-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathUberPost.shader
313 lines (268 loc) · 13.4 KB
/
UberPost.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
// Modified from Unity original to fix Quest passthrough with post-processing, as described in thread:
// https://communityforums.atmeta.com/t5/Unity-VR-Development/Passthrough-and-post-processing/m-p/1131527/highlight/true#M23353
Shader "Hidden/Universal Render Pipeline/UberPost"
{
HLSLINCLUDE
#pragma multi_compile_local_fragment _ _DISTORTION
#pragma multi_compile_local_fragment _ _CHROMATIC_ABERRATION
#pragma multi_compile_local_fragment _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT
#pragma multi_compile_local_fragment _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL
#pragma multi_compile_local_fragment _ _FILM_GRAIN
#pragma multi_compile_local_fragment _ _DITHERING
#pragma multi_compile_local_fragment _ _GAMMA_20 _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE
#pragma multi_compile_local_fragment _ HDR_INPUT HDR_ENCODING
#ifdef HDR_ENCODING
#define HDR_INPUT 1 // this should be defined when HDR_ENCODING is defined
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ScreenCoordOverride.hlsl"
#if defined(HDR_ENCODING)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
// Hardcoded dependencies to reduce the number of variants
#if _BLOOM_LQ || _BLOOM_HQ || _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
#define BLOOM
#if _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
#define BLOOM_DIRT
#endif
#endif
TEXTURE2D_X(_Bloom_Texture);
TEXTURE2D(_LensDirt_Texture);
TEXTURE2D(_Grain_Texture);
TEXTURE2D(_InternalLut);
TEXTURE2D(_UserLut);
TEXTURE2D(_BlueNoise_Texture);
TEXTURE2D_X(_OverlayUITexture);
float4 _BloomTexture_TexelSize;
float4 _Lut_Params;
float4 _UserLut_Params;
float4 _Bloom_Params;
float _Bloom_RGBM;
float4 _LensDirt_Params;
float _LensDirt_Intensity;
float4 _Distortion_Params1;
float4 _Distortion_Params2;
float _Chroma_Params;
half4 _Vignette_Params1;
float4 _Vignette_Params2;
#ifdef USING_STEREO_MATRICES
float4 _Vignette_ParamsXR;
#endif
float2 _Grain_Params;
float4 _Grain_TilingParams;
float4 _Bloom_Texture_TexelSize;
float4 _Dithering_Params;
float4 _HDROutputLuminanceParams;
#define DistCenter _Distortion_Params1.xy
#define DistAxis _Distortion_Params1.zw
#define DistTheta _Distortion_Params2.x
#define DistSigma _Distortion_Params2.y
#define DistScale _Distortion_Params2.z
#define DistIntensity _Distortion_Params2.w
#define ChromaAmount _Chroma_Params.x
#define BloomIntensity _Bloom_Params.x
#define BloomTint _Bloom_Params.yzw
#define BloomRGBM _Bloom_RGBM.x
#define LensDirtScale _LensDirt_Params.xy
#define LensDirtOffset _LensDirt_Params.zw
#define LensDirtIntensity _LensDirt_Intensity.x
#define VignetteColor _Vignette_Params1.xyz
#ifdef USING_STEREO_MATRICES
#define VignetteCenterEye0 _Vignette_ParamsXR.xy
#define VignetteCenterEye1 _Vignette_ParamsXR.zw
#else
#define VignetteCenter _Vignette_Params2.xy
#endif
#define VignetteIntensity _Vignette_Params2.z
#define VignetteSmoothness _Vignette_Params2.w
#define VignetteRoundness _Vignette_Params1.w
#define LutParams _Lut_Params.xyz
#define PostExposure _Lut_Params.w
#define UserLutParams _UserLut_Params.xyz
#define UserLutContribution _UserLut_Params.w
#define GrainIntensity _Grain_Params.x
#define GrainResponse _Grain_Params.y
#define GrainScale _Grain_TilingParams.xy
#define GrainOffset _Grain_TilingParams.zw
#define DitheringScale _Dithering_Params.xy
#define DitheringOffset _Dithering_Params.zw
#define MinNits _HDROutputLuminanceParams.x
#define MaxNits _HDROutputLuminanceParams.y
#define PaperWhite _HDROutputLuminanceParams.z
#define OneOverPaperWhite _HDROutputLuminanceParams.w
float2 DistortUV(float2 uv)
{
// Note: this variant should never be set with XR
#if _DISTORTION
{
uv = (uv - 0.5) * DistScale + 0.5;
float2 ruv = DistAxis * (uv - 0.5 - DistCenter);
float ru = length(float2(ruv));
UNITY_BRANCH
if (DistIntensity > 0.0)
{
float wu = ru * DistTheta;
ru = tan(wu) * (rcp(ru * DistSigma));
uv = uv + ruv * (ru - 1.0);
}
else
{
ru = rcp(ru) * DistTheta * atan(ru * DistSigma);
uv = uv + ruv * (ru - 1.0);
}
}
#endif
return uv;
}
half4 FragUberPost(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = SCREEN_COORD_APPLY_SCALEBIAS(UnityStereoTransformScreenSpaceTex(input.texcoord));
float2 uvDistorted = DistortUV(uv);
half3 color = (0.0).xxx;
#if _CHROMATIC_ABERRATION
{
// Very fast version of chromatic aberration from HDRP using 3 samples and hardcoded
// spectral lut. Performs significantly better on lower end GPUs.
float2 coords = 2.0 * uv - 1.0;
float2 end = uv - coords * dot(coords, coords) * ChromaAmount;
float2 delta = (end - uv) / 3.0;
half r = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(uvDistorted) , _BlitTexture_TexelSize.xy)).x;
half g = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(DistortUV(delta + uv) ), _BlitTexture_TexelSize.xy)).y;
half b = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(DistortUV(delta * 2.0 + uv)), _BlitTexture_TexelSize.xy)).z;
color = half3(r, g, b);
}
#else
{
color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(uvDistorted), _BlitTexture_TexelSize.xy)).xyz;
}
#endif
// Gamma space... Just do the rest of Uber in linear and convert back to sRGB at the end
#if UNITY_COLORSPACE_GAMMA
{
color = GetSRGBToLinear(color);
}
#endif
#if defined(BLOOM)
{
float2 uvBloom = ClampUVForBilinear(uvDistorted, _BloomTexture_TexelSize.xy);
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
uvBloom = RemapFoveatedRenderingNonUniformToLinear(uvBloom);
}
#endif
#if _BLOOM_HQ
half4 bloom = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_Bloom_Texture, sampler_LinearClamp), SCREEN_COORD_REMOVE_SCALEBIAS(uvBloom), _Bloom_Texture_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex);
#else
half4 bloom = SAMPLE_TEXTURE2D_X(_Bloom_Texture, sampler_LinearClamp, SCREEN_COORD_REMOVE_SCALEBIAS(uvBloom));
#endif
#if UNITY_COLORSPACE_GAMMA
bloom.xyz *= bloom.xyz; // γ to linear
#endif
UNITY_BRANCH
if (BloomRGBM > 0)
{
bloom.xyz = DecodeRGBM(bloom);
}
bloom.xyz *= BloomIntensity;
color += bloom.xyz * BloomTint;
#if defined(BLOOM_DIRT)
{
// UVs for the dirt texture should be DistortUV(uv * DirtScale + DirtOffset) but
// considering we use a cover-style scale on the dirt texture the difference
// isn't massive so we chose to save a few ALUs here instead in case lens
// distortion is active.
half3 dirt = SAMPLE_TEXTURE2D(_LensDirt_Texture, sampler_LinearClamp, uvDistorted * LensDirtScale + LensDirtOffset).xyz;
dirt *= LensDirtIntensity;
color += dirt * bloom.xyz;
}
#endif
}
#endif
// To save on variants we'll use an uniform branch for vignette. Lower end platforms
// don't like these but if we're running Uber it means we're running more expensive
// effects anyway. Lower-end devices would limit themselves to on-tile compatible effect
// and thus this shouldn't too much of a problem (famous last words).
UNITY_BRANCH
if (VignetteIntensity > 0)
{
#ifdef USING_STEREO_MATRICES
// With XR, the views can use asymmetric FOV which will have the center of each
// view be at a different location.
const float2 VignetteCenter = unity_StereoEyeIndex == 0 ? VignetteCenterEye0 : VignetteCenterEye1;
#endif
color = ApplyVignette(color, uvDistorted, VignetteCenter, VignetteIntensity, VignetteRoundness, VignetteSmoothness, VignetteColor);
}
// Color grading is always enabled when post-processing/uber is active
{
color = ApplyColorGrading(color, PostExposure, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), LutParams, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), UserLutParams, UserLutContribution);
}
#if _FILM_GRAIN
{
color = ApplyGrain(color, uv, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset, OneOverPaperWhite);
}
#endif
// When Unity is configured to use gamma color encoding, we ignore the request to convert to gamma 2.0 and instead fall back to sRGB encoding
#if _GAMMA_20 && !UNITY_COLORSPACE_GAMMA
{
color = LinearToGamma20(color);
}
// Back to sRGB
#elif UNITY_COLORSPACE_GAMMA || _LINEAR_TO_SRGB_CONVERSION
{
color = GetLinearToSRGB(color);
}
#endif
#if _DITHERING
{
color = ApplyDithering(color, uv, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset, PaperWhite, OneOverPaperWhite);
// Assume color > 0 and prevent 0 - ditherNoise.
// Negative colors can cause problems if fed back to the postprocess via render to FP16 texture.
color = max(color, 0);
}
#endif
#ifdef HDR_ENCODING
{
float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord);
color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits);
color.rgb = OETF(color.rgb, MaxNits);
}
#endif
#if defined(DEBUG_DISPLAY)
half4 debugColor = 0;
if(CanDebugOverrideOutputColor(half4(color, 1), uv, debugColor))
{
return debugColor;
}
#endif
half alpha = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uvDistorted).w;
return half4(color, alpha);
}
ENDHLSL
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "UberPost"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragUberPost
ENDHLSL
}
}
}