mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
257 lines
6.9 KiB
Text
257 lines
6.9 KiB
Text
Shader "Hidden/Post FX/Builtin Debug Views"
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{
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Common.cginc"
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#pragma exclude_renderers d3d11_9x
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sampler2D_float _CameraDepthTexture;
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sampler2D_float _CameraDepthNormalsTexture;
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sampler2D_float _CameraMotionVectorsTexture;
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float4 _CameraDepthTexture_ST;
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float4 _CameraDepthNormalsTexture_ST;
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float4 _CameraMotionVectorsTexture_ST;
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#if SOURCE_GBUFFER
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sampler2D _CameraGBufferTexture2;
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float4 _CameraGBufferTexture2_ST;
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#endif
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// -----------------------------------------------------------------------------
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// Depth
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float _DepthScale;
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float4 FragDepth(VaryingsDefault i) : SV_Target
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{
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthTexture_ST));
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depth = Linear01Depth(depth) * _DepthScale;
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float3 d = depth.xxx;
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#if !UNITY_COLORSPACE_GAMMA
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d = GammaToLinearSpace(d);
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#endif
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return float4(d, 1.0);
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}
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// -----------------------------------------------------------------------------
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// Normals
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float3 SampleNormal(float2 uv)
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{
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#if SOURCE_GBUFFER
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float3 norm = tex2D(_CameraGBufferTexture2, uv).xyz * 2.0 - 1.0;
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return mul((float3x3)unity_WorldToCamera, norm);
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#else
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float4 cdn = tex2D(_CameraDepthNormalsTexture, uv);
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return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0);
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#endif
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}
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float4 FragNormals(VaryingsDefault i) : SV_Target
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{
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float3 n = SampleNormal(UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthNormalsTexture_ST));
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#if UNITY_COLORSPACE_GAMMA
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n = LinearToGammaSpace(n);
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#endif
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return float4(n, 1.0);
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}
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// -----------------------------------------------------------------------------
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// Motion vectors
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float _Opacity;
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float _Amplitude;
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float4 _Scale;
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float4 FragMovecsOpacity(VaryingsDefault i) : SV_Target
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{
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float4 src = tex2D(_MainTex, i.uv);
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return float4(src.rgb * _Opacity, src.a);
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}
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// Convert a motion vector into RGBA color.
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float4 VectorToColor(float2 mv)
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{
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float phi = atan2(mv.x, mv.y);
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float hue = (phi / UNITY_PI + 1.0) * 0.5;
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float r = abs(hue * 6.0 - 3.0) - 1.0;
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float g = 2.0 - abs(hue * 6.0 - 2.0);
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float b = 2.0 - abs(hue * 6.0 - 4.0);
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float a = length(mv);
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return saturate(float4(r, g, b, a));
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}
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float4 FragMovecsImaging(VaryingsDefault i) : SV_Target
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{
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float4 src = tex2D(_MainTex, i.uv);
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float2 mv = tex2D(_CameraMotionVectorsTexture, i.uv).rg * _Amplitude;
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#if UNITY_UV_STARTS_AT_TOP
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mv.y *= -1.0;
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#endif
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float4 mc = VectorToColor(mv);
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float3 rgb = src.rgb;
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#if !UNITY_COLORSPACE_GAMMA
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rgb = LinearToGammaSpace(rgb);
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#endif
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rgb = lerp(rgb, mc.rgb, mc.a * _Opacity);
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#if !UNITY_COLORSPACE_GAMMA
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rgb = GammaToLinearSpace(rgb);
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#endif
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return float4(rgb, src.a);
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}
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struct VaryingsArrows
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{
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float4 vertex : SV_POSITION;
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float2 scoord : TEXCOORD;
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float4 color : COLOR;
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};
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VaryingsArrows VertArrows(AttributesDefault v)
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{
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// Retrieve the motion vector.
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float4 uv = float4(v.texcoord.xy, 0.0, 0.0);
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#if UNITY_UV_STARTS_AT_TOP
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uv.y = 1.0 - uv.y;
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#endif
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float2 mv = tex2Dlod(_CameraMotionVectorsTexture, uv).rg * _Amplitude;
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#if UNITY_UV_STARTS_AT_TOP
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mv.y *= -1.0;
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#endif
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// Arrow color
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float4 color = VectorToColor(mv);
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// Make a rotation matrix based on the motion vector.
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float2x2 rot = float2x2(mv.y, mv.x, -mv.x, mv.y);
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// Rotate and scale the body of the arrow.
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float2 pos = mul(rot, v.vertex.zy) * _Scale.xy;
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// Normalized variant of the motion vector and the rotation matrix.
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float2 mv_n = normalize(mv);
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float2x2 rot_n = float2x2(mv_n.y, mv_n.x, -mv_n.x, mv_n.y);
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// Rotate and scale the head of the arrow.
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float2 head = float2(v.vertex.x, -abs(v.vertex.x)) * 0.3;
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head *= saturate(color.a);
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pos += mul(rot_n, head) * _Scale.xy;
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// Offset the arrow position.
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pos += v.texcoord.xy * 2.0 - 1.0;
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// Convert to the screen coordinates.
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float2 scoord = (pos + 1.0) * 0.5 * _ScreenParams.xy;
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// Snap to a pixel-perfect position.
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scoord = round(scoord);
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// Bring back to the normalized screen space.
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pos = (scoord + 0.5) * (_ScreenParams.zw - 1.0) * 2.0 - 1.0;
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// Color tweaks
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color.rgb = GammaToLinearSpace(lerp(color.rgb, 1.0, 0.5));
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color.a *= _Opacity;
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// Output
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VaryingsArrows o;
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o.vertex = float4(pos, 0.0, 1.0);
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o.scoord = scoord;
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o.color = saturate(color);
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return o;
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}
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float4 FragMovecsArrows(VaryingsArrows i) : SV_Target
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{
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// Pseudo anti-aliasing.
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float aa = length(frac(i.scoord) - 0.5) / 0.707;
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aa *= (aa * (aa * 0.305306011 + 0.682171111) + 0.012522878); // gamma
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return float4(i.color.rgb, i.color.a * aa);
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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) - Depth
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragDepth
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ENDCG
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}
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// (1) - Normals
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragNormals
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#pragma multi_compile __ SOURCE_GBUFFER
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ENDCG
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}
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// (2) - Motion vectors - Opacity
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragMovecsOpacity
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ENDCG
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}
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// (3) - Motion vectors - Imaging
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragMovecsImaging
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA
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ENDCG
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}
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// (4) - Motion vectors - Arrows
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex VertArrows
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#pragma fragment FragMovecsArrows
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ENDCG
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}
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}
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}
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