mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
923 lines
30 KiB
GLSL
923 lines
30 KiB
GLSL
/**
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\author Michael Mara and Morgan McGuire, Casual Effects. 2015.
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*/
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Shader "Hidden/Post FX/Screen Space Reflection"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "UnityStandardUtils.cginc"
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#include "Common.cginc"
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#include "ScreenSpaceRaytrace.cginc"
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float4 _ProjInfo;
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float4x4 _WorldToCameraMatrix;
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float4x4 _CameraToWorldMatrix;
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float4x4 _ProjectToPixelMatrix;
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float2 _ScreenSize;
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float2 _ReflectionBufferSize;
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float2 _InvScreenSize;
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float3 _CameraClipInfo;
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sampler2D _CameraGBufferTexture0;
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sampler2D _CameraGBufferTexture1;
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sampler2D _CameraGBufferTexture2;
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sampler2D _CameraGBufferTexture3;
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sampler2D _CameraReflectionsTexture;
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float _CurrentMipLevel;
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float _RayStepSize;
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float _MaxRayTraceDistance;
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float _LayerThickness;
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float _FresnelFade;
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float _FresnelFadePower;
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float _ReflectionBlur;
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int _HalfResolution;
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int _TreatBackfaceHitAsMiss;
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int _AllowBackwardsRays;
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// RG: SS Hitpoint of ray
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// B: distance ray travelled, used for mip-selection in the final resolve
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// A: confidence value
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sampler2D _HitPointTexture;
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sampler2D _FinalReflectionTexture;
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// RGB: camera-space normal (encoded in [0-1])
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// A: Roughness
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sampler2D _NormalAndRoughnessTexture;
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int _EnableRefine;
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int _AdditiveReflection;
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float _ScreenEdgeFading;
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int _MaxSteps;
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int _BilateralUpsampling;
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float _MaxRoughness;
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float _RoughnessFalloffRange;
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float _SSRMultiplier;
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float _FadeDistance;
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int _TraceBehindObjects;
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int _UseEdgeDetector;
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int _HighlightSuppression;
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/** The height in pixels of a 1m object if viewed from 1m away. */
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float _PixelsPerMeterAtOneMeter;
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// For temporal filtering:
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float4x4 _CurrentCameraToPreviousCamera;
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sampler2D _PreviousReflectionTexture;
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sampler2D _PreviousCSZBuffer;
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float _TemporalAlpha;
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int _UseTemporalConfidence;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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};
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v2f vert( appdata_img v )
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.uv2 = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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o.uv2.y = 1.0 - o.uv2.y;
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#endif
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return o;
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}
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float2 mipToSize(int mip)
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{
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return floor(_ReflectionBufferSize * exp2(-mip));
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}
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float3 ReconstructCSPosition(float2 S, float z)
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{
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float linEyeZ = -LinearEyeDepth(z);
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return float3((((S.xy * _MainTex_TexelSize.zw)) * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ);
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}
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/** Read the camera-space position of the point at screen-space pixel ssP */
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float3 GetPosition(float2 ssP)
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{
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float3 P;
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P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy);
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// Offset to pixel center
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P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z);
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return P;
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}
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float applyEdgeFade(float2 tsP, float fadeStrength)
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{
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float maxFade = 0.1;
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float2 itsP = float2(1.0, 1.0) - tsP;
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float dist = min(min(itsP.x, itsP.y), min(tsP.x, tsP.x));
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float fade = dist / (maxFade*fadeStrength + 0.001);
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fade = max(min(fade, 1.0), 0.0);
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fade = pow(fade, 0.2);
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return fade;
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}
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float3 csMirrorVector(float3 csPosition, float3 csN)
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{
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float3 csE = -normalize(csPosition.xyz);
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float cos_o = dot(csN, csE);
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float3 c_mi = normalize((csN * (2.0 * cos_o)) - csE);
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return c_mi;
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}
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float4 fragRaytrace(v2f i, int stepRate)
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{
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float2 ssP = i.uv2.xy;
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float3 csPosition = GetPosition(ssP);
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float smoothness = tex2D(_CameraGBufferTexture1, ssP).a;
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if (csPosition.z < -100.0 || smoothness == 0.0)
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{
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return float4(0.0,0.0,0.0,0.0);
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}
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float3 wsNormal = tex2D(_CameraGBufferTexture2, ssP).rgb * 2.0 - 1.0;
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int2 ssC = int2(ssP * _ScreenSize);
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float3 csN = mul((float3x3)(_WorldToCameraMatrix), wsNormal);
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float3 csRayDirection = csMirrorVector(csPosition, csN);
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if (_AllowBackwardsRays == 0 && csRayDirection.z > 0.0)
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float maxRayTraceDistance = _MaxRayTraceDistance;
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float jitterFraction = 0.0f;
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float layerThickness = _LayerThickness;
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int maxSteps = _MaxSteps;
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// Bump the ray more in world space as it gets farther away (and so each pixel covers more WS distance)
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float rayBump = max(-0.01*csPosition.z, 0.001);
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float2 hitPixel;
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float3 csHitPoint;
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float stepCount;
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bool wasHit = castDenseScreenSpaceRay
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(csPosition + (csN) * rayBump,
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csRayDirection,
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_ProjectToPixelMatrix,
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_ScreenSize,
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_CameraClipInfo,
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jitterFraction,
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maxSteps,
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layerThickness,
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maxRayTraceDistance,
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hitPixel,
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stepRate,
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_TraceBehindObjects == 1,
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csHitPoint,
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stepCount);
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float2 tsPResult = hitPixel / _ScreenSize;
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float rayDist = dot(csHitPoint - csPosition, csRayDirection);
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float confidence = 0.0;
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if (wasHit)
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{
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confidence = Pow2(1.0 - max(2.0*float(stepCount) / float(maxSteps) - 1.0, 0.0));
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confidence *= clamp(((_MaxRayTraceDistance - rayDist) / _FadeDistance), 0.0, 1.0);
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// Fake fresnel fade
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float3 csE = -normalize(csPosition.xyz);
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confidence *= max(0.0, lerp(pow(abs(dot(csRayDirection, -csE)), _FresnelFadePower), 1, 1.0 - _FresnelFade));
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if (_TreatBackfaceHitAsMiss > 0)
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{
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float3 wsHitNormal = tex2Dlod(_CameraGBufferTexture2, float4(tsPResult, 0, 0)).rgb * 2.0 - 1.0;
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float3 wsRayDirection = mul(_CameraToWorldMatrix, float4(csRayDirection, 0)).xyz;
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if (dot(wsHitNormal, wsRayDirection) > 0)
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{
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confidence = 0.0;
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}
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}
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}
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// Fade out reflections that hit near edge of screen, to prevent abrupt appearance/disappearance when object go off screen
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// Fade out reflections that hit near edge of screen,
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// to prevent abrupt appearance/disappearance when object go off screen
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float vignette = applyEdgeFade(tsPResult, _ScreenEdgeFading);
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confidence *= vignette;
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confidence *= vignette;
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return float4(tsPResult, rayDist, confidence);
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}
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float4 fragComposite(v2f i) : SV_Target
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{
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// Pixel being shaded
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float2 tsP = i.uv2.xy;
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// View space point being shaded
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float3 C = GetPosition(tsP);
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// Final image before this pass
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float4 gbuffer3 = tex2D(_MainTex, i.uv);
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float4 specEmission = float4(0.0,0.0,0.0,0.0);
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float3 specColor = tex2D(_CameraGBufferTexture1, tsP).rgb;
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float roughness = tex2D(_CameraGBufferTexture1, tsP).a;
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float4 reflectionTexel = tex2D(_FinalReflectionTexture, tsP);
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float4 gbuffer0 = tex2D(_CameraGBufferTexture0, tsP);
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// Let core Unity functions do the dirty work of applying the BRDF
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float3 baseColor = gbuffer0.rgb;
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float occlusion = gbuffer0.a;
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half oneMinusReflectivity;
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baseColor = EnergyConservationBetweenDiffuseAndSpecular(baseColor, specColor, oneMinusReflectivity);
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float3 wsNormal = tex2D(_CameraGBufferTexture2, tsP).rgb * 2.0 - 1.0;
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float3 csEyeVec = normalize(C);
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float3 eyeVec = mul(_CameraToWorldMatrix, float4(csEyeVec, 0)).xyz;
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float3 worldPos = mul(_CameraToWorldMatrix, float4(C, 1)).xyz;
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float cos_o = dot(wsNormal, eyeVec);
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float3 w_mi = -normalize((wsNormal * (2.0 * cos_o)) - eyeVec);
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float3 incomingRadiance = reflectionTexel.rgb;
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UnityLight light;
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light.color = 0;
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light.dir = 0;
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#if UNITY_VERSION < 550
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light.ndotl = 0;
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#endif
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UnityIndirect ind;
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ind.diffuse = 0;
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ind.specular = incomingRadiance;
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float3 ssrResult = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, roughness, wsNormal, -eyeVec, light, ind).rgb * _SSRMultiplier;
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float confidence = reflectionTexel.a;
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specEmission.rgb = tex2D(_CameraReflectionsTexture, tsP).rgb;
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float3 finalGlossyTerm;
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// Subtract out Unity's glossy result: (we're just applying the delta)
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if (_AdditiveReflection == 0)
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{
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gbuffer3 -= specEmission;
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// We may have blown out our dynamic range by adding then subtracting the reflection probes.
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// As a half-measure to fix this, simply clamp to zero
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gbuffer3 = max(gbuffer3, 0);
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finalGlossyTerm = lerp(specEmission.rgb, ssrResult, saturate(confidence));
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}
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else
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{
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finalGlossyTerm = ssrResult*saturate(confidence);
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}
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finalGlossyTerm *= occlusion;
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// Additively blend the glossy GI result with the output buffer
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return gbuffer3 + float4(finalGlossyTerm, 0);
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}
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float roughnessWeight(float midpointRoughness, float tapRoughness)
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{
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return (1.0 - sqrt(sqrt(abs(midpointRoughness-tapRoughness))));
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}
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float normalWeight(float3 midpointNormal, float3 tapNormal)
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{
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return clamp(dot(midpointNormal, tapNormal), 0, 1);
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}
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float highlightDecompression(float x)
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{
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return x / (1.0 - x);
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}
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float3 highlightDecompression(float3 x)
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{
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return float3(
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highlightDecompression(x.x),
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highlightDecompression(x.y),
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highlightDecompression(x.z)
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);
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}
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float highlightCompression(float x)
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{
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return x / (1.0 + x);
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}
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float3 highlightCompression(float3 x)
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{
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return float3(
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highlightCompression(x.x),
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highlightCompression(x.y),
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highlightCompression(x.z)
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);
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}
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float4 _Axis;
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float4 fragGBlur(v2f i) : SV_Target
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{
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int radius = 4;
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// Pixel being shaded
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float2 tsP = i.uv2.xy;
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float weightSum = 0.0;
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float gaussWeights[5] = { 0.225, 0.150, 0.110, 0.075, 0.0525 };//{0.225, 0.150, 0.110, 0.075, 0.0525};
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float4 resultSum = float4(0.0, 0.0, 0.0, 0.0);
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float4 unweightedResultSum = float4(0.0, 0.0, 0.0, 0.0);
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float4 nAndRough = tex2D(_NormalAndRoughnessTexture, tsP);
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float midpointRoughness = nAndRough.a;
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float3 midpointNormal = nAndRough.rgb * 2 - 1;
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for (int i = -radius; i <= radius; ++i)
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{
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float4 temp;
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float tapRoughness;
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float3 tapNormal;
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float2 tsTap = tsP + (_Axis.xy * _MainTex_TexelSize.xy * float2(i,i)*2.0);
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temp = tex2D(_MainTex, tsTap);
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float weight = temp.a * gaussWeights[abs(i)];
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// Bilateral filtering
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// if (_ImproveCorners)
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// {
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nAndRough = tex2D(_NormalAndRoughnessTexture, tsTap);
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tapRoughness = nAndRough.a;
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tapNormal = nAndRough.rgb * 2 - 1;
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weight *= normalWeight(midpointNormal, tapNormal);
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// }
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weightSum += weight;
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if (_HighlightSuppression)
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{
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temp.rgb = highlightCompression(temp.rgb);
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}
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unweightedResultSum += temp;
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resultSum += temp*weight;
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}
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if (weightSum > 0.01)
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{
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float invWeightSum = (1.0/weightSum);
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// Adding the sqrt seems to decrease temporal flickering at the expense
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// of having larger "halos" of fallback on rough surfaces
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// Subject to change with testing. Sqrt around only half the expression is *intentional*.
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float confidence = min(resultSum.a * sqrt(max(invWeightSum, 2.0)), 1.0);
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float3 finalColor = resultSum.rgb * invWeightSum;
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if (_HighlightSuppression)
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{
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finalColor = highlightDecompression(finalColor);
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}
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return float4(finalColor, confidence);
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}
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else
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{
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float3 finalColor = unweightedResultSum.rgb / (2 * radius + 1);
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if (_HighlightSuppression)
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{
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finalColor = highlightDecompression(finalColor);
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}
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return float4(finalColor, 0.0);
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}
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}
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sampler2D _ReflectionTexture0;
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sampler2D _ReflectionTexture1;
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sampler2D _ReflectionTexture2;
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sampler2D _ReflectionTexture3;
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sampler2D _ReflectionTexture4;
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// Simulate mip maps, since we don't have NPOT mip-chains
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float4 getReflectionValue(float2 tsP, int mip)
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{
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float4 coord = float4(tsP,0,0);
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if (mip == 0)
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{
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return tex2Dlod(_ReflectionTexture0, coord);
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}
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else if (mip == 1)
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{
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return tex2Dlod(_ReflectionTexture1, coord);
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}
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else if (mip == 2)
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{
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return tex2Dlod(_ReflectionTexture2, coord);
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}
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else if (mip == 3)
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{
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return tex2Dlod(_ReflectionTexture3, coord);
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}
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else
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{
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return tex2Dlod(_ReflectionTexture4, coord);
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}
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}
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sampler2D _EdgeTexture0;
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sampler2D _EdgeTexture1;
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sampler2D _EdgeTexture2;
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sampler2D _EdgeTexture3;
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sampler2D _EdgeTexture4;
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// Simulate mip maps, since we don't have NPOT mip-chains
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float4 getEdgeValue(float2 tsP, int mip)
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{
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float4 coord = float4(tsP + float2(1.0/(2 * mipToSize(mip))),0,0);
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if (mip == 0)
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{
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return tex2Dlod(_EdgeTexture0, coord);
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}
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else if (mip == 1)
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{
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return tex2Dlod(_EdgeTexture1, coord);
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}
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else if (mip == 2)
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{
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return tex2Dlod(_EdgeTexture2, coord);
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}
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else if (mip == 3)
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{
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return tex2Dlod(_EdgeTexture3, coord);
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}
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else
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{
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return tex2Dlod(_EdgeTexture4, coord);
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}
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}
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float2 centerPixel(float2 inputP)
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{
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return floor(inputP - float2(0.5,0.5)) + float2(0.5,0.5);
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}
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float2 snapToTexelCenter(float2 inputP, float2 texSize, float2 texSizeInv)
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{
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return centerPixel(inputP * texSize) * texSizeInv;
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}
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float4 bilateralUpsampleReflection(float2 tsP, int mip)
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{
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float2 smallTexSize = mipToSize(mip);
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float2 smallPixelPos = tsP * smallTexSize;
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float2 smallPixelPosi = centerPixel(smallPixelPos);
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float2 smallTexSizeInv = 1.0 / smallTexSize;
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float2 p0 = smallPixelPosi * smallTexSizeInv;
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float2 p3 = (smallPixelPosi + float2(1.0, 1.0)) * smallTexSizeInv;
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float2 p1 = float2(p3.x, p0.y);
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float2 p2 = float2(p0.x, p3.y);
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float4 V0 = getReflectionValue(p0.xy, mip);
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float4 V1 = getReflectionValue(p1.xy, mip);
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float4 V2 = getReflectionValue(p2.xy, mip);
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float4 V3 = getReflectionValue(p3.xy, mip);
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// Bilateral weights:
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// Bilinear interpolation (filter distance)
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float2 smallPixelPosf = smallPixelPos - smallPixelPosi;
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float a0 = (1.0 - smallPixelPosf.x) * (1.0 - smallPixelPosf.y);
|
|
float a1 = smallPixelPosf.x * (1.0 - smallPixelPosf.y);
|
|
float a2 = (1.0 - smallPixelPosf.x) * smallPixelPosf.y;
|
|
float a3 = smallPixelPosf.x * smallPixelPosf.y;
|
|
|
|
float2 fullTexSize = _ReflectionBufferSize;
|
|
float2 fullTexSizeInv = 1.0 / fullTexSize;
|
|
|
|
float4 hiP0 = float4(snapToTexelCenter(p0, fullTexSize, fullTexSizeInv), 0,0);
|
|
float4 hiP3 = float4(snapToTexelCenter(p3, fullTexSize, fullTexSizeInv), 0,0);
|
|
float4 hiP1 = float4(snapToTexelCenter(p1, fullTexSize, fullTexSizeInv), 0,0);
|
|
float4 hiP2 = float4(snapToTexelCenter(p2, fullTexSize, fullTexSizeInv), 0,0);
|
|
|
|
float4 tempCenter = tex2Dlod(_NormalAndRoughnessTexture, float4(tsP, 0, 0));
|
|
float3 n = tempCenter.xyz * 2 - 1;
|
|
|
|
float4 temp0 = tex2Dlod(_NormalAndRoughnessTexture, hiP0);
|
|
float4 temp1 = tex2Dlod(_NormalAndRoughnessTexture, hiP1);
|
|
float4 temp2 = tex2Dlod(_NormalAndRoughnessTexture, hiP2);
|
|
float4 temp3 = tex2Dlod(_NormalAndRoughnessTexture, hiP3);
|
|
|
|
float3 n0 = temp0.xyz * 2 - 1;
|
|
float3 n1 = temp1.xyz * 2 - 1;
|
|
float3 n2 = temp2.xyz * 2 - 1;
|
|
float3 n3 = temp3.xyz * 2 - 1;
|
|
|
|
a0 *= normalWeight(n, n0);
|
|
a1 *= normalWeight(n, n1);
|
|
a2 *= normalWeight(n, n2);
|
|
a3 *= normalWeight(n, n3);
|
|
|
|
float r = tempCenter.a;
|
|
float r0 = temp0.a;
|
|
float r1 = temp1.a;
|
|
float r2 = temp2.a;
|
|
float r3 = temp3.a;
|
|
|
|
a0 *= roughnessWeight(r, r0);
|
|
a1 *= roughnessWeight(r, r1);
|
|
a2 *= roughnessWeight(r, r2);
|
|
a3 *= roughnessWeight(r, r3);
|
|
|
|
// Slightly offset from zero
|
|
a0 = max(a0, 0.001);
|
|
a1 = max(a1, 0.001);
|
|
a2 = max(a2, 0.001);
|
|
a3 = max(a3, 0.001);
|
|
|
|
// Nearest neighbor
|
|
// a0 = a1 = a2 = a3 = 1.0;
|
|
|
|
// Normalize the blending weights (weights were chosen so that
|
|
// the denominator can never be zero)
|
|
float norm = 1.0 / (a0 + a1 + a2 + a3);
|
|
|
|
// Blend
|
|
float4 value = (V0 * a0 + V1 * a1 + V2 * a2 + V3 * a3) * norm;
|
|
//return V0;
|
|
return value;
|
|
}
|
|
|
|
/** Explicit bilinear fetches; must be used if the reflection buffer is bound using point sampling */
|
|
float4 bilinearUpsampleReflection(float2 tsP, int mip)
|
|
{
|
|
float2 smallTexSize = mipToSize(mip);
|
|
float2 smallPixelPos = tsP * smallTexSize;
|
|
float2 smallPixelPosi = centerPixel(smallPixelPos);
|
|
float2 smallTexSizeInv = 1.0 / smallTexSize;
|
|
|
|
|
|
float2 p0 = smallPixelPosi * smallTexSizeInv;
|
|
float2 p3 = (smallPixelPosi + float2(1.0, 1.0)) * smallTexSizeInv;
|
|
float2 p1 = float2(p3.x, p0.y);
|
|
float2 p2 = float2(p0.x, p3.y);
|
|
|
|
float4 V0 = getReflectionValue(p0.xy, mip);
|
|
float4 V1 = getReflectionValue(p1.xy, mip);
|
|
float4 V2 = getReflectionValue(p2.xy, mip);
|
|
float4 V3 = getReflectionValue(p3.xy, mip);
|
|
|
|
float a0 = 1.0;
|
|
float a1 = 1.0;
|
|
float a2 = 1.0;
|
|
float a3 = 1.0;
|
|
|
|
// Bilateral weights:
|
|
// Bilinear interpolation (filter distance)
|
|
float2 smallPixelPosf = smallPixelPos - smallPixelPosi;
|
|
a0 = (1.0 - smallPixelPosf.x) * (1.0 - smallPixelPosf.y);
|
|
a1 = smallPixelPosf.x * (1.0 - smallPixelPosf.y);
|
|
a2 = (1.0 - smallPixelPosf.x) * smallPixelPosf.y;
|
|
a3 = smallPixelPosf.x * smallPixelPosf.y;
|
|
|
|
// Blend
|
|
float4 value = (V0 * a0 + V1 * a1 + V2 * a2 + V3 * a3);
|
|
return value;
|
|
}
|
|
|
|
// Unity's roughness is GGX roughness squared
|
|
float roughnessToBlinnPhongExponent(float roughness)
|
|
{
|
|
float r2 = roughness*roughness;
|
|
return 2.0f / r2*r2 - 2.0f;
|
|
}
|
|
|
|
float glossyLobeSlope(float roughness)
|
|
{
|
|
return pow(roughness, 4.0/3.0);
|
|
}
|
|
|
|
// Empirically based on our filter:
|
|
// Mip | Pixels
|
|
// --------------
|
|
// 0 | 1 no filter, so single pixel
|
|
// 1 | 17 2r + 1 filter applied once, grabbing from pixels r away in either direction (r=8, four samples times stride of 2)
|
|
// 2 | 50 2r + 1 filter applied on double size pixels, and each of those pixels had reached another r out to the side 2(2r + 1) + m_1
|
|
// 3 | 118 4(2r + 1) + m_2
|
|
// 4 | 254 8(2r + 1) + m_3
|
|
//
|
|
// Approximated by pixels = 16*2^mip-15
|
|
// rearranging we get mip = log_2((pixels + 15) / 16)
|
|
//
|
|
float filterFootprintInPixelsToMip(float footprint)
|
|
{
|
|
return log2((footprint + 15) / 16);
|
|
}
|
|
|
|
float3 ansiGradient(float t)
|
|
{
|
|
//return float3(t, t, t);
|
|
return fmod(floor(t * float3(8.0, 4.0, 2.0)), 2.0);
|
|
}
|
|
|
|
float4 fragCompositeSSR(v2f i) : SV_Target
|
|
{
|
|
// Pixel being shaded
|
|
float2 tsP = i.uv2.xy;
|
|
|
|
float roughness = 1.0-tex2D(_CameraGBufferTexture1, tsP).a;
|
|
|
|
float rayDistance = tex2D(_HitPointTexture, tsP).z;
|
|
|
|
// Get the camera space position of the reflection hit
|
|
float3 csPosition = GetPosition(tsP);
|
|
float3 wsNormal = tex2D(_CameraGBufferTexture2, tsP).rgb * 2.0 - 1.0;
|
|
float3 csN = mul((float3x3)(_WorldToCameraMatrix), wsNormal);
|
|
float3 c_mi = csMirrorVector(csPosition, csN);
|
|
float3 csHitpoint = c_mi * rayDistance + csPosition;
|
|
|
|
|
|
float gatherFootprintInMeters = glossyLobeSlope(roughness) * rayDistance;
|
|
// We could add a term that incorporates the normal
|
|
// This approximation assumes reflections happen at a glancing angle
|
|
float filterFootprintInPixels = gatherFootprintInMeters * _PixelsPerMeterAtOneMeter / csHitpoint.z;
|
|
if (_HalfResolution == 1)
|
|
{
|
|
filterFootprintInPixels *= 0.5;
|
|
}
|
|
|
|
float mip = filterFootprintInPixelsToMip(filterFootprintInPixels);
|
|
|
|
float nonPhysicalMip = pow(roughness, 3.0 / 4.0) * UNITY_SPECCUBE_LOD_STEPS;
|
|
|
|
if (_HalfResolution == 1)
|
|
{
|
|
nonPhysicalMip = nonPhysicalMip * 0.7;
|
|
}
|
|
|
|
mip = max(0, min(4, mip));
|
|
|
|
float4 result = 0.;
|
|
|
|
{
|
|
int mipMin = int(mip);
|
|
int mipMax = min(mipMin + 1, 4);
|
|
float mipLerp = mip-mipMin;
|
|
|
|
if (_BilateralUpsampling == 1)
|
|
{
|
|
result = lerp(bilateralUpsampleReflection(tsP, mipMin), bilateralUpsampleReflection(tsP, mipMax), mipLerp);
|
|
}
|
|
else
|
|
{
|
|
float4 minResult = getReflectionValue(tsP, mipMin);
|
|
float4 maxResult = getReflectionValue(tsP, mipMax);
|
|
result = lerp(minResult, maxResult, mipLerp);
|
|
result.a = min(minResult.a, maxResult.a);
|
|
}
|
|
}
|
|
|
|
result.a = min(result.a, 1.0);
|
|
float vignette = applyEdgeFade(tsP, _ScreenEdgeFading);
|
|
result.a *= vignette;
|
|
|
|
|
|
// THIS MIGHT BE SLIGHTLY WRONG, TRY STEP()
|
|
float alphaModifier = 1.0 - clamp(roughness * .3, 0., 1.);
|
|
result.a *= alphaModifier;
|
|
return result;
|
|
}
|
|
|
|
int _LastMip;
|
|
|
|
float4 fragMin(v2f i) : SV_Target
|
|
{
|
|
float2 tsP = i.uv2.xy;
|
|
float2 lastTexSize = mipToSize(_LastMip);
|
|
float2 lastTexSizeInv = 1.0 / lastTexSize;
|
|
float2 p00 = snapToTexelCenter(tsP, lastTexSize, lastTexSizeInv);
|
|
float2 p11 = p00 + lastTexSizeInv;
|
|
|
|
return min(
|
|
min(tex2D(_MainTex, p00), tex2D(_MainTex, p11)),
|
|
min(tex2D(_MainTex, float2(p00.x, p11.y)), tex2D(_MainTex, float2(p11.x, p00.y)))
|
|
);
|
|
}
|
|
|
|
float4 fragResolveHitPoints(v2f i) : SV_Target
|
|
{
|
|
float2 tsP = i.uv2.xy;
|
|
float4 temp = tex2D(_HitPointTexture, tsP);
|
|
float2 hitPoint = temp.xy;
|
|
float confidence = temp.w;
|
|
float3 colorResult = confidence > 0.0 ? tex2D(_MainTex, hitPoint).rgb : tex2D(_CameraReflectionsTexture, tsP).rgb;
|
|
|
|
if (AnyIsNan(colorResult))
|
|
colorResult = float3(0.0, 0.0, 0.0);
|
|
|
|
return float4(colorResult, confidence);
|
|
}
|
|
|
|
float4 fragBilatKeyPack(v2f i) : SV_Target
|
|
{
|
|
float2 tsP = i.uv2.xy;
|
|
float3 csN = tex2D(_CameraGBufferTexture2, tsP).xyz;
|
|
float roughness = tex2D(_CameraGBufferTexture1, tsP).a;
|
|
return float4(csN, roughness);
|
|
}
|
|
|
|
float4 fragDepthToCSZ(v2f i) : SV_Target
|
|
{
|
|
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv2.xy);
|
|
return float4(-LinearEyeDepth(depth), 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
static const int NUM_POISSON_TAPS = 12;
|
|
// Same as used in CameraMotionBlur.shader
|
|
static const float2 poissonSamples[NUM_POISSON_TAPS] =
|
|
{
|
|
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)
|
|
};
|
|
|
|
float4 fragFilterSharpReflections(v2f i) : SV_Target
|
|
{
|
|
// Could improve perf by not computing blur when we won't be sampling the highest level anyways
|
|
float2 tsP = i.uv2.xy;
|
|
float4 sum = 0.0;
|
|
float sampleRadius = _MainTex_TexelSize.xy * _ReflectionBlur;
|
|
|
|
for (int i = 0; i < NUM_POISSON_TAPS; i++)
|
|
{
|
|
float2 p = tsP + poissonSamples[i] * sampleRadius;
|
|
|
|
float4 tap = tex2D(_MainTex, p);
|
|
if (_HighlightSuppression)
|
|
{
|
|
tap.rgb = highlightCompression(tap.rgb);
|
|
}
|
|
|
|
sum += tap;
|
|
}
|
|
|
|
float4 result = sum / float(NUM_POISSON_TAPS);
|
|
|
|
if (_HighlightSuppression)
|
|
{
|
|
result.rgb = highlightDecompression(result.rgb);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
ENDCG
|
|
|
|
SubShader
|
|
{
|
|
ZTest Always Cull Off ZWrite Off
|
|
|
|
// 0: Raytrace
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragRaytrace1
|
|
|
|
float4 fragRaytrace1(v2f i) : SV_Target
|
|
{
|
|
return fragRaytrace(i, _RayStepSize);
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
// 1: Composite
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragComposite
|
|
ENDCG
|
|
}
|
|
|
|
// 2: GBlur
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragGBlur
|
|
ENDCG
|
|
}
|
|
|
|
// 3: CompositeSSR
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragCompositeSSR
|
|
ENDCG
|
|
}
|
|
|
|
// 4: Min mip generation
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragMin
|
|
ENDCG
|
|
}
|
|
|
|
// 5: Hit point texture to reflection buffer
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragResolveHitPoints
|
|
ENDCG
|
|
}
|
|
|
|
// 6: Pack Bilateral Filter Keys in single buffer
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragBilatKeyPack
|
|
ENDCG
|
|
}
|
|
|
|
// 7: Blit depth information as camera space Z
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragDepthToCSZ
|
|
ENDCG
|
|
}
|
|
|
|
// 8: Filter the highest quality reflection buffer
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles xbox360 ps3
|
|
#pragma vertex vert
|
|
#pragma fragment fragFilterSharpReflections
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
Fallback "Diffuse"
|
|
}
|