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