ADD : 케비티 렌더링하는 쉐이더 추가
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Assets/External/Screen Space Cavity Curvature/README.txt.meta
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||||
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||||
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||||
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Assets/External/Screen Space Cavity Curvature/Runtime.meta
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Assets/External/Screen Space Cavity Curvature/Runtime/SSCC.Runtime.asmdef
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15
Assets/External/Screen Space Cavity Curvature/Runtime/SSCC.Runtime.asmdef
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||||
{
|
||||
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|
||||
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||||
"includePlatforms": [],
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||||
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||||
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"UNITY_2019_1_OR_NEWER"
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||||
441
Assets/External/Screen Space Cavity Curvature/Runtime/SSCC.cs
vendored
Normal file
441
Assets/External/Screen Space Cavity Curvature/Runtime/SSCC.cs
vendored
Normal file
@ -0,0 +1,441 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if ENABLE_VR
|
||||
using XRSettings = UnityEngine.XR.XRSettings;
|
||||
#endif
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
||||
namespace ScreenSpaceCavityCurvature
|
||||
{
|
||||
[ExecuteInEditMode, ImageEffectAllowedInSceneView, AddComponentMenu("SSCC Screen Space Cavity Curvature")]
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class SSCC : MonoBehaviour
|
||||
{
|
||||
public enum PerPixelNormals { DeferredGBuffer, Camera, ReconstructedFromDepth }
|
||||
public enum DebugMode { Disabled, EffectOnly, ViewNormals }
|
||||
public enum CavitySamples { Low6, Medium8, High12, VeryHigh20 }
|
||||
public enum CavityResolution { Full, [InspectorName("Half Upscaled")] HalfUpscaled, Half }
|
||||
public enum OutputEffectTo { Screen, [InspectorName("_SSCCTexture in shaders")] _SSCCTexture }
|
||||
|
||||
[HideInInspector] public Shader ssccShader;
|
||||
|
||||
//
|
||||
[Tooltip("Lerps the whole effect from 0 to 1.")] [Range(0f, 1f)] public float effectIntensity = 1f;
|
||||
[Tooltip("Divides effect intensity by (depth * distanceFade).\nZero means effect doesn't fade with distance.")] [Range(0f, 1f)] public float distanceFade = 0f;
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("The radius of curvature calculations in pixels.")] [Range(0, 4)] public int curvaturePixelRadius = 2;
|
||||
[Tooltip("How bright does curvature get.")] [Range(0f, 5f)] public float curvatureBrights = 2f;
|
||||
[Tooltip("How dark does curvature get.")] [Range(0f, 5f)] public float curvatureDarks = 3f;
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("The amount of samples used for cavity calculation.")] public CavitySamples cavitySamples = CavitySamples.High12;
|
||||
[Tooltip("True: Use pow() blending to make colors more saturated in bright/dark areas of cavity.\nFalse: Use additive blending.\n\nWarning: This option being enabled may mess with bloom post processing.")] public bool saturateCavity = true;
|
||||
[Tooltip("The radius of cavity calculations in world units.")] [Range(0f, 0.5f)] public float cavityRadius = 0.25f;
|
||||
[Tooltip("How bright does cavity get.")] [Range(0f, 5f)] public float cavityBrights = 3f;
|
||||
[Tooltip("How dark does cavity get.")] [Range(0f, 5f)] public float cavityDarks = 2f;
|
||||
[Tooltip("With this option enabled, cavity can be downsampled to massively improve performance at a cost to visual quality. Recommended for mobile platforms.\n\nNon-upscaled half may introduce aliasing.")] public CavityResolution cavityResolution = CavityResolution.Full;
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("Where to get normals from.")] public PerPixelNormals normalsSource = PerPixelNormals.Camera;
|
||||
[Tooltip("May be useful to check what objects contribute normals, as objects that do not contribute their normals will not contribute to the effect.")] public DebugMode debugMode = DebugMode.Disabled;
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("Screen: Applies the effect over the entire screen.\n\n_SSCCTexture: Instead of writing the effect to the screen, will write the effect into a global shader texture named _SSCCTexture, so you can sample it selectively in your shaders and exclude certain objects from receiving outlines etc. See \"Output To Texture Examples\" folder for example shaders.")] public OutputEffectTo output = OutputEffectTo.Screen;
|
||||
//
|
||||
|
||||
void CheckParameters()
|
||||
{
|
||||
if (GraphicsSettings.defaultRenderPipeline != null)
|
||||
{
|
||||
Debug.LogWarning("Please follow the SRP usage instructions.");
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
ssccCamera.depthTextureMode |= DepthTextureMode.Depth;
|
||||
if (normalsSource == PerPixelNormals.Camera) ssccCamera.depthTextureMode |= DepthTextureMode.DepthNormals;
|
||||
|
||||
if (ssccCamera.actualRenderingPath != RenderingPath.DeferredShading && normalsSource == PerPixelNormals.DeferredGBuffer) normalsSource = PerPixelNormals.Camera;
|
||||
|
||||
if (stereoActive && ssccCamera.actualRenderingPath != RenderingPath.DeferredShading && normalsSource != PerPixelNormals.ReconstructedFromDepth) normalsSource = PerPixelNormals.ReconstructedFromDepth;
|
||||
|
||||
if (output == OutputEffectTo._SSCCTexture && ssccCamera.actualRenderingPath == RenderingPath.DeferredShading) normalsSource = PerPixelNormals.ReconstructedFromDepth; //cant get correct normals texture in deferred
|
||||
}
|
||||
|
||||
OutputEffectTo Output => debugMode != DebugMode.Disabled ? OutputEffectTo.Screen : output;
|
||||
|
||||
static class Pass
|
||||
{
|
||||
public const int Copy = 0;
|
||||
public const int GenerateCavity = 1;
|
||||
public const int HorizontalBlur = 2;
|
||||
public const int VerticalBlur = 3;
|
||||
public const int Final = 4;
|
||||
}
|
||||
|
||||
static class ShaderProperties
|
||||
{
|
||||
public static int mainTex = Shader.PropertyToID("_MainTex");
|
||||
public static int cavityTex = Shader.PropertyToID("_CavityTex");
|
||||
public static int cavityTex1 = Shader.PropertyToID("_CavityTex1");
|
||||
public static int tempTex = Shader.PropertyToID("_TempTex");
|
||||
public static int uvTransform = Shader.PropertyToID("_UVTransform");
|
||||
public static int inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
|
||||
public static int cavityTexTexelSize = Shader.PropertyToID("_CavityTex_TexelSize");
|
||||
public static int worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
|
||||
//public static int uvToView = Shader.PropertyToID("_UVToView");
|
||||
|
||||
public static int effectIntensity = Shader.PropertyToID("_EffectIntensity");
|
||||
public static int distanceFade = Shader.PropertyToID("_DistanceFade");
|
||||
|
||||
public static int curvaturePixelRadius = Shader.PropertyToID("_CurvaturePixelRadius");
|
||||
public static int curvatureRidge = Shader.PropertyToID("_CurvatureBrights");
|
||||
public static int curvatureValley = Shader.PropertyToID("_CurvatureDarks");
|
||||
|
||||
public static int cavityWorldRadius = Shader.PropertyToID("_CavityWorldRadius");
|
||||
public static int cavityRidge = Shader.PropertyToID("_CavityBrights");
|
||||
public static int cavityValley = Shader.PropertyToID("_CavityDarks");
|
||||
|
||||
public static int globalSSCCTexture = Shader.PropertyToID("_SSCCTexture");
|
||||
}
|
||||
|
||||
Material mat;
|
||||
Camera ssccCamera;
|
||||
CommandBuffer cmdBuffer;
|
||||
int width;
|
||||
int height;
|
||||
bool stereoActive;
|
||||
XRSettings.StereoRenderingMode stereoRenderingMode;
|
||||
int screenWidth;
|
||||
int screenHeight;
|
||||
|
||||
CameraEvent cameraEvent => Output == OutputEffectTo.Screen ? CameraEvent.BeforeImageEffectsOpaque : CameraEvent.BeforeForwardOpaque;
|
||||
CameraEvent[] possibleCameraEvents = new[] { CameraEvent.BeforeImageEffectsOpaque, CameraEvent.BeforeForwardOpaque };
|
||||
|
||||
Mesh fullscreenTriangle
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_FullscreenTriangle != null) return m_FullscreenTriangle;
|
||||
m_FullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
|
||||
m_FullscreenTriangle.SetVertices(new List<Vector3> { new Vector3(-1f, -1f, 0f), new Vector3(-1f, 3f, 0f), new Vector3(3f, -1f, 0f) });
|
||||
m_FullscreenTriangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
|
||||
m_FullscreenTriangle.UploadMeshData(false);
|
||||
return m_FullscreenTriangle;
|
||||
}
|
||||
}
|
||||
|
||||
bool isCommandBufferDirty
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_PreviousCameraEvent != cameraEvent || m_IsCommandBufferDirty || m_PreviousDebugMode != debugMode || m_PreviousWidth != width || m_PreviousHeight != height || m_PreviousRenderingPath != ssccCamera.actualRenderingPath || m_PreviousOutputEffectTo != Output || m_PreviousCavityResolution != cavityResolution)
|
||||
{
|
||||
m_PreviousCameraEvent = cameraEvent; m_PreviousDebugMode = debugMode; m_PreviousWidth = width; m_PreviousHeight = height; m_PreviousRenderingPath = ssccCamera.actualRenderingPath; m_PreviousOutputEffectTo = Output; m_PreviousCavityResolution = cavityResolution;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_IsCommandBufferDirty = value;
|
||||
}
|
||||
}
|
||||
|
||||
RenderTextureDescriptor m_sourceDescriptor;
|
||||
bool m_IsCommandBufferDirty;
|
||||
Mesh m_FullscreenTriangle;
|
||||
CameraEvent m_PreviousCameraEvent;
|
||||
DebugMode? m_PreviousDebugMode;
|
||||
int m_PreviousWidth;
|
||||
int m_PreviousHeight;
|
||||
RenderingPath m_PreviousRenderingPath;
|
||||
OutputEffectTo m_PreviousOutputEffectTo;
|
||||
CavityResolution m_PreviousCavityResolution;
|
||||
|
||||
static RenderTextureFormat defaultHDRRenderTextureFormat
|
||||
{
|
||||
get
|
||||
{
|
||||
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH || UNITY_EDITOR
|
||||
RenderTextureFormat format = RenderTextureFormat.RGB111110Float;
|
||||
#if UNITY_EDITOR
|
||||
var target = EditorUserBuildSettings.activeBuildTarget;
|
||||
if (target != BuildTarget.Android && target != BuildTarget.iOS && target != BuildTarget.tvOS && target != BuildTarget.Switch)
|
||||
return RenderTextureFormat.DefaultHDR;
|
||||
#endif
|
||||
if (SystemInfo.SupportsRenderTextureFormat(format))
|
||||
return format;
|
||||
#endif
|
||||
return RenderTextureFormat.DefaultHDR;
|
||||
}
|
||||
}
|
||||
RenderTextureFormat sourceFormat { get { return ssccCamera.allowHDR ? defaultHDRRenderTextureFormat : RenderTextureFormat.Default; } }
|
||||
static RenderTextureFormat colorFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; } }
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
|
||||
{
|
||||
Debug.LogWarning("SSCC shader is not supported on this platform.");
|
||||
this.enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (ssccShader == null) ssccShader = Shader.Find("Hidden/SSCC");
|
||||
if (ssccShader == null)
|
||||
{
|
||||
Debug.LogError("SSCC shader was not found...");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ssccShader.isSupported)
|
||||
{
|
||||
Debug.LogWarning("SSCC shader is not supported on this platform.");
|
||||
this.enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
ClearCommandBuffer(cmdBuffer);
|
||||
|
||||
if (mat != null)
|
||||
DestroyImmediate(mat);
|
||||
if (fullscreenTriangle != null)
|
||||
DestroyImmediate(fullscreenTriangle);
|
||||
}
|
||||
|
||||
void OnPreRender()
|
||||
{
|
||||
if (ssccShader == null || ssccCamera == null) return;
|
||||
|
||||
FetchRenderParameters();
|
||||
CheckParameters();
|
||||
UpdateMaterialProperties();
|
||||
UpdateShaderKeywords();
|
||||
|
||||
if (isCommandBufferDirty)
|
||||
{
|
||||
ClearCommandBuffer(cmdBuffer);
|
||||
BuildCommandBuffer(cmdBuffer);
|
||||
ssccCamera.AddCommandBuffer(cameraEvent, cmdBuffer);
|
||||
isCommandBufferDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (ssccShader == null || ssccCamera == null) return;
|
||||
|
||||
CheckParameters();
|
||||
}
|
||||
|
||||
void Initialize()
|
||||
{
|
||||
m_sourceDescriptor = new RenderTextureDescriptor(0, 0);
|
||||
|
||||
ssccCamera = GetComponent<Camera>();
|
||||
ssccCamera.forceIntoRenderTexture = true;
|
||||
|
||||
mat = new Material(ssccShader);
|
||||
mat.hideFlags = HideFlags.HideAndDontSave;
|
||||
|
||||
cmdBuffer = new CommandBuffer { name = "SSCC" };
|
||||
isCommandBufferDirty = true;
|
||||
}
|
||||
|
||||
void FetchRenderParameters()
|
||||
{
|
||||
#if !UNITY_SWITCH && ENABLE_VR
|
||||
if (ssccCamera.stereoEnabled)
|
||||
{
|
||||
var xrDesc = XRSettings.eyeTextureDesc;
|
||||
stereoRenderingMode = XRSettings.StereoRenderingMode.SinglePass;
|
||||
|
||||
if (XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.MultiPass)
|
||||
stereoRenderingMode = XRSettings.StereoRenderingMode.MultiPass;
|
||||
|
||||
#if UNITY_STANDALONE || UNITY_EDITOR || UNITY_PS4
|
||||
if (xrDesc.dimension == TextureDimension.Tex2DArray)
|
||||
stereoRenderingMode = XRSettings.StereoRenderingMode.SinglePassInstanced;
|
||||
#endif
|
||||
|
||||
if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePass)
|
||||
{
|
||||
//xrDesc.width /= 2;
|
||||
xrDesc.vrUsage = VRTextureUsage.None;
|
||||
}
|
||||
|
||||
width = xrDesc.width;
|
||||
height = xrDesc.height;
|
||||
m_sourceDescriptor = xrDesc;
|
||||
|
||||
screenWidth = XRSettings.eyeTextureWidth;
|
||||
screenHeight = XRSettings.eyeTextureHeight;
|
||||
|
||||
if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePass)
|
||||
screenWidth /= 2;
|
||||
|
||||
stereoActive = true;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
width = ssccCamera.pixelWidth;
|
||||
height = ssccCamera.pixelHeight;
|
||||
m_sourceDescriptor.width = width;
|
||||
m_sourceDescriptor.height = height;
|
||||
screenWidth = width;
|
||||
screenHeight = height;
|
||||
stereoActive = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ClearCommandBuffer(CommandBuffer cmd)
|
||||
{
|
||||
if (cmd != null)
|
||||
{
|
||||
//if (ssccCamera != null) ssccCamera.RemoveCommandBuffer(cameraEvent, cmd);
|
||||
if (ssccCamera != null) foreach (var camEvent in possibleCameraEvents) ssccCamera.RemoveCommandBuffer(camEvent, cmd);
|
||||
cmd.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
void BuildCommandBuffer(CommandBuffer cmd)
|
||||
{
|
||||
cmd.SetGlobalVector(ShaderProperties.uvTransform, SystemInfo.graphicsUVStartsAtTop ? new Vector4(1f, -1f, 0f, 1f) : new Vector4(1f, 1f, 0f, 0f));
|
||||
|
||||
int div = cavityResolution == CavityResolution.Full ? 1 : cavityResolution == CavityResolution.HalfUpscaled ? 2 : 2;
|
||||
cmd.GetTemporaryRT(ShaderProperties.cavityTex, width / div, height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat);
|
||||
cmd.GetTemporaryRT(ShaderProperties.cavityTex1, width / div, height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat);
|
||||
Render(ShaderProperties.cavityTex, cmd, mat, Pass.GenerateCavity);
|
||||
|
||||
if (Output == OutputEffectTo._SSCCTexture)
|
||||
{
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.globalSSCCTexture);
|
||||
cmd.GetTemporaryRT(ShaderProperties.globalSSCCTexture, width, height, 0, FilterMode.Bilinear, GraphicsFormat.R16G16B16A16_SFloat);
|
||||
cmd.SetGlobalTexture(ShaderProperties.globalSSCCTexture, new RenderTargetIdentifier(ShaderProperties.globalSSCCTexture));
|
||||
Render(ShaderProperties.globalSSCCTexture, cmd, mat, Pass.Final);
|
||||
}
|
||||
else
|
||||
{
|
||||
cmd.SetGlobalTexture(ShaderProperties.globalSSCCTexture, BuiltinRenderTextureType.None);
|
||||
GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: sourceFormat);
|
||||
if (stereoActive && ssccCamera.actualRenderingPath != RenderingPath.DeferredShading)
|
||||
cmd.Blit(BuiltinRenderTextureType.CameraTarget, ShaderProperties.tempTex);
|
||||
else
|
||||
RenderWith(BuiltinRenderTextureType.CameraTarget, ShaderProperties.tempTex, cmd, mat, Pass.Copy);
|
||||
RenderWith(ShaderProperties.tempTex, BuiltinRenderTextureType.CameraTarget, cmd, mat, Pass.Final);
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
|
||||
}
|
||||
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex);
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex1);
|
||||
}
|
||||
|
||||
void UpdateMaterialProperties()
|
||||
{
|
||||
//float tanHalfFovY = Mathf.Tan(0.5f * ssccCamera.fieldOfView * Mathf.Deg2Rad);
|
||||
//float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (screenHeight / (float)screenWidth));
|
||||
//float invFocalLenY = 1.0f / (1.0f / tanHalfFovY);
|
||||
//mat.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY));
|
||||
|
||||
mat.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / width, 1f / height, width, height));
|
||||
int div = cavityResolution == SSCC.CavityResolution.Full ? 1 : cavityResolution == SSCC.CavityResolution.HalfUpscaled ? 2 : 2;
|
||||
mat.SetVector(ShaderProperties.cavityTexTexelSize, new Vector4(1f / (width / div), 1f / (height / div), width / div, height / div));
|
||||
mat.SetMatrix(ShaderProperties.worldToCameraMatrix, ssccCamera.worldToCameraMatrix);
|
||||
|
||||
mat.SetFloat(ShaderProperties.effectIntensity, effectIntensity);
|
||||
mat.SetFloat(ShaderProperties.distanceFade, distanceFade);
|
||||
|
||||
mat.SetFloat(ShaderProperties.curvaturePixelRadius, new float[] { 0f, 0.5f, 1f, 1.5f, 2.5f }[curvaturePixelRadius]);
|
||||
mat.SetFloat(ShaderProperties.curvatureRidge, curvatureBrights == 0f ? 999f : (5f - curvatureBrights));
|
||||
mat.SetFloat(ShaderProperties.curvatureValley, curvatureDarks == 0f ? 999f : (5f - curvatureDarks));
|
||||
|
||||
mat.SetFloat(ShaderProperties.cavityWorldRadius, cavityRadius);
|
||||
mat.SetFloat(ShaderProperties.cavityRidge, cavityBrights * 2f);
|
||||
mat.SetFloat(ShaderProperties.cavityValley, cavityDarks * 2f);
|
||||
}
|
||||
|
||||
void UpdateShaderKeywords()
|
||||
{
|
||||
mat.shaderKeywords = new string[]
|
||||
{
|
||||
ssccCamera.orthographic ? "ORTHOGRAPHIC_PROJECTION" : "__",
|
||||
debugMode == DebugMode.EffectOnly ? "DEBUG_EFFECT" : debugMode == DebugMode.ViewNormals ? "DEBUG_NORMALS" : "__",
|
||||
normalsSource == PerPixelNormals.Camera ? "NORMALS_CAMERA" : normalsSource == PerPixelNormals.ReconstructedFromDepth ? "NORMALS_RECONSTRUCT" : "__",
|
||||
cavitySamples == CavitySamples.Low6 ? "CAVITY_SAMPLES_6" : cavitySamples == CavitySamples.Medium8 ? "CAVITY_SAMPLES_8" : cavitySamples == CavitySamples.High12 ? "CAVITY_SAMPLES_12" : cavitySamples == CavitySamples.VeryHigh20 ? "CAVITY_SAMPLES_20" : "",
|
||||
saturateCavity ? "SATURATE_CAVITY" : "__",
|
||||
Output == OutputEffectTo._SSCCTexture ? "OUTPUT_TO_TEXTURE" : "__",
|
||||
cavityResolution == CavityResolution.HalfUpscaled ? "UPSCALE_CAVITY" : "__"
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
RenderTextureDescriptor GetDefaultDescriptor(int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default)
|
||||
{
|
||||
var modifiedDesc = new RenderTextureDescriptor(m_sourceDescriptor.width, m_sourceDescriptor.height, m_sourceDescriptor.colorFormat, depthBufferBits);
|
||||
modifiedDesc.dimension = m_sourceDescriptor.dimension;
|
||||
modifiedDesc.volumeDepth = m_sourceDescriptor.volumeDepth;
|
||||
modifiedDesc.vrUsage = m_sourceDescriptor.vrUsage;
|
||||
modifiedDesc.msaaSamples = m_sourceDescriptor.msaaSamples;
|
||||
modifiedDesc.memoryless = m_sourceDescriptor.memoryless;
|
||||
|
||||
modifiedDesc.useMipMap = m_sourceDescriptor.useMipMap;
|
||||
modifiedDesc.autoGenerateMips = m_sourceDescriptor.autoGenerateMips;
|
||||
modifiedDesc.enableRandomWrite = m_sourceDescriptor.enableRandomWrite;
|
||||
modifiedDesc.shadowSamplingMode = m_sourceDescriptor.shadowSamplingMode;
|
||||
|
||||
if (ssccCamera.allowDynamicResolution)
|
||||
modifiedDesc.useDynamicScale = true; //IF YOU ARE GETTING AN ERROR HERE, UNFORTUNATELY YOUR UNITY VERSION IS TOO LOW FOR THIS ASSET
|
||||
|
||||
if (colorFormat != RenderTextureFormat.Default) modifiedDesc.colorFormat = colorFormat;
|
||||
|
||||
if (readWrite == RenderTextureReadWrite.sRGB) modifiedDesc.sRGB = true;
|
||||
else if (readWrite == RenderTextureReadWrite.Linear) modifiedDesc.sRGB = false;
|
||||
else if (readWrite == RenderTextureReadWrite.Default) modifiedDesc.sRGB = QualitySettings.activeColorSpace == ColorSpace.Linear;
|
||||
|
||||
return modifiedDesc;
|
||||
}
|
||||
|
||||
void GetScreenSpaceTemporaryRT(CommandBuffer cmd, int nameID, int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0)
|
||||
{
|
||||
var desc = GetDefaultDescriptor(depthBufferBits, colorFormat, readWrite);
|
||||
if (widthOverride > 0) desc.width = widthOverride;
|
||||
if (heightOverride > 0) desc.height = heightOverride;
|
||||
if (stereoActive && desc.dimension == TextureDimension.Tex2DArray) desc.dimension = TextureDimension.Tex2D;
|
||||
cmd.GetTemporaryRT(nameID, desc, filter);
|
||||
}
|
||||
|
||||
void RenderWith(RenderTargetIdentifier source, RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int pass = 0)
|
||||
{
|
||||
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
|
||||
cmd.SetRenderTarget(destination);
|
||||
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
|
||||
}
|
||||
|
||||
void Render(RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int pass = 0)
|
||||
{
|
||||
cmd.SetRenderTarget(destination);
|
||||
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
|
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}
|
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|
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}
|
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}
|
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- _Smoothness: 0.261
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- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 0.504, g: 0.504, b: 0.504, a: 1}
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- _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0}
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- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
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- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1}
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- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
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- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
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- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
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- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
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- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
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- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
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- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Assets/External/Screen Space Cavity Curvature/SRP/URP/Demo_URP/Grey_URP.mat.meta
vendored
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Assets/External/Screen Space Cavity Curvature/SRP/URP/Demo_URP/Grey_URP.mat.meta
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Normal file
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8
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime.meta
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Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime.meta
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Normal file
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fileFormatVersion: 2
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24
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCC.Universal.Runtime.asmdef
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Normal file
24
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCC.Universal.Runtime.asmdef
vendored
Normal file
@ -0,0 +1,24 @@
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{
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"name": "SSCC.Universal.Runtime",
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"references": [
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"GUID:df380645f10b7bc4b97d4f5eb6303d95",
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"GUID:15fc0a57446b3144c949da3e2b9737a9"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [
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"UNITY_2019_3_OR_NEWER"
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],
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"versionDefines": [
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{
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"name": "com.unity.render-pipelines.universal",
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"expression": "10.0.0-preview",
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"define": "URP_10_0_0_OR_NEWER"
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}
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82
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCC.cs
vendored
Normal file
82
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCC.cs
vendored
Normal file
@ -0,0 +1,82 @@
|
||||
//#define URP_10_0_0_OR_NEWER
|
||||
//#define UNITY_2021_2_OR_NEWER
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace ScreenSpaceCavityCurvature.Universal
|
||||
{
|
||||
[ExecuteInEditMode, VolumeComponentMenu("ScreenSpaceCavityCurvature")]
|
||||
public class SSCC : VolumeComponent, IPostProcessComponent
|
||||
{
|
||||
|
||||
public enum PerPixelNormals
|
||||
{
|
||||
ReconstructedFromDepth,
|
||||
#if URP_10_0_0_OR_NEWER
|
||||
Camera
|
||||
#else
|
||||
Camera_URP_VER_TOO_LOW
|
||||
#endif
|
||||
}
|
||||
public enum DebugMode { Disabled, EffectOnly, ViewNormals }
|
||||
public enum CavitySamples { Low6, Medium8, High12, VeryHigh20 }
|
||||
public enum CavityResolution { Full, [InspectorName("Half Upscaled")] HalfUpscaled, Half }
|
||||
public enum OutputEffectTo
|
||||
{
|
||||
Screen,
|
||||
#if URP_10_0_0_OR_NEWER
|
||||
[InspectorName("_SSCCTexture in shaders")] _SSCCTexture
|
||||
#else
|
||||
[InspectorName("_SSCCTexture (URP 10+)")] _SSCCTexture
|
||||
#endif
|
||||
}
|
||||
|
||||
[Serializable] public sealed class DebugModeParameter : VolumeParameter<DebugMode> { public DebugModeParameter(DebugMode value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
[Serializable] public sealed class GetNormalsFromParameter : VolumeParameter<PerPixelNormals> { public GetNormalsFromParameter(PerPixelNormals value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
[Serializable] public sealed class CavitySamplesParameter : VolumeParameter<CavitySamples> { public CavitySamplesParameter(CavitySamples value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
[Serializable] public sealed class CavityResolutionParameter : VolumeParameter<CavityResolution> { public CavityResolutionParameter(CavityResolution value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
[Serializable] public sealed class OutputParameter : VolumeParameter<OutputEffectTo> { public OutputParameter(OutputEffectTo value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
|
||||
//
|
||||
[Header("(Make sure Post Processing and Depth Texture are enabled.)")]
|
||||
[Tooltip("Lerps the whole effect from 0 to 1.")] public ClampedFloatParameter effectIntensity = new ClampedFloatParameter(1f, 0f, 1f);
|
||||
[Tooltip("Divides effect intensity by (depth * distanceFade).\nZero means effect doesn't fade with distance.")] public ClampedFloatParameter distanceFade = new ClampedFloatParameter(0f, 0f, 1f);
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("The radius of curvature calculations in pixels.")] public ClampedIntParameter curvaturePixelRadius = new ClampedIntParameter(2, 0, 4);
|
||||
[Tooltip("How bright does curvature get.")] public ClampedFloatParameter curvatureBrights = new ClampedFloatParameter(2f, 0f, 5f);
|
||||
[Tooltip("How dark does curvature get.")] public ClampedFloatParameter curvatureDarks = new ClampedFloatParameter(3f, 0f, 5f);
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("The amount of samples used for cavity calculation.")] public CavitySamplesParameter cavitySamples = new CavitySamplesParameter(CavitySamples.High12);
|
||||
[Tooltip("True: Use pow() blending to make colors more saturated in bright/dark areas of cavity.\nFalse: Use additive blending.\n\nWarning: This option being enabled may mess with bloom post processing.")] public BoolParameter saturateCavity = new BoolParameter(true);
|
||||
[Tooltip("The radius of cavity calculations in world units.")] public ClampedFloatParameter cavityRadius = new ClampedFloatParameter(0.25f, 0f, 0.5f);
|
||||
[Tooltip("How bright does cavity get.")] public ClampedFloatParameter cavityBrights = new ClampedFloatParameter(3f, 0f, 5f);
|
||||
[Tooltip("How dark does cavity get.")] public ClampedFloatParameter cavityDarks = new ClampedFloatParameter(2f, 0f, 5f);
|
||||
[Tooltip("With this option enabled, cavity can be downsampled to massively improve performance at a cost to visual quality. Recommended for mobile platforms.\n\nNon-upscaled half may introduce aliasing.")] public CavityResolutionParameter cavityResolution = new CavityResolutionParameter(CavityResolution.Full);
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("Where to get normals from.")]
|
||||
#if URP_10_0_0_OR_NEWER
|
||||
public GetNormalsFromParameter normalsSource = new GetNormalsFromParameter(PerPixelNormals.Camera);
|
||||
#else
|
||||
public GetNormalsFromParameter normalsSource = new GetNormalsFromParameter(PerPixelNormals.ReconstructedFromDepth);
|
||||
#endif
|
||||
[Tooltip("May be useful to check what objects contribute normals, as objects that do not contribute their normals will not contribute to the effect.")] public DebugModeParameter debugMode = new DebugModeParameter(DebugMode.Disabled);
|
||||
|
||||
[Space(6)]
|
||||
|
||||
[Tooltip("Screen: Applies the effect over the entire screen.\n\n_SSCCTexture: Instead of writing the effect to the screen, will write the effect into a global shader texture named _SSCCTexture, so you can sample it selectively in your shaders and exclude certain objects from receiving outlines etc. See \"Output To Texture Examples\" folder for example shaders.")] public OutputParameter output = new OutputParameter(OutputEffectTo.Screen);
|
||||
//
|
||||
|
||||
public bool IsActive() => effectIntensity.value > 0f;
|
||||
|
||||
public bool IsTileCompatible() => true;
|
||||
}
|
||||
}
|
||||
11
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCC.cs.meta
vendored
Normal file
11
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCC.cs.meta
vendored
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: d468b943de483f641a8eb80fcd52e584
|
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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338
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs
vendored
Normal file
338
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs
vendored
Normal file
@ -0,0 +1,338 @@
|
||||
//#define URP_10_0_0_OR_NEWER
|
||||
//#define UNITY_2021_2_OR_NEWER
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace ScreenSpaceCavityCurvature.Universal
|
||||
{
|
||||
|
||||
public class SSCCRendererFeature : ScriptableRendererFeature
|
||||
{
|
||||
private class SSCCRenderPass : ScriptableRenderPass
|
||||
{
|
||||
void CheckParameters()
|
||||
{
|
||||
#if !URP_10_0_0_OR_NEWER
|
||||
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera_URP_VER_TOO_LOW)
|
||||
{
|
||||
sscc.normalsSource.value = SSCC.PerPixelNormals.ReconstructedFromDepth;
|
||||
Debug.LogWarning("URP version too low for Camera based normals, only available in URP 10+ (Unity 2020+).");
|
||||
}
|
||||
if (sscc.output.value == SSCC.OutputEffectTo._SSCCTexture)
|
||||
{
|
||||
sscc.output.value = SSCC.OutputEffectTo.Screen;
|
||||
Debug.LogWarning("URP version too low for texture output mode, only available in URP 10+ (Unity 2020+).");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
SSCC.OutputEffectTo Output => sscc.debugMode.value != SSCC.DebugMode.Disabled ? SSCC.OutputEffectTo.Screen : sscc.output.value;
|
||||
|
||||
public SSCC sscc;
|
||||
|
||||
static class Pass
|
||||
{
|
||||
public const int Copy = 0;
|
||||
public const int GenerateCavity = 1;
|
||||
public const int HorizontalBlur = 2;
|
||||
public const int VerticalBlur = 3;
|
||||
public const int Final = 4;
|
||||
}
|
||||
|
||||
static class ShaderProperties
|
||||
{
|
||||
public static int mainTex = Shader.PropertyToID("_MainTex");
|
||||
public static int cavityTex = Shader.PropertyToID("_CavityTex");
|
||||
public static int cavityTex1 = Shader.PropertyToID("_CavityTex1");
|
||||
public static int tempTex = Shader.PropertyToID("_TempTex");
|
||||
public static int uvTransform = Shader.PropertyToID("_UVTransform");
|
||||
public static int inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
|
||||
public static int cavityTexTexelSize = Shader.PropertyToID("_CavityTex_TexelSize");
|
||||
public static int worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
|
||||
//public static int uvToView = Shader.PropertyToID("_UVToView");
|
||||
|
||||
public static int effectIntensity = Shader.PropertyToID("_EffectIntensity");
|
||||
public static int distanceFade = Shader.PropertyToID("_DistanceFade");
|
||||
|
||||
public static int curvaturePixelRadius = Shader.PropertyToID("_CurvaturePixelRadius");
|
||||
public static int curvatureRidge = Shader.PropertyToID("_CurvatureBrights");
|
||||
public static int curvatureValley = Shader.PropertyToID("_CurvatureDarks");
|
||||
|
||||
public static int cavityWorldRadius = Shader.PropertyToID("_CavityWorldRadius");
|
||||
public static int cavityRidge = Shader.PropertyToID("_CavityBrights");
|
||||
public static int cavityValley = Shader.PropertyToID("_CavityDarks");
|
||||
|
||||
public static int globalSSCCTexture = Shader.PropertyToID("_SSCCTexture");
|
||||
}
|
||||
|
||||
Material mat { get; set; }
|
||||
RenderTargetIdentifier source { get; set; }
|
||||
CameraData cameraData { get; set; }
|
||||
RenderTextureDescriptor sourceDesc { get; set; }
|
||||
|
||||
public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData)
|
||||
{
|
||||
if (mat == null) mat = CoreUtils.CreateEngineMaterial(shader);
|
||||
|
||||
#if !URP_10_0_0_OR_NEWER
|
||||
source = renderer.cameraColorTarget;
|
||||
cameraData = renderingData.cameraData;
|
||||
|
||||
FetchVolumeComponent();
|
||||
renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if URP_10_0_0_OR_NEWER
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
static RTHandle noneRTHandle = RTHandles.Alloc(BuiltinRenderTextureType.None);
|
||||
#endif
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
source = renderingData.cameraData.renderer.cameraColorTargetHandle; //implicit conversion hopefully will exist for forseable future
|
||||
#else
|
||||
source = renderingData.cameraData.renderer.cameraColorTarget;
|
||||
#endif
|
||||
cameraData = renderingData.cameraData;
|
||||
|
||||
FetchVolumeComponent();
|
||||
|
||||
var passInput = ScriptableRenderPassInput.Depth;
|
||||
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera)
|
||||
passInput |= ScriptableRenderPassInput.Normal;
|
||||
|
||||
ConfigureInput(passInput);
|
||||
|
||||
#if UNITY_2021_2_OR_NEWER
|
||||
ConfigureColorStoreAction(RenderBufferStoreAction.DontCare);
|
||||
#endif
|
||||
|
||||
renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques;
|
||||
|
||||
if (Output == SSCC.OutputEffectTo._SSCCTexture)
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
ConfigureTarget(noneRTHandle);
|
||||
#else
|
||||
ConfigureTarget(BuiltinRenderTextureType.None);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||
{
|
||||
if (mat == null) return;
|
||||
|
||||
FetchVolumeComponent();
|
||||
|
||||
if (!sscc.IsActive()) return;
|
||||
|
||||
cameraTextureDescriptor.msaaSamples = 1;
|
||||
cameraTextureDescriptor.depthBufferBits = 0;
|
||||
sourceDesc = cameraTextureDescriptor;
|
||||
|
||||
CheckParameters();
|
||||
UpdateMaterialProperties();
|
||||
UpdateShaderKeywords();
|
||||
|
||||
if (Output == SSCC.OutputEffectTo._SSCCTexture)
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
ConfigureTarget(noneRTHandle);
|
||||
#else
|
||||
ConfigureTarget(BuiltinRenderTextureType.None);
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
if (mat == null)
|
||||
{
|
||||
Debug.LogError("SSCC material has not been correctly initialized...");
|
||||
return;
|
||||
}
|
||||
if (!sscc.IsActive()) return;
|
||||
var cmd = CommandBufferPool.Get("SSCC");
|
||||
|
||||
int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? 2 : 2;
|
||||
cmd.GetTemporaryRT(ShaderProperties.cavityTex, sourceDesc.width / div, sourceDesc.height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat);
|
||||
cmd.GetTemporaryRT(ShaderProperties.cavityTex1, sourceDesc.width / div, sourceDesc.height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat);
|
||||
Render(ShaderProperties.cavityTex, cmd, mat, Pass.GenerateCavity);
|
||||
//RenderWith(ShaderProperties.cavityTex, ShaderProperties.cavityTex1, cmd, mat, Pass.HorizontalBlur);
|
||||
//RenderWith(ShaderProperties.cavityTex1, ShaderProperties.cavityTex, cmd, mat, Pass.VerticalBlur);
|
||||
|
||||
if (Output == SSCC.OutputEffectTo._SSCCTexture)
|
||||
{
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.globalSSCCTexture);
|
||||
cmd.GetTemporaryRT(ShaderProperties.globalSSCCTexture, sourceDesc.width, sourceDesc.height, 0, FilterMode.Bilinear, GraphicsFormat.R16G16B16A16_SFloat);
|
||||
cmd.SetGlobalTexture(ShaderProperties.globalSSCCTexture, new RenderTargetIdentifier(ShaderProperties.globalSSCCTexture));
|
||||
Render(ShaderProperties.globalSSCCTexture, cmd, mat, Pass.Final);
|
||||
}
|
||||
else
|
||||
{
|
||||
cmd.GetTemporaryRT(ShaderProperties.tempTex, sourceDesc);
|
||||
RenderWith(source, ShaderProperties.tempTex, cmd, mat, Pass.Copy);
|
||||
RenderWith(ShaderProperties.tempTex, source, cmd, mat, Pass.Final);
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
|
||||
}
|
||||
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex);
|
||||
cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex1);
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
public void Cleanup()
|
||||
{
|
||||
CoreUtils.Destroy(mat);
|
||||
}
|
||||
|
||||
private void FetchVolumeComponent()
|
||||
{
|
||||
if (sscc == null)
|
||||
sscc = VolumeManager.instance.stack.GetComponent<SSCC>();
|
||||
}
|
||||
|
||||
void UpdateMaterialProperties()
|
||||
{
|
||||
var sourceWidth = cameraData.cameraTargetDescriptor.width;
|
||||
var sourceHeight = cameraData.cameraTargetDescriptor.height;
|
||||
|
||||
//float tanHalfFovY = Mathf.Tan(0.5f * cameraData.camera.fieldOfView * Mathf.Deg2Rad);
|
||||
//float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (sourceHeight / (float)sourceWidth));
|
||||
//float invFocalLenY = 1.0f / (1.0f / tanHalfFovY);
|
||||
//material.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY));
|
||||
|
||||
mat.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / sourceWidth, 1f / sourceHeight, sourceWidth, sourceHeight));
|
||||
int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? 2 : 2;
|
||||
mat.SetVector(ShaderProperties.cavityTexTexelSize, new Vector4(1f / (sourceWidth / div), 1f / (sourceHeight / div), sourceWidth / div, sourceHeight / div));
|
||||
mat.SetMatrix(ShaderProperties.worldToCameraMatrix, cameraData.camera.worldToCameraMatrix);
|
||||
|
||||
mat.SetFloat(ShaderProperties.effectIntensity, sscc.effectIntensity.value);
|
||||
mat.SetFloat(ShaderProperties.distanceFade, sscc.distanceFade.value);
|
||||
|
||||
mat.SetFloat(ShaderProperties.curvaturePixelRadius, new float[] { 0f, 0.5f, 1f, 1.5f, 2.5f }[sscc.curvaturePixelRadius.value]);
|
||||
mat.SetFloat(ShaderProperties.curvatureRidge, sscc.curvatureBrights.value == 0f ? 999f : (5f - sscc.curvatureBrights.value));
|
||||
mat.SetFloat(ShaderProperties.curvatureValley, sscc.curvatureDarks.value == 0f ? 999f : (5f - sscc.curvatureDarks.value));
|
||||
|
||||
mat.SetFloat(ShaderProperties.cavityWorldRadius, sscc.cavityRadius.value);
|
||||
mat.SetFloat(ShaderProperties.cavityRidge, sscc.cavityBrights.value * 2f);
|
||||
mat.SetFloat(ShaderProperties.cavityValley, sscc.cavityDarks.value * 2f);
|
||||
}
|
||||
|
||||
void UpdateShaderKeywords()
|
||||
{
|
||||
mat.shaderKeywords = new string[]
|
||||
{
|
||||
cameraData.camera.orthographic ? "ORTHOGRAPHIC_PROJECTION" : "__",
|
||||
sscc.debugMode.value == SSCC.DebugMode.EffectOnly ? "DEBUG_EFFECT" : sscc.debugMode.value == SSCC.DebugMode.ViewNormals ? "DEBUG_NORMALS" : "__",
|
||||
sscc.normalsSource.value == SSCC.PerPixelNormals.ReconstructedFromDepth ? "NORMALS_RECONSTRUCT" : "__",
|
||||
sscc.cavitySamples.value == SSCC.CavitySamples.Low6 ? "CAVITY_SAMPLES_6" : sscc.cavitySamples.value == SSCC.CavitySamples.Medium8 ? "CAVITY_SAMPLES_8" : sscc.cavitySamples.value == SSCC.CavitySamples.High12 ? "CAVITY_SAMPLES_12" : sscc.cavitySamples.value == SSCC.CavitySamples.VeryHigh20 ? "CAVITY_SAMPLES_20" : "",
|
||||
sscc.saturateCavity.value ? "SATURATE_CAVITY" : "__",
|
||||
Output == SSCC.OutputEffectTo._SSCCTexture ? "OUTPUT_TO_TEXTURE" : "__",
|
||||
sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? "UPSCALE_CAVITY" : "__"
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
static Mesh s_FullscreenMesh = null;
|
||||
static Mesh fullscreenMesh
|
||||
{
|
||||
get
|
||||
{
|
||||
if (s_FullscreenMesh != null) return s_FullscreenMesh;
|
||||
float topV = 1.0f;
|
||||
float bottomV = 0.0f;
|
||||
s_FullscreenMesh = new Mesh { name = "Fullscreen Quad" };
|
||||
s_FullscreenMesh.SetVertices(new List<Vector3>
|
||||
{
|
||||
new Vector3(-1.0f, -1.0f, 0.0f),
|
||||
new Vector3(-1.0f, 1.0f, 0.0f),
|
||||
new Vector3(1.0f, -1.0f, 0.0f),
|
||||
new Vector3(1.0f, 1.0f, 0.0f)
|
||||
});
|
||||
s_FullscreenMesh.SetUVs(0, new List<Vector2>
|
||||
{
|
||||
new Vector2(0.0f, bottomV),
|
||||
new Vector2(0.0f, topV),
|
||||
new Vector2(1.0f, bottomV),
|
||||
new Vector2(1.0f, topV)
|
||||
});
|
||||
s_FullscreenMesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
|
||||
s_FullscreenMesh.UploadMeshData(true);
|
||||
return s_FullscreenMesh;
|
||||
}
|
||||
}
|
||||
|
||||
public void RenderWith(RenderTargetIdentifier source, RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int passIndex = 0)
|
||||
{
|
||||
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
|
||||
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
|
||||
cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
|
||||
}
|
||||
|
||||
public void Render(RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int passIndex = 0)
|
||||
{
|
||||
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
|
||||
cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Space(15)]
|
||||
[Header("You can now add SSCC to your Post Process Volume.")]
|
||||
Shader shader;
|
||||
private SSCCRenderPass renderPass;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
if (!isActive)
|
||||
{
|
||||
renderPass?.Cleanup();
|
||||
renderPass = null;
|
||||
return;
|
||||
}
|
||||
|
||||
name = "SSCC";
|
||||
|
||||
renderPass = new SSCCRenderPass();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
renderPass?.Cleanup();
|
||||
}
|
||||
|
||||
#if URP_10_0_0_OR_NEWER
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
renderPass?.Cleanup();
|
||||
renderPass = null;
|
||||
}
|
||||
#endif
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
shader = Shader.Find("Hidden/Universal Render Pipeline/SSCC");
|
||||
if (shader == null)
|
||||
{
|
||||
Debug.LogWarning("SSCC shader was not found. Please ensure it compiles correctly");
|
||||
return;
|
||||
}
|
||||
|
||||
if (renderingData.cameraData.postProcessEnabled)
|
||||
{
|
||||
renderPass.Setup(shader, renderer, renderingData);
|
||||
renderer.EnqueuePass(renderPass);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs.meta
vendored
Normal file
12
Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs.meta
vendored
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 55e6184d2ea958044a6434dca151c688
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- shader: {fileID: 4800000, guid: 62449f654265cf94e81275e55a4b1823, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders.meta
vendored
Normal file
8
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders.meta
vendored
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58f43e59c74c01e44af838546ad2efae
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
332
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/Shared.cginc
vendored
Normal file
332
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/Shared.cginc
vendored
Normal file
@ -0,0 +1,332 @@
|
||||
#if HLSL
|
||||
#define SAMPLE(texture, sampler, uv) SAMPLE_TEXTURE2D_X(texture, sampler, uv)
|
||||
#else
|
||||
#define SAMPLE(texture, sampler, uv) UNITY_SAMPLE_SCREENSPACE_TEXTURE(texture, uv)
|
||||
#endif
|
||||
|
||||
//CAVITY V
|
||||
#ifdef CAVITY_SAMPLES_6
|
||||
#define CAVITY_SAMPLES 6
|
||||
#endif
|
||||
#ifdef CAVITY_SAMPLES_8
|
||||
#define CAVITY_SAMPLES 8
|
||||
#endif
|
||||
#ifdef CAVITY_SAMPLES_12
|
||||
#define CAVITY_SAMPLES 12
|
||||
#endif
|
||||
#ifdef CAVITY_SAMPLES_20
|
||||
#define CAVITY_SAMPLES 20
|
||||
#endif
|
||||
#ifdef SSCC_HDRP
|
||||
#define ACTUAL_CAVITY_SAMPLES (CAVITY_SAMPLES+2)
|
||||
#else
|
||||
#define ACTUAL_CAVITY_SAMPLES (CAVITY_SAMPLES)
|
||||
#endif
|
||||
float _InterleavedGradientNoise(float2 pixCoord, int frameCount)
|
||||
{
|
||||
const float3 magic = float3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
float2 frameMagicScale = float2(2.083f, 4.867f);
|
||||
pixCoord += frameCount * frameMagicScale;
|
||||
return frac(magic.z * frac(dot(pixCoord, magic.xy)));
|
||||
}
|
||||
float3 PickSamplePoint(float2 uv, float randAddon, int index)
|
||||
{
|
||||
float2 positionSS = uv * _CavityTex_TexelSize.zw;
|
||||
float gn = _InterleavedGradientNoise(positionSS, index);
|
||||
float u = frac(gn) * 2.0 - 1.0;
|
||||
float theta = gn * 6.28318530717958647693;
|
||||
float sn, cs;
|
||||
sincos(theta, sn, cs);
|
||||
return float3(float2(cs, sn) * sqrt(1.0 - u * u), u);
|
||||
}
|
||||
float3x3 GetCoordinateConversionParameters(out float2 p11_22, out float2 p13_31)
|
||||
{
|
||||
float3x3 camProj = (float3x3)unity_CameraProjection;
|
||||
//float3x3 camProj = (float3x3)/*UNITY_MATRIX_P*/_Projection;
|
||||
p11_22 = rcp(float2(camProj._11, camProj._22));
|
||||
p13_31 = float2(camProj._13, camProj._23);
|
||||
return camProj;
|
||||
}
|
||||
float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31)
|
||||
{
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
float3 viewPos = float3(((uv.xy * 2.0 - 1.0 - p13_31) * p11_22), depth);
|
||||
#else
|
||||
float3 viewPos = float3(depth * ((uv.xy * 2.0 - 1.0 - p13_31) * p11_22), depth);
|
||||
#endif
|
||||
return viewPos;
|
||||
}
|
||||
void SampleDepthAndViewpos(float2 uv, float2 p11_22, float2 p13_31, out float depth, out float3 vpos)
|
||||
{
|
||||
depth = LinearizeDepth(FetchRawDepth(uv));
|
||||
vpos = ReconstructViewPos(uv, depth, p11_22, p13_31);
|
||||
}
|
||||
void Cavity(float2 uv, float3 normal, out float cavity, out float edges)
|
||||
{
|
||||
cavity = edges = 0.0;
|
||||
float2 p11_22, p13_31;
|
||||
float3x3 camProj = GetCoordinateConversionParameters(p11_22, p13_31);
|
||||
|
||||
float depth;
|
||||
float3 vpos;
|
||||
SampleDepthAndViewpos(uv, p11_22, p13_31, depth, vpos);
|
||||
|
||||
float randAddon = uv.x * 1e-10;
|
||||
float rcpSampleCount = rcp(ACTUAL_CAVITY_SAMPLES);
|
||||
|
||||
//UNITY_LOOP
|
||||
UNITY_UNROLL
|
||||
for (int i = 0; i < int(ACTUAL_CAVITY_SAMPLES); i++)
|
||||
{
|
||||
#if defined(SHADER_API_D3D11)
|
||||
i = floor(1.0001 * i);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
float3 v_s1 = PickSamplePoint(uv.yx, randAddon, i);
|
||||
#else
|
||||
float3 v_s1 = PickSamplePoint(uv, randAddon, i);
|
||||
#endif
|
||||
v_s1 *= sqrt((i + 1.0) * rcpSampleCount) * _CavityWorldRadius * 0.5;
|
||||
float3 vpos_s1 = vpos + v_s1;
|
||||
|
||||
float3 spos_s1 = mul(camProj, vpos_s1);
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
float2 uv_s1_01 = clamp((spos_s1.xy + 1.0) * 0.5, 0.0, 1.0);
|
||||
#else
|
||||
float2 uv_s1_01 = clamp((spos_s1.xy * rcp(vpos_s1.z) + 1.0) * 0.5, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
float depth_s1 = LinearizeDepth(FetchRawDepth(uv_s1_01));
|
||||
float3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1, p11_22, p13_31);
|
||||
|
||||
float3 dir = vpos_s2 - vpos;
|
||||
float len = length(dir);
|
||||
float f_dot = dot(dir, normal);
|
||||
//float kBeta = 0.002;
|
||||
float kBeta = 0.002 * 4;
|
||||
float f_cavities = f_dot - kBeta * depth;
|
||||
float f_edge = -f_dot - kBeta * depth;
|
||||
float f_bias = 0.05 * len + 0.0001;
|
||||
|
||||
if (f_cavities > -f_bias)
|
||||
{
|
||||
float attenuation = 1.0 / (len * (1.0 + len * len * 3.));
|
||||
cavity += f_cavities * attenuation;
|
||||
}
|
||||
if (f_edge > f_bias)
|
||||
{
|
||||
float attenuation = 1.0 / (len * (1.0 + len * len * 0.01));
|
||||
edges += f_edge * attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
//cavity *= 1.0 / ACTUAL_CAVITY_SAMPLES;
|
||||
//edges *= 1.0 / ACTUAL_CAVITY_SAMPLES;
|
||||
cavity *= 1.0 * _CavityWorldRadius * 0.5;
|
||||
edges *= 1.0 * _CavityWorldRadius * 0.5;
|
||||
|
||||
float kContrast = 0.6;
|
||||
cavity = pow(abs(cavity * rcpSampleCount), kContrast);
|
||||
edges = pow(abs(edges * rcpSampleCount), kContrast);
|
||||
|
||||
cavity = clamp(cavity * _CavityDarks, 0.0, 1.0);
|
||||
edges = edges * _CavityBrights;
|
||||
}
|
||||
//CAVITY ^
|
||||
|
||||
//CURVATURE V
|
||||
float CurvatureSoftClamp(float curvature, float control)
|
||||
{
|
||||
if (curvature < 0.5 / control)
|
||||
return curvature * (1.0 - curvature * control);
|
||||
return 0.25 / control;
|
||||
}
|
||||
float Curvature(float2 uv, float3 P)
|
||||
{
|
||||
float3 offset = float3(_Input_TexelSize.xy, 0.0) * (_CurvaturePixelRadius);
|
||||
|
||||
float normal_up = FetchViewNormals(P, uv + offset.zy).g;
|
||||
float normal_down = FetchViewNormals(P, uv - offset.zy).g;
|
||||
float normal_right = FetchViewNormals(P, uv + offset.xz).r;
|
||||
float normal_left = FetchViewNormals(P, uv - offset.xz).r;
|
||||
|
||||
float normal_diff = (normal_up - normal_down) + (normal_right - normal_left);
|
||||
|
||||
//if (abs(normal_diff) <= 0.1) return 0; //slight low pass filter to remove noise from camera normals precision
|
||||
//new and improved low pass filter:
|
||||
//if (uv.x < 0.5)
|
||||
{
|
||||
if (normal_diff > 0.0) normal_diff = sign(normal_diff) * pow(normal_diff, 2.0);
|
||||
_CavityBrights += 0.5;
|
||||
}
|
||||
|
||||
if (normal_diff >= 0.0)
|
||||
return 2.0 * CurvatureSoftClamp(normal_diff, _CurvatureBrights);
|
||||
else
|
||||
return -2.0 * CurvatureSoftClamp(-normal_diff, _CurvatureDarks);
|
||||
}
|
||||
//CURVATURE ^
|
||||
|
||||
float invLerp(float from, float to, float value) {
|
||||
return (value - from) / (to - from);
|
||||
}
|
||||
float remap(float origFrom, float origTo, float targetFrom, float targetTo, float value) {
|
||||
float rel = invLerp(origFrom, origTo, value);
|
||||
return lerp(targetFrom, targetTo, rel);
|
||||
}
|
||||
|
||||
float4 Cavity_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
#ifdef UnityStereoTransformScreenSpaceTex
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
|
||||
#else
|
||||
float2 uv = input.uv;
|
||||
#endif
|
||||
|
||||
float3 P = FetchViewPos(uv);
|
||||
float3 N = FetchViewNormals(P, uv);
|
||||
|
||||
float cavity = 0.0, edges = 0.0;
|
||||
Cavity(uv, N, cavity, edges);
|
||||
return float4(cavity, edges, FetchRawDepth(uv), 1.0);
|
||||
}
|
||||
|
||||
float2 GaussianBlur(float2 uv, float2 pixelOffset)
|
||||
{
|
||||
const float gWeights[2] =
|
||||
{
|
||||
0.44908,
|
||||
0.05092
|
||||
};
|
||||
const float gOffsets[2] =
|
||||
{
|
||||
0.53805,
|
||||
2.06278
|
||||
};
|
||||
float2 colOut = 0.0;
|
||||
UNITY_UNROLL
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
float2 texCoordOffset = pixelOffset * gOffsets[i];
|
||||
float2 p1 = SAMPLE(_MainTex, sampler_LinearClamp, uv + texCoordOffset).xy;
|
||||
float2 p2 = SAMPLE(_MainTex, sampler_LinearClamp, uv - texCoordOffset).xy;
|
||||
colOut += gWeights[i] * (p1 + p2);
|
||||
}
|
||||
return colOut;
|
||||
}
|
||||
float4 HorizontalBlur_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
return float4
|
||||
(
|
||||
GaussianBlur(input.uv, float2(_CavityTex_TexelSize.x, 0.0)),
|
||||
SAMPLE(_MainTex, sampler_LinearClamp, input.uv).z,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
float4 VerticalBlur_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
return float4
|
||||
(
|
||||
GaussianBlur(input.uv, float2(0.0, _CavityTex_TexelSize.y)),
|
||||
SAMPLE(_MainTex, sampler_LinearClamp, input.uv).z,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
|
||||
float4 Composite_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
#ifdef UnityStereoTransformScreenSpaceTex
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
|
||||
#else
|
||||
float2 uv = input.uv;
|
||||
#endif
|
||||
|
||||
float3 P = FetchViewPos(uv);
|
||||
float3 N = FetchViewNormals(P, uv);
|
||||
float4 col = FetchSceneColor(uv);
|
||||
float4 untouchedCol = FetchSceneColor(uv);
|
||||
//float depth01 = FetchRawDepth(uv);
|
||||
//if (depth01 == 1.0 || depth01 == 0.0) return col;
|
||||
|
||||
float curvature = 0.0;
|
||||
curvature = Curvature(uv, P);
|
||||
|
||||
//float cavity = 0.0, edges = 0.0;
|
||||
//Cavity(uv, N, cavity, edges);
|
||||
|
||||
float2 cavityTex;
|
||||
#if UPSCALE_CAVITY
|
||||
float2 LowResTexelSize = _CavityTex_TexelSize.xy;
|
||||
float2 LowResBufferSize = _CavityTex_TexelSize.zw;
|
||||
float2 Corner00UV = floor(uv * LowResBufferSize - .5f) / LowResBufferSize + .5f * LowResTexelSize;
|
||||
float2 BilinearWeights = (uv - Corner00UV) * LowResBufferSize;
|
||||
|
||||
//xy is signal, z is depth it used
|
||||
float3 TextureValues00 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV).xyz;
|
||||
float3 TextureValues10 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV + float2(LowResTexelSize.x, 0)).xyz;
|
||||
float3 TextureValues01 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV + float2(0, LowResTexelSize.y)).xyz;
|
||||
float3 TextureValues11 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV + LowResTexelSize).xyz;
|
||||
|
||||
float4 CornerWeights = float4(
|
||||
(1 - BilinearWeights.y) * (1 - BilinearWeights.x),
|
||||
(1 - BilinearWeights.y) * BilinearWeights.x,
|
||||
BilinearWeights.y * (1 - BilinearWeights.x),
|
||||
BilinearWeights.y * BilinearWeights.x);
|
||||
|
||||
float Epsilon = .0001f/*-.0001f*//*0.0f*/;
|
||||
|
||||
float4 CornerDepths = abs(float4(TextureValues00.z, TextureValues10.z, TextureValues01.z, TextureValues11.z));
|
||||
float SceneDepth = FetchRawDepth(uv);
|
||||
float4 DepthWeights = 1.0f / (abs(CornerDepths - SceneDepth.xxxx) + Epsilon);
|
||||
float4 FinalWeights = CornerWeights * DepthWeights;
|
||||
|
||||
cavityTex = (FinalWeights.x*TextureValues00.xy + FinalWeights.y*TextureValues10.xy + FinalWeights.z*TextureValues01.xy + FinalWeights.w*TextureValues11.xy) / dot(FinalWeights, 1);
|
||||
#else
|
||||
cavityTex = SAMPLE(_CavityTex, sampler_LinearClamp, uv).xy;
|
||||
#endif
|
||||
float cavity = cavityTex.r, edges = cavityTex.g;
|
||||
|
||||
if (uv.x < _Input_TexelSize.x * 2 || uv.y < _Input_TexelSize.y * 2 || 1 - uv.x < _Input_TexelSize.x * 2 || 1 - uv.y < _Input_TexelSize.y * 2) { curvature = cavity = edges = 0; };
|
||||
|
||||
col.rgb += (curvature * 0.4);
|
||||
|
||||
#if SATURATE_CAVITY
|
||||
//float3 extra = col.rgb - saturate(col.rgb);
|
||||
col.rgb = pow(saturate(col.rgb), 1 - (edges * 0.5));
|
||||
col.rgb = pow(saturate(col.rgb), 1 + (cavity * 1));
|
||||
//col.rgb += extra;
|
||||
#else
|
||||
col.rgb += (edges * 0.2);
|
||||
col.rgb -= (cavity * 0.2);
|
||||
#endif
|
||||
|
||||
//Uncomment this block of code for on/off back and forth effect preview
|
||||
//if (uv.x < sin(_Time.y+(3.1415/2)) * 0.5 + 0.5)
|
||||
//{
|
||||
// if (uv.x > (sin(_Time.y+(3.1415/2)) * 0.5 + 0.5) - 0.002) return 0;
|
||||
// return untouchedCol;
|
||||
//}
|
||||
|
||||
|
||||
#if DEBUG_EFFECT
|
||||
return ((1.0 - cavity) * (1.0 + edges) * (1.0 + curvature)) * 0.25;
|
||||
#elif DEBUG_NORMALS
|
||||
return float4(N * 0.5 + 0.5, 1);
|
||||
#endif
|
||||
|
||||
#if OUTPUT_TO_TEXTURE
|
||||
float r = curvature * 0.4;
|
||||
float g = (edges * 0.2) - (cavity * 0.2);
|
||||
return float4(r * rcp(max(1, P.z * _DistanceFade)) * _EffectIntensity, g * rcp(max(1, P.z * _DistanceFade)) * _EffectIntensity, 1, 1);
|
||||
//Values rescaled so they're more consistent to work with, if you just +curvature+edges it should match 'screen' output
|
||||
#else
|
||||
return lerp(untouchedCol, col, rcp(max(1, P.z * _DistanceFade)) * _EffectIntensity);
|
||||
#endif
|
||||
}
|
||||
7
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/Shared.cginc.meta
vendored
Normal file
7
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/Shared.cginc.meta
vendored
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a48fac26b03eea4ba7e6585b25b1d2e
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
236
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/URP_SSCC.shader
vendored
Normal file
236
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/URP_SSCC.shader
vendored
Normal file
@ -0,0 +1,236 @@
|
||||
Shader "Hidden/Universal Render Pipeline/SSCC"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("", any) = "" {}
|
||||
_SSCCTexture("", any) = "" {}
|
||||
}
|
||||
|
||||
HLSLINCLUDE
|
||||
|
||||
#define HLSL 1
|
||||
#pragma target 3.0
|
||||
#pragma editor_sync_compilation
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
|
||||
#pragma multi_compile_local __ DEBUG_EFFECT DEBUG_NORMALS
|
||||
#pragma multi_compile_local __ ORTHOGRAPHIC_PROJECTION
|
||||
#pragma multi_compile_local __ NORMALS_RECONSTRUCT
|
||||
#pragma multi_compile_fragment __ _GBUFFER_NORMALS_OCT
|
||||
#pragma multi_compile_local CAVITY_SAMPLES_6 CAVITY_SAMPLES_8 CAVITY_SAMPLES_12 CAVITY_SAMPLES_20
|
||||
#pragma multi_compile_local __ SATURATE_CAVITY
|
||||
#pragma multi_compile_local __ OUTPUT_TO_TEXTURE
|
||||
#pragma multi_compile_local __ UPSCALE_CAVITY
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
#if VERSION_GREATER_EQUAL(10, 0)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
|
||||
#endif
|
||||
|
||||
TEXTURE2D_X(_MainTex);
|
||||
TEXTURE2D_X(_CavityTex);
|
||||
|
||||
//Unity 6.0's urp #includes themselves define sampler_LinearClamp
|
||||
#if UNITY_VERSION < 600000
|
||||
SAMPLER(sampler_LinearClamp);
|
||||
SAMPLER(sampler_PointClamp);
|
||||
#endif
|
||||
|
||||
CBUFFER_START(FrequentlyUpdatedUniforms)
|
||||
//float4 _UVToView;
|
||||
float4 _Input_TexelSize;
|
||||
float4 _CavityTex_TexelSize;
|
||||
float4x4 _WorldToCameraMatrix;
|
||||
|
||||
float _EffectIntensity;
|
||||
float _DistanceFade;
|
||||
|
||||
float _CurvaturePixelRadius;
|
||||
float _CurvatureBrights;
|
||||
float _CurvatureDarks;
|
||||
|
||||
float _CavityWorldRadius;
|
||||
float _CavityBrights;
|
||||
float _CavityDarks;
|
||||
CBUFFER_END
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
Varyings Vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
output.positionCS = float4(input.positionOS.xyz, 1.0);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
output.positionCS.y *= -1;
|
||||
#endif
|
||||
output.uv = input.uv;
|
||||
return output;
|
||||
}
|
||||
|
||||
//
|
||||
inline half4 FetchSceneColor(float2 uv) {
|
||||
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_PointClamp, uv);
|
||||
}
|
||||
inline float FetchRawDepth(float2 uv) {
|
||||
return SampleSceneDepth(uv);
|
||||
}
|
||||
inline float LinearizeDepth(float depth) {
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
#if UNITY_REVERSED_Z
|
||||
depth = 1 - depth;
|
||||
#endif
|
||||
float linearDepth = _ProjectionParams.y + depth * (_ProjectionParams.z - _ProjectionParams.y);
|
||||
#else
|
||||
float linearDepth = LinearEyeDepth(depth, _ZBufferParams);
|
||||
#endif
|
||||
return linearDepth;
|
||||
}
|
||||
inline float3 FetchViewPos(float2 uv) {
|
||||
float depth = LinearizeDepth(FetchRawDepth(uv));
|
||||
//return float3((uv * _UVToView.xy + _UVToView.zw) * depth, depth);
|
||||
float4 UVToView = float4(2 / unity_CameraProjection._m00, -2 / unity_CameraProjection._m11, -1 / unity_CameraProjection._m00, 1 / unity_CameraProjection._m11);
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
return float3((uv * UVToView.xy + UVToView.zw), depth);
|
||||
#else
|
||||
return float3((uv * UVToView.xy + UVToView.zw) * depth, depth);
|
||||
#endif
|
||||
}
|
||||
inline float3 MinDiff(float3 P, float3 Pr, float3 Pl) {
|
||||
float3 V1 = Pr - P;
|
||||
float3 V2 = P - Pl;
|
||||
return (dot(V1, V1) < dot(V2, V2)) ? V1 : V2;
|
||||
}
|
||||
inline float3 FetchViewNormals(float3 P, float2 uv) {
|
||||
#if NORMALS_RECONSTRUCT
|
||||
float c = FetchRawDepth(uv);
|
||||
half3 viewSpacePos_c = FetchViewPos(uv);
|
||||
// get data at 1 pixel offsets in each major direction
|
||||
half3 viewSpacePos_l = FetchViewPos(uv + float2(-1.0, 0.0) * _Input_TexelSize.xy);
|
||||
half3 viewSpacePos_r = FetchViewPos(uv + float2(+1.0, 0.0) * _Input_TexelSize.xy);
|
||||
half3 viewSpacePos_d = FetchViewPos(uv + float2(0.0, -1.0) * _Input_TexelSize.xy);
|
||||
half3 viewSpacePos_u = FetchViewPos(uv + float2(0.0, +1.0) * _Input_TexelSize.xy);
|
||||
half3 l = viewSpacePos_c - viewSpacePos_l;
|
||||
half3 r = viewSpacePos_r - viewSpacePos_c;
|
||||
half3 d = viewSpacePos_c - viewSpacePos_d;
|
||||
half3 u = viewSpacePos_u - viewSpacePos_c;
|
||||
half4 H = half4(
|
||||
FetchRawDepth(uv + float2(-1.0, 0.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(+1.0, 0.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(-2.0, 0.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(+2.0, 0.0) * _Input_TexelSize.xy)
|
||||
);
|
||||
half4 V = half4(
|
||||
FetchRawDepth(uv + float2(0.0, -1.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(0.0, +1.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(0.0, -2.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(0.0, +2.0) * _Input_TexelSize.xy)
|
||||
);
|
||||
half2 he = abs((2 * H.xy - H.zw) - c);
|
||||
half2 ve = abs((2 * V.xy - V.zw) - c);
|
||||
half3 hDeriv = he.x < he.y ? l : r;
|
||||
half3 vDeriv = ve.x < ve.y ? d : u;
|
||||
float3 N = normalize(cross(hDeriv, vDeriv));
|
||||
#else
|
||||
#if VERSION_GREATER_EQUAL(10, 0)
|
||||
float3 N = SampleSceneNormals(uv);
|
||||
#if UNITY_VERSION >= 202110 || VERSION_GREATER_EQUAL(10, 9)
|
||||
N = mul((float3x3)_WorldToCameraMatrix, N);
|
||||
#else
|
||||
N = float3(N.x, N.y, -N.z); //?
|
||||
#endif
|
||||
#else
|
||||
float3 N = float3(0, 0, 0);
|
||||
#endif
|
||||
N = float3(N.x, -N.yz);
|
||||
#endif
|
||||
|
||||
N = float3(N.x, -N.y, N.z);
|
||||
return N;
|
||||
}
|
||||
//
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
|
||||
LOD 100
|
||||
ZWrite Off ZTest Always Blend Off Cull Off
|
||||
|
||||
Pass // 0
|
||||
{
|
||||
Name "Copy"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
half4 Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
|
||||
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass // 1
|
||||
{
|
||||
Name "GenerateCavity"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Cavity_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass // 2
|
||||
{
|
||||
Name "HorizontalBlur"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment HorizontalBlur_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass // 3
|
||||
{
|
||||
Name "VerticalBlur"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment VerticalBlur_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass // 4
|
||||
{
|
||||
Name "Final"
|
||||
ColorMask RGB
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Composite_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
9
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/URP_SSCC.shader.meta
vendored
Normal file
9
Assets/External/Screen Space Cavity Curvature/SRP/URP/Shaders/URP_SSCC.shader.meta
vendored
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 62449f654265cf94e81275e55a4b1823
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/External/Screen Space Cavity Curvature/Shaders.meta
vendored
Normal file
8
Assets/External/Screen Space Cavity Curvature/Shaders.meta
vendored
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76172b2df8171ae4e8cdc749378f9fac
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
253
Assets/External/Screen Space Cavity Curvature/Shaders/Builtin_SSCC.shader
vendored
Normal file
253
Assets/External/Screen Space Cavity Curvature/Shaders/Builtin_SSCC.shader
vendored
Normal file
@ -0,0 +1,253 @@
|
||||
Shader "Hidden/SSCC"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("", any) = "" {}
|
||||
_SSCCTexture("", any) = "" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#define HLSL 0
|
||||
#pragma target 3.0
|
||||
#pragma editor_sync_compilation
|
||||
|
||||
#pragma multi_compile_local __ DEBUG_EFFECT DEBUG_NORMALS
|
||||
#pragma multi_compile_local __ ORTHOGRAPHIC_PROJECTION
|
||||
#pragma multi_compile_local __ NORMALS_CAMERA NORMALS_RECONSTRUCT
|
||||
#pragma multi_compile_local CAVITY_SAMPLES_6 CAVITY_SAMPLES_8 CAVITY_SAMPLES_12 CAVITY_SAMPLES_20
|
||||
#pragma multi_compile_local __ SATURATE_CAVITY
|
||||
#pragma multi_compile_local __ OUTPUT_TO_TEXTURE
|
||||
#pragma multi_compile_local __ UPSCALE_CAVITY
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CavityTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraGBufferTexture2);
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
SamplerState sampler_LinearClamp;
|
||||
SamplerState sampler_PointClamp;
|
||||
|
||||
CBUFFER_START(FrequentlyUpdatedUniforms)
|
||||
//float4 _UVToView;
|
||||
float4 _Input_TexelSize;
|
||||
float4 _CavityTex_TexelSize;
|
||||
float4x4 _WorldToCameraMatrix;
|
||||
|
||||
float _EffectIntensity;
|
||||
float _DistanceFade;
|
||||
|
||||
float _CurvaturePixelRadius;
|
||||
float _CurvatureBrights;
|
||||
float _CurvatureDarks;
|
||||
|
||||
float _CavityWorldRadius;
|
||||
float _CavityBrights;
|
||||
float _CavityDarks;
|
||||
CBUFFER_END
|
||||
|
||||
CBUFFER_START(PerPassUpdatedUniforms)
|
||||
float4 _UVTransform;
|
||||
CBUFFER_END
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float3 vertex : POSITION;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float2 TransformTriangleVertexToUV(float2 vertex)
|
||||
{
|
||||
float2 uv = (vertex + 1.0) * 0.5;
|
||||
return uv;
|
||||
}
|
||||
|
||||
Varyings Vert_Default(Attributes input)
|
||||
{
|
||||
Varyings o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_OUTPUT(Varyings, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = float4(input.vertex.xy, 0.0, 1.0);
|
||||
o.uv = TransformTriangleVertexToUV(input.vertex.xy);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.uv = o.uv * float2(1.0, -1.0) + float2(0.0, 1.0);
|
||||
#endif
|
||||
|
||||
o.uv = TransformStereoScreenSpaceTex(o.uv, 1.0);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
Varyings Vert_UVTransform(Attributes input)
|
||||
{
|
||||
Varyings o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_OUTPUT(Varyings, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = float4(input.vertex.xy, 0.0, 1.0);
|
||||
o.uv = TransformTriangleVertexToUV(input.vertex.xy) * _UVTransform.xy + _UVTransform.zw;
|
||||
|
||||
o.uv = TransformStereoScreenSpaceTex(o.uv, 1.0);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
//
|
||||
inline half4 FetchSceneColor(float2 uv) {
|
||||
return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);
|
||||
}
|
||||
inline float FetchRawDepth(float2 uv) {
|
||||
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
|
||||
}
|
||||
inline float LinearizeDepth(float depth) {
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
#if UNITY_REVERSED_Z
|
||||
depth = 1 - depth;
|
||||
#endif
|
||||
float linearDepth = _ProjectionParams.y + depth * (_ProjectionParams.z - _ProjectionParams.y);
|
||||
#else
|
||||
float linearDepth = LinearEyeDepth(depth);
|
||||
#endif
|
||||
return linearDepth;
|
||||
}
|
||||
inline float3 FetchViewPos(float2 uv) {
|
||||
float depth = LinearizeDepth(FetchRawDepth(uv));
|
||||
//return float3((uv * _UVToView.xy + _UVToView.zw) * depth, depth);
|
||||
float4 UVToView = float4(2 / unity_CameraProjection._m00, -2 / unity_CameraProjection._m11, -1 / unity_CameraProjection._m00, 1 / unity_CameraProjection._m11);
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
return float3((uv * UVToView.xy + UVToView.zw), depth);
|
||||
#else
|
||||
return float3((uv * UVToView.xy + UVToView.zw) * depth, depth);
|
||||
#endif
|
||||
}
|
||||
inline float3 MinDiff(float3 P, float3 Pr, float3 Pl) {
|
||||
float3 V1 = Pr - P;
|
||||
float3 V2 = P - Pl;
|
||||
return (dot(V1, V1) < dot(V2, V2)) ? V1 : V2;
|
||||
}
|
||||
inline float3 FetchViewNormals(float3 P, float2 uv) {
|
||||
#if NORMALS_RECONSTRUCT
|
||||
float c = FetchRawDepth(uv);
|
||||
half3 viewSpacePos_c = FetchViewPos(uv);
|
||||
// get data at 1 pixel offsets in each major direction
|
||||
half3 viewSpacePos_l = FetchViewPos(uv + float2(-1.0, 0.0) * _Input_TexelSize.xy);
|
||||
half3 viewSpacePos_r = FetchViewPos(uv + float2(+1.0, 0.0) * _Input_TexelSize.xy);
|
||||
half3 viewSpacePos_d = FetchViewPos(uv + float2(0.0, -1.0) * _Input_TexelSize.xy);
|
||||
half3 viewSpacePos_u = FetchViewPos(uv + float2(0.0, +1.0) * _Input_TexelSize.xy);
|
||||
half3 l = viewSpacePos_c - viewSpacePos_l;
|
||||
half3 r = viewSpacePos_r - viewSpacePos_c;
|
||||
half3 d = viewSpacePos_c - viewSpacePos_d;
|
||||
half3 u = viewSpacePos_u - viewSpacePos_c;
|
||||
half4 H = half4(
|
||||
FetchRawDepth(uv + float2(-1.0, 0.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(+1.0, 0.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(-2.0, 0.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(+2.0, 0.0) * _Input_TexelSize.xy)
|
||||
);
|
||||
half4 V = half4(
|
||||
FetchRawDepth(uv + float2(0.0, -1.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(0.0, +1.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(0.0, -2.0) * _Input_TexelSize.xy),
|
||||
FetchRawDepth(uv + float2(0.0, +2.0) * _Input_TexelSize.xy)
|
||||
);
|
||||
half2 he = abs((2 * H.xy - H.zw) - c);
|
||||
half2 ve = abs((2 * V.xy - V.zw) - c);
|
||||
half3 hDeriv = he.x < he.y ? l : r;
|
||||
half3 vDeriv = ve.x < ve.y ? d : u;
|
||||
float3 N = normalize(cross(hDeriv, vDeriv));
|
||||
#else
|
||||
#if NORMALS_CAMERA
|
||||
float3 N = DecodeViewNormalStereo(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, uv));
|
||||
#else
|
||||
float3 N = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraGBufferTexture2, uv).rgb * 2.0 - 1.0;
|
||||
N = mul((float3x3)_WorldToCameraMatrix, N);
|
||||
#endif
|
||||
N = float3(N.x, -N.yz);
|
||||
#endif
|
||||
|
||||
N = float3(N.x, -N.y, N.z);
|
||||
return N;
|
||||
}
|
||||
//
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 100
|
||||
ZWrite Off ZTest Always Cull Off
|
||||
|
||||
Pass // 0
|
||||
{
|
||||
Name "Copy"
|
||||
CGPROGRAM
|
||||
#pragma vertex Vert_Default
|
||||
#pragma fragment Frag
|
||||
half4 Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, input.uv);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass // 1
|
||||
{
|
||||
Name "GenerateCavity"
|
||||
CGPROGRAM
|
||||
#pragma vertex Vert_Default
|
||||
#pragma fragment Cavity_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass // 2
|
||||
{
|
||||
Name "HorizontalBlur"
|
||||
CGPROGRAM
|
||||
#pragma vertex Vert_Default
|
||||
#pragma fragment HorizontalBlur_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass // 3
|
||||
{
|
||||
Name "VerticalBlur"
|
||||
CGPROGRAM
|
||||
#pragma vertex Vert_Default
|
||||
#pragma fragment VerticalBlur_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass // 4
|
||||
{
|
||||
Name "Final"
|
||||
ColorMask RGB
|
||||
CGPROGRAM
|
||||
#pragma vertex Vert_Default
|
||||
#pragma fragment Composite_Frag
|
||||
#include "Shared.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Fallback Off
|
||||
}
|
||||
16
Assets/External/Screen Space Cavity Curvature/Shaders/Builtin_SSCC.shader.meta
vendored
Normal file
16
Assets/External/Screen Space Cavity Curvature/Shaders/Builtin_SSCC.shader.meta
vendored
Normal file
@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89ec5ce1bd95ed946a65b649164a9c1d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 216995
|
||||
packageName: Screen Space Cavity & Curvature (Built-In/URP/HDRP)
|
||||
packageVersion: 1.1.7
|
||||
assetPath: Assets/Screen Space Cavity Curvature/Shaders/Builtin_SSCC.shader
|
||||
uploadId: 664239
|
||||
332
Assets/External/Screen Space Cavity Curvature/Shaders/Shared.cginc
vendored
Normal file
332
Assets/External/Screen Space Cavity Curvature/Shaders/Shared.cginc
vendored
Normal file
@ -0,0 +1,332 @@
|
||||
#if HLSL
|
||||
#define SAMPLE(texture, sampler, uv) SAMPLE_TEXTURE2D_X(texture, sampler, uv)
|
||||
#else
|
||||
#define SAMPLE(texture, sampler, uv) UNITY_SAMPLE_SCREENSPACE_TEXTURE(texture, uv)
|
||||
#endif
|
||||
|
||||
//CAVITY V
|
||||
#ifdef CAVITY_SAMPLES_6
|
||||
#define CAVITY_SAMPLES 6
|
||||
#endif
|
||||
#ifdef CAVITY_SAMPLES_8
|
||||
#define CAVITY_SAMPLES 8
|
||||
#endif
|
||||
#ifdef CAVITY_SAMPLES_12
|
||||
#define CAVITY_SAMPLES 12
|
||||
#endif
|
||||
#ifdef CAVITY_SAMPLES_20
|
||||
#define CAVITY_SAMPLES 20
|
||||
#endif
|
||||
#ifdef SSCC_HDRP
|
||||
#define ACTUAL_CAVITY_SAMPLES (CAVITY_SAMPLES+2)
|
||||
#else
|
||||
#define ACTUAL_CAVITY_SAMPLES (CAVITY_SAMPLES)
|
||||
#endif
|
||||
float _InterleavedGradientNoise(float2 pixCoord, int frameCount)
|
||||
{
|
||||
const float3 magic = float3(0.06711056f, 0.00583715f, 52.9829189f);
|
||||
float2 frameMagicScale = float2(2.083f, 4.867f);
|
||||
pixCoord += frameCount * frameMagicScale;
|
||||
return frac(magic.z * frac(dot(pixCoord, magic.xy)));
|
||||
}
|
||||
float3 PickSamplePoint(float2 uv, float randAddon, int index)
|
||||
{
|
||||
float2 positionSS = uv * _CavityTex_TexelSize.zw;
|
||||
float gn = _InterleavedGradientNoise(positionSS, index);
|
||||
float u = frac(gn) * 2.0 - 1.0;
|
||||
float theta = gn * 6.28318530717958647693;
|
||||
float sn, cs;
|
||||
sincos(theta, sn, cs);
|
||||
return float3(float2(cs, sn) * sqrt(1.0 - u * u), u);
|
||||
}
|
||||
float3x3 GetCoordinateConversionParameters(out float2 p11_22, out float2 p13_31)
|
||||
{
|
||||
float3x3 camProj = (float3x3)unity_CameraProjection;
|
||||
//float3x3 camProj = (float3x3)/*UNITY_MATRIX_P*/_Projection;
|
||||
p11_22 = rcp(float2(camProj._11, camProj._22));
|
||||
p13_31 = float2(camProj._13, camProj._23);
|
||||
return camProj;
|
||||
}
|
||||
float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31)
|
||||
{
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
float3 viewPos = float3(((uv.xy * 2.0 - 1.0 - p13_31) * p11_22), depth);
|
||||
#else
|
||||
float3 viewPos = float3(depth * ((uv.xy * 2.0 - 1.0 - p13_31) * p11_22), depth);
|
||||
#endif
|
||||
return viewPos;
|
||||
}
|
||||
void SampleDepthAndViewpos(float2 uv, float2 p11_22, float2 p13_31, out float depth, out float3 vpos)
|
||||
{
|
||||
depth = LinearizeDepth(FetchRawDepth(uv));
|
||||
vpos = ReconstructViewPos(uv, depth, p11_22, p13_31);
|
||||
}
|
||||
void Cavity(float2 uv, float3 normal, out float cavity, out float edges)
|
||||
{
|
||||
cavity = edges = 0.0;
|
||||
float2 p11_22, p13_31;
|
||||
float3x3 camProj = GetCoordinateConversionParameters(p11_22, p13_31);
|
||||
|
||||
float depth;
|
||||
float3 vpos;
|
||||
SampleDepthAndViewpos(uv, p11_22, p13_31, depth, vpos);
|
||||
|
||||
float randAddon = uv.x * 1e-10;
|
||||
float rcpSampleCount = rcp(ACTUAL_CAVITY_SAMPLES);
|
||||
|
||||
//UNITY_LOOP
|
||||
UNITY_UNROLL
|
||||
for (int i = 0; i < int(ACTUAL_CAVITY_SAMPLES); i++)
|
||||
{
|
||||
#if defined(SHADER_API_D3D11)
|
||||
i = floor(1.0001 * i);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
float3 v_s1 = PickSamplePoint(uv.yx, randAddon, i);
|
||||
#else
|
||||
float3 v_s1 = PickSamplePoint(uv, randAddon, i);
|
||||
#endif
|
||||
v_s1 *= sqrt((i + 1.0) * rcpSampleCount) * _CavityWorldRadius * 0.5;
|
||||
float3 vpos_s1 = vpos + v_s1;
|
||||
|
||||
float3 spos_s1 = mul(camProj, vpos_s1);
|
||||
#if ORTHOGRAPHIC_PROJECTION
|
||||
float2 uv_s1_01 = clamp((spos_s1.xy + 1.0) * 0.5, 0.0, 1.0);
|
||||
#else
|
||||
float2 uv_s1_01 = clamp((spos_s1.xy * rcp(vpos_s1.z) + 1.0) * 0.5, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
float depth_s1 = LinearizeDepth(FetchRawDepth(uv_s1_01));
|
||||
float3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1, p11_22, p13_31);
|
||||
|
||||
float3 dir = vpos_s2 - vpos;
|
||||
float len = length(dir);
|
||||
float f_dot = dot(dir, normal);
|
||||
//float kBeta = 0.002;
|
||||
float kBeta = 0.002 * 4;
|
||||
float f_cavities = f_dot - kBeta * depth;
|
||||
float f_edge = -f_dot - kBeta * depth;
|
||||
float f_bias = 0.05 * len + 0.0001;
|
||||
|
||||
if (f_cavities > -f_bias)
|
||||
{
|
||||
float attenuation = 1.0 / (len * (1.0 + len * len * 3.));
|
||||
cavity += f_cavities * attenuation;
|
||||
}
|
||||
if (f_edge > f_bias)
|
||||
{
|
||||
float attenuation = 1.0 / (len * (1.0 + len * len * 0.01));
|
||||
edges += f_edge * attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
//cavity *= 1.0 / ACTUAL_CAVITY_SAMPLES;
|
||||
//edges *= 1.0 / ACTUAL_CAVITY_SAMPLES;
|
||||
cavity *= 1.0 * _CavityWorldRadius * 0.5;
|
||||
edges *= 1.0 * _CavityWorldRadius * 0.5;
|
||||
|
||||
float kContrast = 0.6;
|
||||
cavity = pow(abs(cavity * rcpSampleCount), kContrast);
|
||||
edges = pow(abs(edges * rcpSampleCount), kContrast);
|
||||
|
||||
cavity = clamp(cavity * _CavityDarks, 0.0, 1.0);
|
||||
edges = edges * _CavityBrights;
|
||||
}
|
||||
//CAVITY ^
|
||||
|
||||
//CURVATURE V
|
||||
float CurvatureSoftClamp(float curvature, float control)
|
||||
{
|
||||
if (curvature < 0.5 / control)
|
||||
return curvature * (1.0 - curvature * control);
|
||||
return 0.25 / control;
|
||||
}
|
||||
float Curvature(float2 uv, float3 P)
|
||||
{
|
||||
float3 offset = float3(_Input_TexelSize.xy, 0.0) * (_CurvaturePixelRadius);
|
||||
|
||||
float normal_up = FetchViewNormals(P, uv + offset.zy).g;
|
||||
float normal_down = FetchViewNormals(P, uv - offset.zy).g;
|
||||
float normal_right = FetchViewNormals(P, uv + offset.xz).r;
|
||||
float normal_left = FetchViewNormals(P, uv - offset.xz).r;
|
||||
|
||||
float normal_diff = (normal_up - normal_down) + (normal_right - normal_left);
|
||||
|
||||
//if (abs(normal_diff) <= 0.1) return 0; //slight low pass filter to remove noise from camera normals precision
|
||||
//new and improved low pass filter:
|
||||
//if (uv.x < 0.5)
|
||||
{
|
||||
if (normal_diff > 0.0) normal_diff = sign(normal_diff) * pow(normal_diff, 2.0);
|
||||
_CavityBrights += 0.5;
|
||||
}
|
||||
|
||||
if (normal_diff >= 0.0)
|
||||
return 2.0 * CurvatureSoftClamp(normal_diff, _CurvatureBrights);
|
||||
else
|
||||
return -2.0 * CurvatureSoftClamp(-normal_diff, _CurvatureDarks);
|
||||
}
|
||||
//CURVATURE ^
|
||||
|
||||
float invLerp(float from, float to, float value) {
|
||||
return (value - from) / (to - from);
|
||||
}
|
||||
float remap(float origFrom, float origTo, float targetFrom, float targetTo, float value) {
|
||||
float rel = invLerp(origFrom, origTo, value);
|
||||
return lerp(targetFrom, targetTo, rel);
|
||||
}
|
||||
|
||||
float4 Cavity_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
#ifdef UnityStereoTransformScreenSpaceTex
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
|
||||
#else
|
||||
float2 uv = input.uv;
|
||||
#endif
|
||||
|
||||
float3 P = FetchViewPos(uv);
|
||||
float3 N = FetchViewNormals(P, uv);
|
||||
|
||||
float cavity = 0.0, edges = 0.0;
|
||||
Cavity(uv, N, cavity, edges);
|
||||
return float4(cavity, edges, FetchRawDepth(uv), 1.0);
|
||||
}
|
||||
|
||||
float2 GaussianBlur(float2 uv, float2 pixelOffset)
|
||||
{
|
||||
const float gWeights[2] =
|
||||
{
|
||||
0.44908,
|
||||
0.05092
|
||||
};
|
||||
const float gOffsets[2] =
|
||||
{
|
||||
0.53805,
|
||||
2.06278
|
||||
};
|
||||
float2 colOut = 0.0;
|
||||
UNITY_UNROLL
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
float2 texCoordOffset = pixelOffset * gOffsets[i];
|
||||
float2 p1 = SAMPLE(_MainTex, sampler_LinearClamp, uv + texCoordOffset).xy;
|
||||
float2 p2 = SAMPLE(_MainTex, sampler_LinearClamp, uv - texCoordOffset).xy;
|
||||
colOut += gWeights[i] * (p1 + p2);
|
||||
}
|
||||
return colOut;
|
||||
}
|
||||
float4 HorizontalBlur_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
return float4
|
||||
(
|
||||
GaussianBlur(input.uv, float2(_CavityTex_TexelSize.x, 0.0)),
|
||||
SAMPLE(_MainTex, sampler_LinearClamp, input.uv).z,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
float4 VerticalBlur_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
return float4
|
||||
(
|
||||
GaussianBlur(input.uv, float2(0.0, _CavityTex_TexelSize.y)),
|
||||
SAMPLE(_MainTex, sampler_LinearClamp, input.uv).z,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
|
||||
float4 Composite_Frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
#ifdef UnityStereoTransformScreenSpaceTex
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
|
||||
#else
|
||||
float2 uv = input.uv;
|
||||
#endif
|
||||
|
||||
float3 P = FetchViewPos(uv);
|
||||
float3 N = FetchViewNormals(P, uv);
|
||||
float4 col = FetchSceneColor(uv);
|
||||
float4 untouchedCol = FetchSceneColor(uv);
|
||||
//float depth01 = FetchRawDepth(uv);
|
||||
//if (depth01 == 1.0 || depth01 == 0.0) return col;
|
||||
|
||||
float curvature = 0.0;
|
||||
curvature = Curvature(uv, P);
|
||||
|
||||
//float cavity = 0.0, edges = 0.0;
|
||||
//Cavity(uv, N, cavity, edges);
|
||||
|
||||
float2 cavityTex;
|
||||
#if UPSCALE_CAVITY
|
||||
float2 LowResTexelSize = _CavityTex_TexelSize.xy;
|
||||
float2 LowResBufferSize = _CavityTex_TexelSize.zw;
|
||||
float2 Corner00UV = floor(uv * LowResBufferSize - .5f) / LowResBufferSize + .5f * LowResTexelSize;
|
||||
float2 BilinearWeights = (uv - Corner00UV) * LowResBufferSize;
|
||||
|
||||
//xy is signal, z is depth it used
|
||||
float3 TextureValues00 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV).xyz;
|
||||
float3 TextureValues10 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV + float2(LowResTexelSize.x, 0)).xyz;
|
||||
float3 TextureValues01 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV + float2(0, LowResTexelSize.y)).xyz;
|
||||
float3 TextureValues11 = SAMPLE(_CavityTex, sampler_LinearClamp, Corner00UV + LowResTexelSize).xyz;
|
||||
|
||||
float4 CornerWeights = float4(
|
||||
(1 - BilinearWeights.y) * (1 - BilinearWeights.x),
|
||||
(1 - BilinearWeights.y) * BilinearWeights.x,
|
||||
BilinearWeights.y * (1 - BilinearWeights.x),
|
||||
BilinearWeights.y * BilinearWeights.x);
|
||||
|
||||
float Epsilon = .0001f/*-.0001f*//*0.0f*/;
|
||||
|
||||
float4 CornerDepths = abs(float4(TextureValues00.z, TextureValues10.z, TextureValues01.z, TextureValues11.z));
|
||||
float SceneDepth = FetchRawDepth(uv);
|
||||
float4 DepthWeights = 1.0f / (abs(CornerDepths - SceneDepth.xxxx) + Epsilon);
|
||||
float4 FinalWeights = CornerWeights * DepthWeights;
|
||||
|
||||
cavityTex = (FinalWeights.x*TextureValues00.xy + FinalWeights.y*TextureValues10.xy + FinalWeights.z*TextureValues01.xy + FinalWeights.w*TextureValues11.xy) / dot(FinalWeights, 1);
|
||||
#else
|
||||
cavityTex = SAMPLE(_CavityTex, sampler_LinearClamp, uv).xy;
|
||||
#endif
|
||||
float cavity = cavityTex.r, edges = cavityTex.g;
|
||||
|
||||
if (uv.x < _Input_TexelSize.x * 2 || uv.y < _Input_TexelSize.y * 2 || 1 - uv.x < _Input_TexelSize.x * 2 || 1 - uv.y < _Input_TexelSize.y * 2) { curvature = cavity = edges = 0; };
|
||||
|
||||
col.rgb += (curvature * 0.4);
|
||||
|
||||
#if SATURATE_CAVITY
|
||||
//float3 extra = col.rgb - saturate(col.rgb);
|
||||
col.rgb = pow(saturate(col.rgb), 1 - (edges * 0.5));
|
||||
col.rgb = pow(saturate(col.rgb), 1 + (cavity * 1));
|
||||
//col.rgb += extra;
|
||||
#else
|
||||
col.rgb += (edges * 0.2);
|
||||
col.rgb -= (cavity * 0.2);
|
||||
#endif
|
||||
|
||||
//Uncomment this block of code for on/off back and forth effect preview
|
||||
//if (uv.x < sin(_Time.y+(3.1415/2)) * 0.5 + 0.5)
|
||||
//{
|
||||
// if (uv.x > (sin(_Time.y+(3.1415/2)) * 0.5 + 0.5) - 0.002) return 0;
|
||||
// return untouchedCol;
|
||||
//}
|
||||
|
||||
|
||||
#if DEBUG_EFFECT
|
||||
return ((1.0 - cavity) * (1.0 + edges) * (1.0 + curvature)) * 0.25;
|
||||
#elif DEBUG_NORMALS
|
||||
return float4(N * 0.5 + 0.5, 1);
|
||||
#endif
|
||||
|
||||
#if OUTPUT_TO_TEXTURE
|
||||
float r = curvature * 0.4;
|
||||
float g = (edges * 0.2) - (cavity * 0.2);
|
||||
return float4(r * rcp(max(1, P.z * _DistanceFade)) * _EffectIntensity, g * rcp(max(1, P.z * _DistanceFade)) * _EffectIntensity, 1, 1);
|
||||
//Values rescaled so they're more consistent to work with, if you just +curvature+edges it should match 'screen' output
|
||||
#else
|
||||
return lerp(untouchedCol, col, rcp(max(1, P.z * _DistanceFade)) * _EffectIntensity);
|
||||
#endif
|
||||
}
|
||||
16
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