDCG
}
Pass //1 Bilateral Blur
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float2 Kernel;
float4 frag(v2f input) : COLOR0
{
float4 blurred = float4(0.0, 0.0, 0.0, 0.0);
float validWeights = 0.0;
float depth = LinearEyeDepth(tex2D(_CameraDepthTexture, input.uv.xy).x);
half3 normal = DecodeViewNormalStereo(tex2D(_CameraDepthNormalsTexture, input.uv.xy));
float thresh = 0.26;
float3 viewPosition = GetViewSpacePosition(input.uv.xy).xyz;
float3 viewVector = normalize(viewPosition);
float NdotV = 1.0 / (saturate(dot(-viewVector, normal.xyz)) + 0.1);
thresh *= 1.0 + NdotV * 2.0;
for (int i = -4; i <= 4; i++)
{
float2 offs = Kernel.xy * (i) * _MainTex_TexelSize.xy * 1.0;
float sampleDepth = LinearEyeDepth(tex2Dlod(_CameraDepthTexture, float4(input.uv.xy + offs.xy * 1, 0, 0)).x);
half3 sampleNormal = DecodeViewNormalStereo(tex2Dlod(_CameraDepthNormalsTexture, float4(input.uv.xy + offs.xy * 1, 0, 0)));
float weight = saturate(1.0 - abs(depth - sampleDepth) / thresh);
weight *= pow(saturate(dot(sampleNormal, normal)), 14.0);
float4 blurSample = tex2Dlod(_MainTex, float4(input.uv.xy + offs.xy, 0, 0)).rgba;
blurred += blurSample * weight;
validWeights += weight;
}
blurred /= validWeights + 0.0001;
return blurred;
}
ENDCG
}
Pass //2 Blend with scene
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _CameraGBufferTexture2;
sampler2D _CameraGBufferTexture1;
sampler2D GITexture;
sampler2D Reflections;
float4x4 CameraToWorld;
int DoReflections;
int HalfResolution;
float4 frag(v2f input) : COLOR0
{
#if UNITY_UV_STARTS_AT_TOP
float2 coord = input.uv2.xy;
#else
float2 coord = input.uv.xy;
#endif
float4 albedoTex = tex2D(_CameraGBufferTexture0, input.uv.xy);
float3 albedo = albedoTex.rgb;
float3 gi = tex2D(GITexture, input.uv.xy).rgb;
float3 scene = tex2D(_MainTex, input.uv.xy).rgb;
float3 reflections = tex2D(Reflections, input.uv.xy).rgb;
gi *= 0.75 + (float)HalfResolution * 0.25;
float3 result = scene + gi * albedoTex.a * albedoTex.rgb;
if (DoReflections > 0)
{
float4 viewSpacePosition = GetViewSpacePosition(coord);
float3 viewVector = normalize(viewSpacePosition.xyz);
float4 worldViewVector = mul(CameraToWorld, float4(viewVector.xyz, 0.0));
float4 spec = tex2D(_CameraGBufferTexture1, coord);
float smoothness = spec.a;
float3 specularColor = spec.rgb;
float3 worldNormal = normalize(tex2D(_CameraGBufferTexture2, coord).rgb * 2.0 - 1.0);
float3 reflectionKernel = reflect(worldViewVector.xyz, worldNormal);
float3 fresnel = pow(saturate(dot(worldViewVector.xyz, reflectionKernel.xyz)) * (smoothness * 0.5 + 0.5), 5.0);
fresnel = lerp(fresnel, (1.0).xxx, specularColor.rgb);
fresnel *= saturate(smoothness * 4.0);
result = lerp(result, reflections, fresnel);
}
return float4(result, 1.0);
}
ENDCG
}
Pass //3 Temporal blend (with unity motion vectors)
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D GITexture;
sampler2D PreviousDepth;
sampler2D CurrentDepth;
sampler2D PreviousLocalWorldPos;
float4 CameraPosition;
float4 CameraPositionPrev;
float4x4 ProjectionPrev;
float4x4 ProjectionPrevInverse;
float4x4 WorldToCameraPrev;
float4x4 CameraToWorldPrev;
float4x4 CameraToWorld;
float DeltaTime;
float BlendWeight;
sampler2D BlurredGI;
float4 frag(v2f input) : COLOR0
{
float3 gi = tex2D(_MainTex, input.uv.xy).rgb;
//Calculate moments and width of color deviation of neighbors for color clamping
float3 m1, m2 = (0.0).xxx;
{
float width = 0.7;
float3 samp = tex2D(_MainTex, input.uv.xy + float2(width, width) * _MainTex_TexelSize.xy).rgb;
m1 = samp;
m2 = samp * samp;
samp = tex2D(_MainTex, input.uv.xy + float2(width, -width) * _MainTex_TexelSize.xy).rgb;
m1 += samp;
m2 += samp * samp;
samp = tex2D(_MainTex, input.uv.xy + float2(-width, width) * _MainTex_TexelSize.xy).rgb;
m1 += samp;
m2 += samp * samp;
samp = tex2D(_MainTex, input.uv.xy + float2(-width, -width) * _MainTex_TexelSize.xy).rgb;
m1 += samp;
m2 += samp * samp;
}
float3 mu = m1 * 0.25;
float3 sigma = sqrt(max((0.0).xxx, m2 * 0.25 - mu * mu));
float errorWindow = 0.2 / BlendWeight;
float3 minc = mu - (errorWindow) * sigma;
float3 maxc = mu + (errorWindow) * sigma;
//Calculate world space position for current frame
float depth = tex2Dlod(_CameraDepthTexture, float4(input.uv.xy, 0.0, 0.0)).x;
#if defined(UNITY_REVERSED_Z)
depth = 1.0 - depth;
#endif
float4 currentPos = float4(input.uv.x * 2.0 - 1.0, input.uv.y * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
float4 fragpos = mul(ProjectionMatrixInverse, currentPos);
float4 thisViewPos = fragpos;
fragpos = mul(CameraToWorld, fragpos);
fragpos /= fragpos.w;
float4 thisWorldPosition = fragpos;
//Get motion vectors and calculate reprojection coord
float2 motionVectors = tex2Dlod(_CameraMotionVectorsTexture, float4(input.uv.xy, 0.0, 0.0)).xy;
float2 reprojCoord = input.uv.xy - motionVectors.xy;
//Calculate world space position for the previous frame reprojected to the current frame
float prevDepth = (tex2Dlod(PreviousDepth, float4(reprojCoord + _MainTex_TexelSize.xy * 0.0, 0.0, 0.0)).x);
#if defined(UNITY_REVERSED_Z)
prevDepth = 1.0 - prevDepth;
#endif
float4 previousWorldPosition = mul(ProjectionPrevInverse, float4(reprojCoord.xy * 2.0 - 1.0, prevDepth * 2.0 - 1.0, 1.0));
previousWorldPosition = mul(CameraToWorldPrev, previousWorldPosition);
previousWorldPosition /= previousWorldPosition.w;
//Apply blending
float blendWeight = BlendWeight;
float3 blurredGI = tex2D(BlurredGI, input.uv.xy).rgb;
if (reprojCoord.x > 1.0 || reprojCoord.x < 0.0 || reprojCoord.y > 1.0 || reprojCoord.y < 0.0)
{
blendWeight = 1.0;
gi = blurredGI;
}
float posSimilarity = saturate(1.0 - distance(previousWorldPosition.xyz, thisWorldPosition.xyz) * 2.0);
blendWeight = lerp(1.0, blendWeight, posSimilarity);
gi = lerp(blurredGI, gi, posSimilarity);
float3 prevGI = tex2D(PreviousGITexture, reprojCoord).rgb;
prevGI = clamp(prevGI, minc, maxc);
gi = lerp(prevGI, gi, float3(blendWeight, blendWeight, blendWeight));
float3 result = gi;
return float4(result, 1.0);
}
ENDCG
}
Pass //4 Specular/reflections trace (CURRENTLY UNUSED)
{
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 CameraToWorld;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
int FrameSwitch;
float4 frag(v2f input) : SV_Target
{
#if UNITY_UV_STARTS_AT_TOP
float2 coord = input.uv2.xy;
#else
float2 coord = input.uv.xy;
#endif
float4 spec = tex2D(_CameraGBufferTexture1, coord);
float4 viewSpacePosition = GetViewSpacePosition(coord);
float3 viewVector = normalize(viewSpacePosition.xyz);
float4 worldViewVector = mul(CameraToWorld, float4(viewVector.xyz, 0.0));
/*
float4 voxelSpacePosition = mul(CameraToWorld, viewSpacePosition);
float3 worldPosition = voxelSpacePosition.xyz;
voxelSpacePosition = mul(SEGIWorldToVoxel, voxelSpacePosition);
voxelSpacePosition = mul(SEGIVoxelProjection, voxelSpacePosition);
voxelSpacePosition.xyz = voxelSpacePosition.xyz * 0.5 + 0.5;
*/
float4 voxelSpacePosition = mul(CameraToWorld, viewSpacePosition);
voxelSpacePosition = mul(SEGIWorldToVoxel0, voxelSpacePosition);
voxelSpacePosition = mul(SEGIVoxelProjection0, voxelSpacePosition);
voxelSpacePosition.xyz = voxelSpacePosition.xyz * 0.5 + 0.5;
float3 worldNormal = normalize(tex2D(_CameraGBufferTexture2, coord).rgb * 2.0 - 1.0);
float3 voxelOrigin = voxelSpacePosition.xyz + worldNormal.xyz * 0.006 * ConeTraceBias;
float2 dither = rand(coord + (float)FrameSwitch * 0.11734);
float smoothness = spec.a * 0.5;
float3 specularColor = spec.rgb;
float4 reflection = (0.0).xxxx;
float3 reflectionKernel = reflect(worldViewVector.xyz, worldNormal);
float3 fresnel = pow(saturate(dot(worldViewVector.xyz, reflectionKernel.xyz)) * (smoothness * 0.5 + 0.5), 5.0);
fresnel = lerp(fresnel, (1.0).xxx, specularColor.rgb);
voxelOrigin += worldNormal.xyz * 0.002;
reflection = SpecularConeTrace(voxelOrigin.xyz, reflectionKernel.xyz, worldNormal.xyz, smoothness, coord, dither.x);
//reflection = ConeTrace(voxelOrigin.xyz, reflectionKernel.xyz, worldNormal.xyz, input.uv.xy, 0.0, 12, 0.1, 1.0, 1.0, 1.0);
//reflection = tex3D(SEGIVolumeLevel0, voxelOrigin.xyz) * 10.0;
//reflection = float4(1.0, 1.0, 1.0, 1.0);
float3 skyReflection = (reflection.a * 1.0 * SEGISkyColor);
reflection.rgb = reflection.rgb * 0.7 + skyReflection.rgb * 2.4015 * SkyReflectionIntensity;
return float4(reflection.rgb, 1.0);
}
ENDCG
}
Pass //5 Get camera depth texture
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag(v2f input) : COLOR0
{
float2 coord = input.uv.xy;
float4 tex = tex2D(_CameraDepthTexture, coord);
return tex;
}
ENDCG
}
Pass //6 Get cmmera normals texture
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag(v2f input) : COLOR0
{
float2 coord = input.uv.xy;
float4 tex = tex2D(_CameraDepthNormalsTexture, coord);
return tex;
}
ENDCG
}
Pass //7 Visualize GI
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D GITexture;
float4 frag(v2f input) : COLOR0
{
float4 albedoTex = tex2D(_CameraGBufferTexture0, input.uv.xy);
float3 albedo = albedoTex.rgb;
float3 gi = tex2D(GITexture, input.uv.xy).rgb;
return float4(gi, 1.0);
}
ENDCG
}
Pass //8 Write black
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag(v2f input) : COLOR0
{
return float4(0.0, 0.0, 0.0, 1.0);
}
ENDCG
}
Pass //9 Visualize slice of GI Volume (CURRENTLY UNUSED)
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float LayerToVisualize;
int MipLevelToVisualize;
sampler3D SEGIVolumeTexture1;
float4 frag(v2f input) : COLOR0
{
return float4(tex3D(SEGIVolumeTexture1, float3(input.uv.xy, LayerToVisualize)).rgb, 1.0);
}
ENDCG
}
Pass //10 Visualize voxels (trace through GI volumes)
{
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 CameraToWorld;
sampler2D _CameraGBufferTexture2;
float4 CameraPosition;
float4 frag(v2f input) : SV_Target
{
#if UNITY_UV_STARTS_AT_TOP
float2 coord = input.uv2.xy;
#else
float2 coord = input.uv.xy;
#endif
float4 viewSpacePosition = GetViewSpacePosition(coord);
float3 viewVector = normalize(viewSpacePosition.xyz);
float4 worldViewVector = mul(CameraToWorld, float4(viewVector.xyz, 0.0));
float4 voxelCameraPosition0 = mul(SEGIWorldToVoxel0, float4(CameraPosition.xyz, 1.0));
voxelCameraPosition0 = mul(SEGIVoxelProjection0, voxelCameraPosition0);
voxelCameraPosition0.xyz = voxelCameraPosition0.xyz * 0.5 + 0.5;
float3 voxelCameraPosition1 = TransformClipSpace1(voxelCameraPosition0);
float3 voxelCameraPosition2 = TransformClipSpace2(voxelCameraPosition0);
float3 voxelCameraPosition3 = TransformClipSpace3(voxelCameraPosition0);
float3 voxelCameraPosition4 = TransformClipSpace4(voxelCameraPosition0);
float3 voxelCameraPosition5 = TransformClipSpace5(voxelCameraPosition0);
float4 result = float4(0,0,0,1);
float4 trace;
trace = VisualConeTrace(voxelCameraPosition0.xyz, worldViewVector.xyz, 1.0, 0);
result.rgb += trace.rgb;
result.a *= trace.a;
trace = VisualConeTrace(voxelCameraPosition1.xyz, worldViewVector.xyz, result.a, 1);
result.rgb += trace.rgb;
result.a *= trace.a;
trace = VisualConeTrace(voxelCameraPosition2.xyz, worldViewVector.xyz, result.a, 2);
result.rgb += trace.rgb;
result.a *= trace.a;
trace = VisualConeTrace(voxelCameraPosition3.xyz, worldViewVector.xyz, result.a, 3);
result.rgb += trace.rgb;
result.a *= trace.a;
trace = VisualConeTrace(voxelCameraPosition4.xyz, worldViewVector.xyz, result.a, 4);
result.rgb += trace.rgb;
result.a *= trace.a;
trace = VisualConeTrace(voxelCameraPosition5.xyz, worldViewVector.xyz, result.a, 5);
result.rgb += trace.rgb;
result.a *= trace.a;
return float4(result.rgb, 1.0);
}
ENDCG
}
Pass //11 Bilateral upsample
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float2 Kernel;
float DepthTolerance;
sampler2D DepthNormalsLow;
sampler2D DepthLow;
int SourceScale;
sampler2D CurrentDepth;
sampler2D CurrentNormal;
float4 frag(v2f input) : COLOR0
{
float4 blurred = float4(0.0, 0.0, 0.0, 0.0);
float4 blurredDumb = float4(0.0, 0.0, 0.0, 0.0);
float validWeights = 0.0;
float depth = LinearEyeDepth(tex2D(_CameraDepthTexture, input.uv.xy).x);
half3 normal = DecodeViewNormalStereo(tex2D(_CameraDepthNormalsTexture, input.uv.xy));
float thresh = 0.26;
float3 viewPosition = GetViewSpacePosition(input.uv.xy).xyz;
float3 viewVector = normalize(viewPosition);
float NdotV = 1.0 / (saturate(dot(-viewVector, normal.xyz)) + 0.1);
thresh *= 1.0 + NdotV * 2.0;
float4 sample00 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 0.0) * 1.0, 0.0, 0.0));
float4 sample10 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 0.0) * 1.0, 0.0, 0.0));
float4 sample11 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 1.0) * 1.0, 0.0, 0.0));
float4 sample01 = tex2Dlod(_MainTex, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 1.0) * 1.0, 0.0, 0.0));
float4 depthSamples = float4(0,0,0,0);
depthSamples.x = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 0.0), 0, 0)).x);
depthSamples.y = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 0.0), 0, 0)).x);
depthSamples.z = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 1.0), 0, 0)).x);
depthSamples.w = LinearEyeDepth(tex2Dlod(CurrentDepth, float4(input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 1.0), 0, 0)).x);
half3 normal00 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 0.0)));
half3 normal10 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 0.0)));
half3 normal11 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(1.0, 1.0)));
half3 normal01 = DecodeViewNormalStereo(tex2D(CurrentNormal, input.uv.xy + _MainTex_TexelSize.xy * float2(0.0, 1.0)));
float4 depthWeights = saturate(1.0 - abs(depthSamples - depth.xxxx) / thresh);
float4 normalWeights = float4(0,0,0,0);
normalWeights.x = pow(saturate(dot(normal00, normal)), 24.0);
normalWeights.y = pow(saturate(dot(normal10, normal)), 24.0);
normalWeights.z = pow(saturate(dot(normal11, normal)), 24.0);
normalWeights.w = pow(saturate(dot(normal01, normal)), 24.0);
float4 weights = depthWeights * normalWeights;
float weightSum = dot(weights, float4(1.0, 1.0, 1.0, 1.0));
if (weightSum < 0.01)
{
weightSum = 4.0;
weights = (1.0).xxxx;
}
weights /= weightSum;
float2 fractCoord = frac(input.uv.xy * _MainTex_TexelSize.zw * 1.0);
float4 filteredX0 = lerp(sample00 * weights.x, sample10 * weights.y, fractCoord.x);
float4 filteredX1 = lerp(sample01 * weights.w, sample11 * weights.z, fractCoord.x);
float4 filtered = lerp(filteredX0, filteredX1, fractCoord.y);
return filtered * 3.0;
return blurred;
}
ENDCG
}
}
Fallback off
}