FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader
2023-07-25 00:52:50 +05:00

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Shader "Hidden/Dof/DepthOfFieldHdr" {
Properties {
_MainTex ("-", 2D) = "black" {}
_FgOverlap ("-", 2D) = "black" {}
_LowRez ("-", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
};
struct v2fRadius {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv1[4] : TEXCOORD1;
};
struct v2fBlur {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv01 : TEXCOORD1;
float4 uv23 : TEXCOORD2;
float4 uv45 : TEXCOORD3;
float4 uv67 : TEXCOORD4;
float4 uv89 : TEXCOORD5;
};
uniform sampler2D _MainTex;
uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _FgOverlap;
uniform sampler2D _LowRez;
uniform float4 _CurveParams;
uniform float4 _MainTex_TexelSize;
half4 _MainTex_ST;
uniform float4 _Offsets;
half4 _CameraDepthTexture_ST;
half4 _LowRez_ST;
half4 _FgOverlap_ST;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv1.xy = v.texcoord.xy;
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
#endif
return o;
}
v2f vertFlip( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv1.xy = v.texcoord.xy;
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1-o.uv1.y;
#endif
return o;
}
v2fBlur vertBlurPlusMinus (appdata_img v)
{
v2fBlur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
o.uv01 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0, _MainTex_ST);
o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0, _MainTex_ST);
o.uv45 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0, _MainTex_ST);
o.uv67 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0, _MainTex_ST);
o.uv89 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0, _MainTex_ST);
return o;
}
#define SCATTER_OVERLAP_SMOOTH (-0.265)
inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample)
{
return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance);
}
inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample)
{
return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); }
static const int SmallDiscKernelSamples = 12;
static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
{
float2(-0.326212,-0.40581),
float2(-0.840144,-0.07358),
float2(-0.695914,0.457137),
float2(-0.203345,0.620716),
float2(0.96234,-0.194983),
float2(0.473434,-0.480026),
float2(0.519456,0.767022),
float2(0.185461,-0.893124),
float2(0.507431,0.064425),
float2(0.89642,0.412458),
float2(-0.32194,-0.932615),
float2(-0.791559,-0.59771)
};
static const int NumDiscSamples = 28;
static const float3 DiscKernel[NumDiscSamples] =
{
float3(0.62463,0.54337,0.82790),
float3(-0.13414,-0.94488,0.95435),
float3(0.38772,-0.43475,0.58253),
float3(0.12126,-0.19282,0.22778),
float3(-0.20388,0.11133,0.23230),
float3(0.83114,-0.29218,0.88100),
float3(0.10759,-0.57839,0.58831),
float3(0.28285,0.79036,0.83945),
float3(-0.36622,0.39516,0.53876),
float3(0.75591,0.21916,0.78704),
float3(-0.52610,0.02386,0.52664),
float3(-0.88216,-0.24471,0.91547),
float3(-0.48888,-0.29330,0.57011),
float3(0.44014,-0.08558,0.44838),
float3(0.21179,0.51373,0.55567),
float3(0.05483,0.95701,0.95858),
float3(-0.59001,-0.70509,0.91938),
float3(-0.80065,0.24631,0.83768),
float3(-0.19424,-0.18402,0.26757),
float3(-0.43667,0.76751,0.88304),
float3(0.21666,0.11602,0.24577),
float3(0.15696,-0.85600,0.87027),
float3(-0.75821,0.58363,0.95682),
float3(0.99284,-0.02904,0.99327),
float3(-0.22234,-0.57907,0.62029),
float3(0.55052,-0.66984,0.86704),
float3(0.46431,0.28115,0.54280),
float3(-0.07214,0.60554,0.60982),
};
float4 fragBlurInsaneMQ (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
float4 sum = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
sum *= sampleCount;
float weights = 0;
for(int l=0; l < NumDiscSamples; l++)
{
float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV.xy, _MainTex_ST));
if( sample0.a > 0.0 )
{
weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
sum += sample0 * weights;
sampleCount += weights;
}
}
float4 returnValue = sum / sampleCount;
returnValue.a = centerTap.a;
return returnValue;
}
float4 fragBlurInsaneHQ (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
float4 sum = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
sum *= sampleCount;
float2 weights = 0;
for(int l=0; l < NumDiscSamples; l++)
{
float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz);
float4 sample0 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV.xy, _MainTex_ST));
float4 sample1 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV.zw, _MainTex_ST));
if( (sample0.a + sample1.a) > 0.0 )
{
weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap);
sum += sample0 * weights.x + sample1 * weights.y;
sampleCount += dot(weights, 1);
}
}
float4 returnValue = sum / sampleCount;
returnValue.a = centerTap.a;
return returnValue;
}
inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high)
{
float blend = smoothstep(0.65,0.85, coc);
return lerp(low, high, blend);
}
inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high)
{
float blend = smoothstep(0.4,0.6, coc);
return lerp(low, high, blend);
}
float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target
{
float4 bigBlur = tex2D(_LowRez, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _LowRez_ST));
float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
float4 smallBlur = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
smallBlur *= sampleCount;
for(int l=0; l < NumDiscSamples; l++)
{
float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV, _MainTex_ST));
float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
smallBlur += sample0 * weight0; sampleCount += weight0;
}
smallBlur /= (sampleCount+1e-5f);
smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur);
return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
}
float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target
{
float4 bigBlur = tex2D(_LowRez, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _LowRez_ST));
float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
float4 smallBlur = centerTap;
float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
smallBlur *= sampleCount;
for(int l=0; l < SmallDiscKernelSamples; l++)
{
float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1;
float4 sample0 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV, _MainTex_ST));
float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap);
smallBlur += sample0 * weight0; sampleCount += weight0;
}
smallBlur /= (sampleCount+1e-5f);
smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur);
return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
}
float4 fragBlurUpsampleCheap (v2f i) : SV_Target
{
float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
float4 bigBlur = tex2D(_LowRez, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _LowRez_ST));
float fgCoc = tex2D(_FgOverlap, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _FgOverlap_ST)).a;
float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 ));
return float4(smallBlur.rgb, centerTap.a);
}
float4 fragBlurBox (v2f i) : SV_Target
{
const int TAPS = 12;
float4 centerTap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
// TODO: important ? breaks when HR blur is being used
//centerTap.a = max(centerTap.a, 0.1f);
float sampleCount = centerTap.a;
float4 sum = centerTap * sampleCount;
float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0));
float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1);
for(int l=1; l<TAPS; l++)
{
float4 sampleUV = i.uv1.xyxy + steps * (float)l;
float4 sample0 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV.xy, _MainTex_ST));
float4 sample1 = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(sampleUV.zw, _MainTex_ST));
float2 maxLen01 = float2(sample0.a, sample1.a);
float2 r = lenStep.xx * (float)l;
float2 weight01 = smoothstep(float2(-0.4,-0.4),float2(0.0,0.0), maxLen01-r);
sum += sample0 * weight01.x + sample1 * weight01.y;
sampleCount += dot(weight01,1);
}
float4 returnValue = sum / (1e-5f + sampleCount);
//returnValue.a = centerTap.a;
//return centerTap.a;
return returnValue;
}
float4 fragVisualize (v2f i) : SV_Target
{
float4 returnValue = tex2D(_MainTex, i.uv1.xy);
returnValue.rgb = lerp(float3(0.0,0.0,0.0), float3(1.0,1.0,1.0), saturate(returnValue.a/_CurveParams.x));
return returnValue;
}
float4 fragBoxDownsample (v2f i) : SV_Target
{
//float4 returnValue = tex2D(_MainTex, i.uv1.xy);
float4 returnValue = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy + 0.75*_MainTex_TexelSize.xy, _MainTex_ST));
returnValue += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy - 0.75*_MainTex_TexelSize.xy, _MainTex_ST));
returnValue += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy + 0.75*_MainTex_TexelSize.xy * float2(1,-1), _MainTex_ST));
returnValue += tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy - 0.75*_MainTex_TexelSize.xy * float2(1,-1), _MainTex_ST));
return returnValue/4;
}
float4 fragBlurAlphaWeighted (v2fBlur i) : SV_Target
{
const float ALPHA_WEIGHT = 2.0f;
float4 sum = float4 (0,0,0,0);
float w = 0;
float weights = 0;
const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
float4 sampleA = tex2D(_MainTex, i.uv.xy);
float4 sampleB = tex2D(_MainTex, i.uv01.xy);
float4 sampleC = tex2D(_MainTex, i.uv01.zw);
float4 sampleD = tex2D(_MainTex, i.uv23.xy);
float4 sampleE = tex2D(_MainTex, i.uv23.zw);
float4 sampleF = tex2D(_MainTex, i.uv45.xy);
float4 sampleG = tex2D(_MainTex, i.uv45.zw);
float4 sampleH = tex2D(_MainTex, i.uv67.xy);
float4 sampleI = tex2D(_MainTex, i.uv67.zw);
float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
float4 sampleK = tex2D(_MainTex, i.uv89.zw);
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleB.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleC.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleD.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleE.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleF.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleG.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleH.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleI.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleJ.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
w = saturate(ALPHA_WEIGHT*sampleK.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
sum /= weights + 1e-4f;
sum.a = sampleA.a;
if(sampleA.a<1e-2f) sum.rgb = sampleA.rgb;
return sum;
}
float4 fragBlurForFgCoc (v2fBlur i) : SV_Target
{
float4 sum = float4 (0,0,0,0);
float w = 0;
float weights = 0;
const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
float4 sampleA = tex2D(_MainTex, i.uv.xy);
float4 sampleB = tex2D(_MainTex, i.uv01.xy);
float4 sampleC = tex2D(_MainTex, i.uv01.zw);
float4 sampleD = tex2D(_MainTex, i.uv23.xy);
float4 sampleE = tex2D(_MainTex, i.uv23.zw);
float4 sampleF = tex2D(_MainTex, i.uv45.xy);
float4 sampleG = tex2D(_MainTex, i.uv45.zw);
float4 sampleH = tex2D(_MainTex, i.uv67.xy);
float4 sampleI = tex2D(_MainTex, i.uv67.zw);
float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
float4 sampleK = tex2D(_MainTex, i.uv89.zw);
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
w = smoothstep(-0.5,0.0,sampleB.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
w = smoothstep(-0.5,0.0,sampleC.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
w = smoothstep(-0.5,0.0,sampleD.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
w = smoothstep(-0.5,0.0,sampleE.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
w = smoothstep(-0.5,0.0,sampleF.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
w = smoothstep(-0.5,0.0,sampleG.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
w = smoothstep(-0.5,0.0,sampleH.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
w = smoothstep(-0.5,0.0,sampleI.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
w = smoothstep(-0.5,0.0,sampleJ.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
w = smoothstep(-0.5,0.0,sampleK.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
sum /= weights + 1e-4f;
return sum;
}
float4 fragGaussBlur (v2fBlur i) : SV_Target
{
float4 sum = float4 (0,0,0,0);
float w = 0;
float weights = 0;
const float G_WEIGHTS[9] = {1.0, 0.8, 0.65, 0.5, 0.4, 0.2, 0.1, 0.05, 0.025};
float4 sampleA = tex2D(_MainTex, i.uv.xy);
float4 sampleB = tex2D(_MainTex, i.uv01.xy);
float4 sampleC = tex2D(_MainTex, i.uv01.zw);
float4 sampleD = tex2D(_MainTex, i.uv23.xy);
float4 sampleE = tex2D(_MainTex, i.uv23.zw);
float4 sampleF = tex2D(_MainTex, i.uv45.xy);
float4 sampleG = tex2D(_MainTex, i.uv45.zw);
float4 sampleH = tex2D(_MainTex, i.uv67.xy);
float4 sampleI = tex2D(_MainTex, i.uv67.zw);
float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
float4 sampleK = tex2D(_MainTex, i.uv89.zw);
w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
w = sampleB.a * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
w = sampleC.a * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
w = sampleD.a * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
w = sampleE.a * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
w = sampleF.a * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
w = sampleG.a * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
w = sampleH.a * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
w = sampleI.a * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
w = sampleJ.a * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
w = sampleK.a * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
sum /= weights + 1e-4f;
return sum;
}
float4 frag4TapBlurForLRSpawn (v2f i) : SV_Target
{
float4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
float4 tapA = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy + 0.75 * _MainTex_TexelSize.xy, _MainTex_ST));
float4 tapB = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy - 0.75 * _MainTex_TexelSize.xy, _MainTex_ST));
float4 tapC = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy + 0.75 * _MainTex_TexelSize.xy * float2(1,-1), _MainTex_ST));
float4 tapD = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy - 0.75 * _MainTex_TexelSize.xy * float2(1,-1), _MainTex_ST));
float4 weights = saturate(10.0 * float4(tapA.a, tapB.a, tapC.a, tapD.a));
float sumWeights = dot(weights, 1);
float4 color = (tapA*weights.x + tapB*weights.y + tapC*weights.z + tapD*weights.w);
float4 outColor = tap;
if(tap.a * sumWeights * 8.0 > 1e-5f) outColor.rgb = color.rgb/sumWeights;
return outColor;
}
float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target
{
float4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
d = Linear01Depth (d);
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w);
return color;
}
float4 fragCaptureCoc (v2f i) : SV_Target
{
float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
d = Linear01Depth (d);
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return color;
}
float4 AddFgCoc (v2f i) : SV_Target
{
return tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
}
float4 fragMergeCoc (v2f i) : SV_Target
{
float4 color = tex2D (_FgOverlap, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _FgOverlap_ST)); // this is the foreground overlap value
float fgCoc = color.a;
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
d = Linear01Depth (d);
color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc));
}
float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target
{
float bgAndFgCoc = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST)).a;
float fgOverlapCoc = tex2D (_FgOverlap, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _FgOverlap_ST)).a;
return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc);
}
float4 fragCaptureForegroundCoc (v2f i) : SV_Target
{
float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
d = Linear01Depth (d);
color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return color;
}
float4 fragCaptureForegroundCocMask (v2f i) : SV_Target
{
float4 color = float4(0,0,0,0);
float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST));
d = Linear01Depth (d);
color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
return color.a > 0;
}
float4 fragBlendInHighRez (v2f i) : SV_Target
{
float4 tapHighRez = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST));
return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0));
}
float4 fragBlendInLowRezParts (v2f i) : SV_Target
{
float4 from = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f);
float square = from.a * from.a;
from.a = square * square * _CurveParams.x;
return from;
}
float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv1.xy);
return c;
}
float4 fragAlphaMask(v2f i) : SV_Target
{
float4 c = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _MainTex_ST));
c.a = saturate(c.a*100.0);
return c;
}
ENDCG
Subshader
{
// pass 0
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureCoc
ENDCG
}
// pass 1
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertBlurPlusMinus
#pragma fragment fragGaussBlur
ENDCG
}
// pass 2
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertBlurPlusMinus
#pragma fragment fragBlurForFgCoc
ENDCG
}
// pass 3
Pass
{
ZTest Always Cull Off ZWrite Off
ColorMask A
BlendOp Max, Max
Blend One One, One One
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment AddFgCoc
ENDCG
}
// pass 4
Pass
{
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureForegroundCoc
ENDCG
}
// pass 5
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurBox
ENDCG
}
// pass 6
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag4TapBlurForLRSpawn
ENDCG
}
// pass 7
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlendInHighRez
ENDCG
}
// pass 8
Pass
{
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureForegroundCocMask
ENDCG
}
// pass 9
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurUpsampleCheap
ENDCG
}
// pass 10
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCaptureColorAndSignedCoc
ENDCG
}
// pass 11
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurInsaneMQ
ENDCG
}
// pass 12
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurUpsampleCombineMQ
ENDCG
}
// pass 13
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragMergeCoc
ENDCG
}
// pass 14
Pass {
ZTest Always Cull Off ZWrite Off
ColorMask A
BlendOp Max, Max
Blend One One, One One
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragCombineCocWithMaskBlur
ENDCG
}
// pass 15
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBoxDownsample
ENDCG
}
// pass 16
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragVisualize
ENDCG
}
// pass 17
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurInsaneHQ
ENDCG
}
// pass 18
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragBlurUpsampleCombineHQ
ENDCG
}
// pass 19
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vertBlurPlusMinus
#pragma fragment fragBlurAlphaWeighted
ENDCG
}
// pass 20
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragAlphaMask
ENDCG
}
// pass 21
Pass {
ZTest Always Cull Off ZWrite Off
BlendOp Add, Add
Blend DstAlpha OneMinusDstAlpha, Zero One
CGPROGRAM
#pragma target 3.0
#pragma vertex vertFlip
#pragma fragment fragBlurBox
ENDCG
}
// pass 22
Pass {
ZTest Always Cull Off ZWrite Off
// destination alpha needs to stay intact as we have layed alpha before
BlendOp Add, Add
Blend DstAlpha One, Zero One
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragUpsampleWithAlphaMask
ENDCG
}
}
Fallback off
}