mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
476 lines
14 KiB
Text
476 lines
14 KiB
Text
Shader "Hidden/Image Effects/Cinematic/AmbientOcclusion"
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{
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Properties
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{
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_MainTex("", 2D) = ""{}
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_OcclusionTexture("", 2D) = ""{}
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}
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CGINCLUDE
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// --------
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// Additional options for further customization
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// --------
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// By default, a fixed sampling pattern is used in the AO estimator.
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// Although this gives preferable results in most cases, a completely
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// random sampling pattern could give aesthetically good results in some
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// cases. Comment out the line below to use the random pattern instead of
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// the fixed one.
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#define FIXED_SAMPLING_PATTERN 1
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// The constant below determines the contrast of occlusion. Altough this
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// allows intentional over/under occlusion, currently is not exposed to the
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// editor, because it’s thought to be rarely useful.
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static const float kContrast = 0.6;
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// The constant below controls the geometry-awareness of the blur filter.
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// The higher value, the more sensitive it is.
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static const float kGeom = 50;
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// The constants below are used in the AO estimator. Beta is mainly used
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// for suppressing self-shadowing noise, and Epsilon is used to prevent
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// calculation underflow. See the paper (Morgan 2011 http://goo.gl/2iz3P)
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// for further details of these constants.
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static const float kBeta = 0.002;
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static const float kEpsilon = 1e-4;
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// --------
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#include "UnityCG.cginc"
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#if _SAMPLECOUNT_LOWEST
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static const int _SampleCount = 3;
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#else
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int _SampleCount;
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#endif
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// Global shader properties
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#if _SOURCE_GBUFFER
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sampler2D _CameraGBufferTexture2;
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sampler2D_float _CameraDepthTexture;
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float4x4 _WorldToCamera;
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#else
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sampler2D_float _CameraDepthNormalsTexture;
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#endif
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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sampler2D _OcclusionTexture;
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// Material shader properties
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half _Intensity;
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float _Radius;
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float _TargetScale;
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float2 _BlurVector;
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// Utility for sin/cos
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float2 CosSin(float theta)
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{
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float sn, cs;
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sincos(theta, sn, cs);
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return float2(cs, sn);
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}
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// Gamma encoding function for AO value
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// (do nothing if in the linear mode)
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half EncodeAO(half x)
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{
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// Gamma encoding
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half x_g = 1 - pow(1 - x, 1 / 2.2);
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// ColorSpaceLuminance.w is 0 (gamma) or 1 (linear).
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return lerp(x_g, x, unity_ColorSpaceLuminance.w);
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}
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// Pseudo random number generator with 2D argument
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float UVRandom(float u, float v)
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{
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float f = dot(float2(12.9898, 78.233), float2(u, v));
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return frac(43758.5453 * sin(f));
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}
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// Interleaved gradient function from Jimenez 2014 http://goo.gl/eomGso
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float GradientNoise(float2 uv)
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{
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uv = floor(uv * _ScreenParams.xy);
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float f = dot(float2(0.06711056f, 0.00583715f), uv);
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return frac(52.9829189f * frac(f));
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}
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// Boundary check for depth sampler
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// (returns a very large value if it lies out of bounds)
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float CheckBounds(float2 uv, float d)
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{
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float ob = any(uv < 0) + any(uv > 1);
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#if defined(UNITY_REVERSED_Z)
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ob += (d <= 0.00001);
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#else
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ob += (d >= 0.99999);
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#endif
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return ob * 1e8;
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}
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// Depth/normal sampling functions
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float SampleDepth(float2 uv)
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{
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#if _SOURCE_GBUFFER
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float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
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return LinearEyeDepth(d) + CheckBounds(uv, d);
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#else
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float4 cdn = tex2D(_CameraDepthNormalsTexture, uv);
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float d = DecodeFloatRG(cdn.zw);
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return d * _ProjectionParams.z + CheckBounds(uv, d);
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#endif
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}
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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 - 1;
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return mul((float3x3)_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, 1, -1);
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#endif
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}
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float SampleDepthNormal(float2 uv, out float3 normal)
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{
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#if _SOURCE_GBUFFER
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normal = SampleNormal(uv);
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return SampleDepth(uv);
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#else
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float4 cdn = tex2D(_CameraDepthNormalsTexture, uv);
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normal = DecodeViewNormalStereo(cdn) * float3(1, 1, -1);
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float d = DecodeFloatRG(cdn.zw);
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return d * _ProjectionParams.z + CheckBounds(uv, d);
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#endif
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}
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// Reconstruct view-space position from UV and depth.
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// p11_22 = (unity_CameraProjection._11, unity_CameraProjection._22)
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// p13_31 = (unity_CameraProjection._13, unity_CameraProjection._23)
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float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31)
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{
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return float3((uv * 2 - 1 - p13_31) / p11_22, 1) * depth;
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}
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// Normal vector comparer (for geometry-aware weighting)
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half CompareNormal(half3 d1, half3 d2)
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{
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return pow((dot(d1, d2) + 1) * 0.5, kGeom);
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}
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// Final combiner function
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half3 CombineOcclusion(half3 src, half3 ao)
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{
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return lerp(src, 0, EncodeAO(ao));
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}
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// Sample point picker
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float3 PickSamplePoint(float2 uv, float index)
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{
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// Uniformaly distributed points on a unit sphere http://goo.gl/X2F1Ho
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#if FIXED_SAMPLING_PATTERN
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float gn = GradientNoise(uv * _TargetScale);
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float u = frac(UVRandom(0, index) + gn) * 2 - 1;
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float theta = (UVRandom(1, index) + gn) * UNITY_PI * 2;
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#else
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float u = UVRandom(uv.x + _Time.x, uv.y + index) * 2 - 1;
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float theta = UVRandom(-uv.x - _Time.x, uv.y + index) * UNITY_PI * 2;
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#endif
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float3 v = float3(CosSin(theta) * sqrt(1 - u * u), u);
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// Make them distributed between [0, _Radius]
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float l = sqrt((index + 1) / _SampleCount) * _Radius;
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return v * l;
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}
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// Occlusion estimator function
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float EstimateOcclusion(float2 uv)
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{
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// Parameters used in coordinate conversion
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float3x3 proj = (float3x3)unity_CameraProjection;
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float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22);
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float2 p13_31 = float2(unity_CameraProjection._13, unity_CameraProjection._23);
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// View space normal and depth
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float3 norm_o;
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float depth_o = SampleDepthNormal(uv, norm_o);
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#if _SOURCE_DEPTHNORMALS
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// Offset the depth value to avoid precision error.
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// (depth in the DepthNormals mode has only 16-bit precision)
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depth_o -= _ProjectionParams.z / 65536;
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#endif
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// Reconstruct the view-space position.
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float3 vpos_o = ReconstructViewPos(uv, depth_o, p11_22, p13_31);
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// Distance-based AO estimator based on Morgan 2011 http://goo.gl/2iz3P
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float ao = 0.0;
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for (int s = 0; s < _SampleCount; s++)
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{
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// Sample point
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float3 v_s1 = PickSamplePoint(uv, s);
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v_s1 = faceforward(v_s1, -norm_o, v_s1);
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float3 vpos_s1 = vpos_o + v_s1;
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// Reproject the sample point
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float3 spos_s1 = mul(proj, vpos_s1);
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float2 uv_s1 = (spos_s1.xy / vpos_s1.z + 1) * 0.5;
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// Depth at the sample point
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float depth_s1 = SampleDepth(uv_s1);
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// Relative position of the sample point
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float3 vpos_s2 = ReconstructViewPos(uv_s1, depth_s1, p11_22, p13_31);
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float3 v_s2 = vpos_s2 - vpos_o;
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// Estimate the obscurance value
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float a1 = max(dot(v_s2, norm_o) - kBeta * depth_o, 0);
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float a2 = dot(v_s2, v_s2) + kEpsilon;
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ao += a1 / a2;
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}
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ao *= _Radius; // intensity normalization
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// Apply other parameters.
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return pow(ao * _Intensity / _SampleCount, kContrast);
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}
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// Geometry-aware separable blur filter (large kernel)
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half SeparableBlurLarge(sampler2D tex, float2 uv, float2 delta)
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{
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#if !SHADER_API_MOBILE
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// 9-tap Gaussian blur with adaptive sampling
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float2 uv1a = uv - delta;
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float2 uv1b = uv + delta;
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float2 uv2a = uv - delta * 2;
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float2 uv2b = uv + delta * 2;
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float2 uv3a = uv - delta * 3.2307692308;
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float2 uv3b = uv + delta * 3.2307692308;
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half3 n0 = SampleNormal(uv);
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half w0 = 0.37004405286;
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half w1a = CompareNormal(n0, SampleNormal(uv1a)) * 0.31718061674;
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half w1b = CompareNormal(n0, SampleNormal(uv1b)) * 0.31718061674;
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half w2a = CompareNormal(n0, SampleNormal(uv2a)) * 0.19823788546;
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half w2b = CompareNormal(n0, SampleNormal(uv2b)) * 0.19823788546;
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half w3a = CompareNormal(n0, SampleNormal(uv3a)) * 0.11453744493;
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half w3b = CompareNormal(n0, SampleNormal(uv3b)) * 0.11453744493;
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half s = tex2D(_MainTex, uv).r * w0;
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s += tex2D(_MainTex, uv1a).r * w1a;
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s += tex2D(_MainTex, uv1b).r * w1b;
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s += tex2D(_MainTex, uv2a).r * w2a;
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s += tex2D(_MainTex, uv2b).r * w2b;
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s += tex2D(_MainTex, uv3a).r * w3a;
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s += tex2D(_MainTex, uv3b).r * w3b;
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return s / (w0 + w1a + w1b + w2a + w2b + w3a + w3b);
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#else
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// 9-tap Gaussian blur with linear sampling
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// (less quality but slightly fast)
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float2 uv1a = uv - delta * 1.3846153846;
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float2 uv1b = uv + delta * 1.3846153846;
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float2 uv2a = uv - delta * 3.2307692308;
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float2 uv2b = uv + delta * 3.2307692308;
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half3 n0 = SampleNormal(uv);
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half w0 = 0.2270270270;
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half w1a = CompareNormal(n0, SampleNormal(uv1a)) * 0.3162162162;
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half w1b = CompareNormal(n0, SampleNormal(uv1b)) * 0.3162162162;
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half w2a = CompareNormal(n0, SampleNormal(uv2a)) * 0.0702702703;
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half w2b = CompareNormal(n0, SampleNormal(uv2b)) * 0.0702702703;
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half s = tex2D(_MainTex, uv).r * w0;
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s += tex2D(_MainTex, uv1a).r * w1a;
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s += tex2D(_MainTex, uv1b).r * w1b;
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s += tex2D(_MainTex, uv2a).r * w2a;
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s += tex2D(_MainTex, uv2b).r * w2b;
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return s / (w0 + w1a + w1b + w2a + w2b);
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#endif
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}
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// Geometry-aware separable blur filter (small kernel)
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half SeparableBlurSmall(sampler2D tex, float2 uv, float2 delta)
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{
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float2 uv1 = uv - delta;
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float2 uv2 = uv + delta;
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half3 n0 = SampleNormal(uv);
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half w0 = 2;
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half w1 = CompareNormal(n0, SampleNormal(uv1));
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half w2 = CompareNormal(n0, SampleNormal(uv2));
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half s = tex2D(_MainTex, uv).r * w0;
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s += tex2D(_MainTex, uv1).r * w1;
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s += tex2D(_MainTex, uv2).r * w2;
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return s / (w0 + w1 + w2);
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}
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// Pass 0: Occlusion estimation
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half4 frag_ao(v2f_img i) : SV_Target
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{
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return EstimateOcclusion(i.uv);
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}
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// Pass 1: Primary blur filter
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half4 frag_blur1(v2f_img i) : SV_Target
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{
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float2 delta = _MainTex_TexelSize.xy * _BlurVector;
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return SeparableBlurLarge(_MainTex, i.uv, delta);
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}
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// Pass 2: Secondary blur filter
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half4 frag_blur2(v2f_img i) : SV_Target
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{
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float2 delta = _MainTex_TexelSize.xy * _BlurVector;
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return SeparableBlurSmall(_MainTex, i.uv, delta);
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}
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// Pass 3: Combiner for the forward mode
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struct v2f_multitex
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{
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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};
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v2f_multitex vert_multitex(appdata_img v)
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{
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// Handles vertically-flipped case.
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float vflip = sign(_MainTex_TexelSize.y);
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v2f_multitex o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv0 = v.texcoord.xy;
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o.uv1 = (v.texcoord.xy - 0.5) * float2(1, vflip) + 0.5;
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return o;
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}
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half4 frag_combine(v2f_multitex i) : SV_Target
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{
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half4 src = tex2D(_MainTex, i.uv0);
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half ao = tex2D(_OcclusionTexture, i.uv1).r;
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return half4(CombineOcclusion(src.rgb, ao), src.a);
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}
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// Pass 4: Combiner for the ambient-only mode
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v2f_img vert_gbuffer(appdata_img v)
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{
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v2f_img o;
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o.pos = v.vertex * float4(2, 2, 0, 0) + float4(0, 0, 0, 1);
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#if UNITY_UV_STARTS_AT_TOP
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o.uv = v.texcoord * float2(1, -1) + float2(0, 1);
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#else
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o.uv = v.texcoord;
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#endif
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return o;
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}
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#if !SHADER_API_GLES // excluding the MRT pass under GLES2
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struct CombinerOutput
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{
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half4 gbuffer0 : SV_Target0;
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half4 gbuffer3 : SV_Target1;
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};
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CombinerOutput frag_gbuffer_combine(v2f_img i)
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{
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half ao = tex2D(_OcclusionTexture, i.uv).r;
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CombinerOutput o;
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o.gbuffer0 = half4(0, 0, 0, ao);
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o.gbuffer3 = half4((half3)EncodeAO(ao), 0);
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return o;
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}
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#else
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fixed4 frag_gbuffer_combine(v2f_img i) : SV_Target0
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{
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return 0;
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}
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#endif
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// Pass 5: Debug blit
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half4 frag_blit_ao(v2f_multitex i) : SV_Target
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{
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half4 src = tex2D(_MainTex, i.uv0);
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half ao = tex2D(_OcclusionTexture, i.uv1).r;
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return half4(CombineOcclusion(1, ao), src.a);
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}
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ENDCG
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma multi_compile _SOURCE_DEPTHNORMALS _SOURCE_GBUFFER
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#pragma multi_compile _ _SAMPLECOUNT_LOWEST
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#pragma vertex vert_img
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#pragma fragment frag_ao
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma multi_compile _SOURCE_DEPTHNORMALS _SOURCE_GBUFFER
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#pragma vertex vert_img
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#pragma fragment frag_blur1
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma multi_compile _SOURCE_DEPTHNORMALS _SOURCE_GBUFFER
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#pragma vertex vert_img
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#pragma fragment frag_blur2
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_multitex
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#pragma fragment frag_combine
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_gbuffer
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#pragma fragment frag_gbuffer_combine
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_multitex
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#pragma fragment frag_blit_ao
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#pragma target 3.0
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ENDCG
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}
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}
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}
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