mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
223 lines
5 KiB
Text
223 lines
5 KiB
Text
/*
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NOTES: see CameraMotionBlur.shader
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*/
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Shader "Hidden/CameraMotionBlurDX11" {
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Properties {
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_MainTex ("-", 2D) = "" {}
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_NoiseTex ("-", 2D) = "grey" {}
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_VelTex ("-", 2D) = "black" {}
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_NeighbourMaxTex ("-", 2D) = "black" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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// 'k' in paper
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float _MaxRadiusOrKInPaper;
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// 's' in paper
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#define NUM_SAMPLES (19)
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D_float _CameraDepthTexture;
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sampler2D _VelTex;
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sampler2D _NeighbourMaxTex;
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sampler2D _NoiseTex;
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float4 _MainTex_TexelSize;
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float4 _CameraDepthTexture_TexelSize;
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float4 _VelTex_TexelSize;
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half4 _MainTex_ST;
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float4x4 _InvViewProj; // inverse view-projection matrix
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float4x4 _PrevViewProj; // previous view-projection matrix
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float4x4 _ToPrevViewProjCombined; // combined
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float _Jitter;
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float _VelocityScale;
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float _DisplayVelocityScale;
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float _MinVelocity;
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float _SoftZDistance;
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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 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
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return o;
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}
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// returns vector with largest magnitude
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float2 vmax(float2 a, float2 b)
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{
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float ma = dot(a, a);
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float mb = dot(b, b);
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return (ma > mb) ? a : b;
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}
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// find dominant velocity in each tile
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float4 TileMax(v2f i) : SV_Target
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{
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float2 tilemax = float2(0.0, 0.0);
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float2 srcPos = i.uv - _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper * 0.5;
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for(int y=0; y<(int)_MaxRadiusOrKInPaper; y++) {
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for(int x=0; x<(int)_MaxRadiusOrKInPaper; x++) {
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float2 v = tex2D(_MainTex, srcPos + float2(x,y) * _MainTex_TexelSize.xy).xy;
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tilemax = vmax(tilemax, v);
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}
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}
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return float4(tilemax, 0, 1);
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}
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// find maximum velocity in any adjacent tile
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float4 NeighbourMax(v2f i) : SV_Target
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{
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float2 maxvel = float2(0.0, 0.0);
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for(int y=-1; y<=1; y++) {
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for(int x=-1; x<=1; x++) {
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float2 v = tex2D(_MainTex, i.uv + float2(x,y) * _MainTex_TexelSize.xy).xy;
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maxvel = vmax(maxvel, v);
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}
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}
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return float4(maxvel, 0, 1);
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}
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float cone(float2 px, float2 py, float2 v)
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{
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return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0);
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}
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float cylinder(float2 x, float2 y, float2 v)
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{
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float lv = length(v);
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return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y));
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}
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float softDepthCompare(float za, float zb)
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{
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return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0);
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}
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float4 ReconstructFilterBlur(v2f i) : SV_Target
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{
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float2 x = i.uv;
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float2 xf = x;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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xf.y = 1-xf.y;
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#endif
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float2 x2 = xf;
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float2 vn = tex2D(_NeighbourMaxTex, x2).xy; // largest velocity in neighbourhood
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float4 cx = tex2D(_MainTex, x); // color at x
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float zx = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, x);
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zx = -Linear01Depth(zx); // depth at x
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float2 vx = tex2D(_VelTex, xf).xy; // vel at x
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// random offset [-0.5, 0.5]
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float j = (tex2D(_NoiseTex, i.uv * 11.0f ).r*2-1) * _Jitter;
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// sample current pixel
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float weight = 1.0;
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float4 sum = cx * weight;
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int centerSample = (int)(NUM_SAMPLES-1) / 2;
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// in DX11 county we take more samples and interleave with sampling along vx direction to break up "patternized" look
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for(int l=0; l<NUM_SAMPLES; l++)
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{
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if (l==centerSample) continue; // skip center sample
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// Choose evenly placed filter taps along +-vN,
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// but jitter the whole filter to prevent ghosting
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float t = lerp(-1.0, 1.0, (l + j) / (-1 + _Jitter + (float)NUM_SAMPLES));
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//float t = lerp(-1.0, 1.0, l / (float)(NUM_SAMPLES - 1));
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float2 velInterlaved = lerp(vn, min(vx, normalize(vx) * _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper), l%2==0);
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float2 y = x + velInterlaved * t;
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float2 yf = y;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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yf.y = 1-yf.y;
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#endif
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// velocity at y
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float2 vy = tex2Dlod(_VelTex, float4(yf,0,0)).xy;
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float zy = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, float4(y,0,0));
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zy = -Linear01Depth(zy);
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float f = softDepthCompare(zx, zy);
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float b = softDepthCompare(zy, zx);
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float alphay = f * cone(y, x, vy) + // blurry y in front of any x
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b * cone(x, y, vx) + // any y behing blurry x; estimate background
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cylinder(y, x, vy) * cylinder(x, y, vx) * 2.0; // simultaneous blurry x and y
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float4 cy = tex2Dlod(_MainTex, float4(y,0,0));
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sum += cy * alphay;
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weight += alphay;
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}
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sum /= weight;
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return sum;
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}
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ENDCG
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Subshader {
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// pass 0
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment TileMax
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ENDCG
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}
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// pass 1
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment NeighbourMax
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ENDCG
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}
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// pass 2
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment ReconstructFilterBlur
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ENDCG
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}
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}
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Fallback off
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}
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