Aetheria/DepthOfField.hlsl
Reinier Vens ca1ce9859d Live Demo Tweaks
Copied Main Menu to gameplay scene
Added Pause functionality (ESC key)
Save & Restore discovered zones
Applied vertical offset to asteroids (no more intersections!)
Nebula shader optimized to improve early exit
Nebula shader outputs light scattering to second render target
Modified depth of field shader to use nebula light scattering
2021-04-09 14:01:34 +01:00

273 lines
10 KiB
HLSL

#ifndef UNITY_POSTFX_DEPTH_OF_FIELD
#define UNITY_POSTFX_DEPTH_OF_FIELD
#include "../StdLib.hlsl"
#include "../Colors.hlsl"
#include "DiskKernels.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float4 _MainTex_TexelSize;
TEXTURE2D_SAMPLER2D(_DoFBlurTex, sampler_DoFBlurTex);
TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture);
TEXTURE2D_SAMPLER2D(_CoCTex, sampler_CoCTex);
TEXTURE2D_SAMPLER2D(_DepthOfFieldTex, sampler_DepthOfFieldTex);
float4 _DepthOfFieldTex_TexelSize;
// Camera parameters
float _Distance;
float _LensCoeff; // f^2 / (N * (S1 - f) * film_width * 2)
float _MaxCoC;
float _RcpMaxCoC;
float _RcpAspect;
half3 _TaaParams; // Jitter.x, Jitter.y, Blending
// CoC calculation
half4 FragCoC(VaryingsDefault i) : SV_Target
{
return SAMPLE_TEXTURE2D(_DoFBlurTex, sampler_DoFBlurTex, i.texcoordStereo).r;
// float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
// half coc = (depth - _Distance) * _LensCoeff / max(depth, 1e-4);
// return saturate(coc * 0.5 * _RcpMaxCoC + 0.5);
}
// Temporal filter
half4 FragTempFilter(VaryingsDefault i) : SV_Target
{
float3 uvOffs = _MainTex_TexelSize.xyy * float3(1.0, 1.0, 0.0);
#if UNITY_GATHER_SUPPORTED
half4 cocTL = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xy * 0.5)); // top-left
half4 cocBR = GATHER_RED_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xy * 0.5)); // bottom-right
half coc1 = cocTL.x; // top
half coc2 = cocTL.z; // left
half coc3 = cocBR.x; // bottom
half coc4 = cocBR.z; // right
#else
half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.xz)).r; // top
half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - uvOffs.zy)).r; // left
half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.zy)).r; // bottom
half coc4 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord + uvOffs.xz)).r; // right
#endif
// Dejittered center sample.
half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, UnityStereoTransformScreenSpaceTex(i.texcoord - _TaaParams.xy)).r;
// CoC dilation: determine the closest point in the four neighbors
float3 closest = float3(0.0, 0.0, coc0);
closest = coc1 < closest.z ? float3(-uvOffs.xz, coc1) : closest;
closest = coc2 < closest.z ? float3(-uvOffs.zy, coc2) : closest;
closest = coc3 < closest.z ? float3( uvOffs.zy, coc3) : closest;
closest = coc4 < closest.z ? float3( uvOffs.xz, coc4) : closest;
// Sample the history buffer with the motion vector at the closest point
float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, UnityStereoTransformScreenSpaceTex(i.texcoord + closest.xy)).xy;
half cocHis = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - motion)).r;
// Neighborhood clamping
half cocMin = closest.z;
half cocMax = Max3(Max3(coc0, coc1, coc2), coc3, coc4);
cocHis = clamp(cocHis, cocMin, cocMax);
// Blend with the history
return lerp(coc0, cocHis, _TaaParams.z);
}
// Prefilter: downsampling and premultiplying
half4 FragPrefilter(VaryingsDefault i) : SV_Target
{
#if UNITY_GATHER_SUPPORTED
// Sample source colors
half4 c_r = GATHER_RED_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half4 c_g = GATHER_GREEN_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half4 c_b = GATHER_BLUE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half3 c0 = half3(c_r.x, c_g.x, c_b.x);
half3 c1 = half3(c_r.y, c_g.y, c_b.y);
half3 c2 = half3(c_r.z, c_g.z, c_b.z);
half3 c3 = half3(c_r.w, c_g.w, c_b.w);
// Sample CoCs
half4 cocs = GATHER_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo) * 2.0 - 1.0;
half coc0 = cocs.x;
half coc1 = cocs.y;
half coc2 = cocs.z;
half coc3 = cocs.w;
#else
float3 duv = _MainTex_TexelSize.xyx * float3(0.5, 0.5, -0.5);
float2 uv0 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy);
float2 uv1 = UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy);
float2 uv2 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy);
float2 uv3 = UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy);
// Sample source colors
half3 c0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv0).rgb;
half3 c1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv1).rgb;
half3 c2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv2).rgb;
half3 c3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv3).rgb;
// Sample CoCs
half coc0 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv0).r * 2.0 - 1.0;
half coc1 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv1).r * 2.0 - 1.0;
half coc2 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv2).r * 2.0 - 1.0;
half coc3 = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, uv3).r * 2.0 - 1.0;
#endif
// Apply CoC and luma weights to reduce bleeding and flickering
float w0 = abs(coc0) / (Max3(c0.r, c0.g, c0.b) + 1.0);
float w1 = abs(coc1) / (Max3(c1.r, c1.g, c1.b) + 1.0);
float w2 = abs(coc2) / (Max3(c2.r, c2.g, c2.b) + 1.0);
float w3 = abs(coc3) / (Max3(c3.r, c3.g, c3.b) + 1.0);
// Weighted average of the color samples
half3 avg = c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3;
avg /= max(w0 + w1 + w2 + w3, 1e-4);
// Select the largest CoC value
half coc_min = min(coc0, Min3(coc1, coc2, coc3));
half coc_max = max(coc0, Max3(coc1, coc2, coc3));
half coc = (-coc_min > coc_max ? coc_min : coc_max) * _MaxCoC;
// Premultiply CoC again
avg *= smoothstep(0, _MainTex_TexelSize.y * 2, abs(coc));
#if defined(UNITY_COLORSPACE_GAMMA)
avg = SRGBToLinear(avg);
#endif
return half4(avg, coc);
}
// Bokeh filter with disk-shaped kernels
half4 FragBlur(VaryingsDefault i) : SV_Target
{
half4 samp0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
half4 bgAcc = 0.0; // Background: far field bokeh
half4 fgAcc = 0.0; // Foreground: near field bokeh
UNITY_LOOP
for (int si = 0; si < kSampleCount; si++)
{
float2 disp = kDiskKernel[si] * _MaxCoC;
float dist = length(disp);
float2 duv = float2(disp.x * _RcpAspect, disp.y);
half4 samp = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv));
// BG: Compare CoC of the current sample and the center sample
// and select smaller one.
half bgCoC = max(min(samp0.a, samp.a), 0.0);
// Compare the CoC to the sample distance.
// Add a small margin to smooth out.
const half margin = _MainTex_TexelSize.y * 2;
half bgWeight = saturate((bgCoC - dist + margin) / margin);
half fgWeight = saturate((-samp.a - dist + margin) / margin);
// Cut influence from focused areas because they're darkened by CoC
// premultiplying. This is only needed for near field.
fgWeight *= step(_MainTex_TexelSize.y, -samp.a);
// Accumulation
bgAcc += half4(samp.rgb, 1.0) * bgWeight;
fgAcc += half4(samp.rgb, 1.0) * fgWeight;
}
// Get the weighted average.
bgAcc.rgb /= bgAcc.a + (bgAcc.a == 0.0); // zero-div guard
fgAcc.rgb /= fgAcc.a + (fgAcc.a == 0.0);
// BG: Calculate the alpha value only based on the center CoC.
// This is a rather aggressive approximation but provides stable results.
bgAcc.a = smoothstep(_MainTex_TexelSize.y, _MainTex_TexelSize.y * 2.0, samp0.a);
// FG: Normalize the total of the weights.
fgAcc.a *= PI / kSampleCount;
// Alpha premultiplying
half alpha = saturate(fgAcc.a);
half3 rgb = lerp(bgAcc.rgb, fgAcc.rgb, alpha);
return half4(rgb, alpha);
}
// Postfilter blur
half4 FragPostBlur(VaryingsDefault i) : SV_Target
{
// 9 tap tent filter with 4 bilinear samples
const float4 duv = _MainTex_TexelSize.xyxy * float4(0.5, 0.5, -0.5, 0);
half4 acc;
acc = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.xy));
acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord - duv.zy));
acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.zy));
acc += SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, UnityStereoTransformScreenSpaceTex(i.texcoord + duv.xy));
return acc / 4.0;
}
// Combine with source
half4 FragCombine(VaryingsDefault i) : SV_Target
{
half4 dof = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
half coc = SAMPLE_TEXTURE2D(_CoCTex, sampler_CoCTex, i.texcoordStereo).r;
coc = (coc - 0.5) * 2.0 * _MaxCoC;
// Convert CoC to far field alpha value.
float ffa = smoothstep(_MainTex_TexelSize.y * 2.0, _MainTex_TexelSize.y * 4.0, coc);
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
#if defined(UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(color);
#endif
half alpha = Max3(dof.r, dof.g, dof.b);
// lerp(lerp(color, dof, ffa), dof, dof.a)
color = lerp(color, float4(dof.rgb, alpha), ffa + dof.a - ffa * dof.a);
#if defined(UNITY_COLORSPACE_GAMMA)
color = LinearToSRGB(color);
#endif
return color;
}
// Debug overlay
half4 FragDebugOverlay(VaryingsDefault i) : SV_Target
{
half3 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).rgb;
// Calculate the radiuses of CoC.
half4 src = SAMPLE_TEXTURE2D(_DepthOfFieldTex, sampler_DepthOfFieldTex, i.texcoordStereo);
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
float coc = (depth - _Distance) * _LensCoeff / depth;
coc *= 80;
// Visualize CoC (white -> red -> gray)
half3 rgb = lerp(half3(1.0, 0.0, 0.0), half3(1.0, 1.0, 1.0), saturate(-coc));
rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc));
// Black and white image overlay
rgb *= Luminance(color) + 0.5;
// Gamma correction
#if !UNITY_COLORSPACE_GAMMA
rgb = SRGBToLinear(rgb);
#endif
return half4(rgb, 1.0);
}
#endif // UNITY_POSTFX_DEPTH_OF_FIELD