#ifndef VOLUMETRIC_LIGHTS_BLUR #define VOLUMETRIC_LIGHTS_BLUR #include "CommonsURP.hlsl" TEXTURE2D_X(_MainTex); TEXTURE2D_X(_LightBuffer); TEXTURE2D_X(_DownsampledDepth); TEXTURE2D(_BlueNoise); float4 _BlueNoise_TexelSize; float4 _MainTex_TexelSize; float4 _MainTex_ST; float4 _DownsampledDepth_TexelSize; float3 _MiscData; float _BlurScale; #define DITHER_STRENGTH _MiscData.x #define BRIGHTNESS _MiscData.y #define EDGE_THRESHOLD _MiscData.z #define BLUR_SCALE _BlurScale // Optimization for SSPR #define uvN uv1 #define uvE uv2 #define uvW uv3 #define uvS uv4 #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO) #define VERTEX_CROSS_UV_DATA #define VERTEX_OUTPUT_GAUSSIAN_UV(o) #if defined(BLUR_HORIZ) #define FRAG_SETUP_GAUSSIAN_UV(i) float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_SCALE, 0); float2 uv1 = i.uv - inc; float2 uv2 = i.uv + inc; float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_SCALE, 0); float2 uv3 = i.uv - inc2; float2 uv4 = i.uv + inc2; #else #define FRAG_SETUP_GAUSSIAN_UV(i) float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_SCALE); float2 uv1 = i.uv - inc; float2 uv2 = i.uv + inc; float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_SCALE); float2 uv3 = i.uv - inc2; float2 uv4 = i.uv + inc2; #endif #else #define VERTEX_CROSS_UV_DATA float2 uvN : TEXCOORD1; float2 uvW: TEXCOORD2; float2 uvE: TEXCOORD3; float2 uvS: TEXCOORD4; #if defined(BLUR_HORIZ) #define VERTEX_OUTPUT_GAUSSIAN_UV(o) float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_SCALE, 0); o.uv1 = o.uv - inc; o.uv2 = o.uv + inc; float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_SCALE, 0); o.uv3 = o.uv - inc2; o.uv4 = o.uv + inc2; #else #define VERTEX_OUTPUT_GAUSSIAN_UV(o) float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_SCALE); o.uv1 = o.uv - inc; o.uv2 = o.uv + inc; float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_SCALE); o.uv3 = o.uv - inc2; o.uv4 = o.uv + inc2; #endif #define FRAG_SETUP_GAUSSIAN_UV(i) float2 uv1 = i.uv1; float2 uv2 = i.uv2; float2 uv3 = i.uv3; float2 uv4 = i.uv4; #endif struct AttributesSimple { float4 positionOS : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsCross { float4 positionCS : SV_POSITION; float2 uv: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID VERTEX_CROSS_UV_DATA UNITY_VERTEX_OUTPUT_STEREO }; VaryingsCross VertBlur(AttributesSimple v) { VaryingsCross o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.positionCS = v.positionOS; o.positionCS.y *= _ProjectionParams.x; o.uv = v.uv; VERTEX_OUTPUT_GAUSSIAN_UV(o) return o; } inline float getLuma(float4 rgb) { const float3 lum = float3(0.299, 0.587, 0.114); return dot(rgb.xyz, lum); } inline void ApplyDither(inout float4 pixel, float2 uv) { // screen space dithering //const float3 magic = float3( 0.06711056, 0.00583715, 52.9829189 ); //float jitter = frac( magic.z * frac( dot( uv * _MainTex_TexelSize.zw, magic.xy ) ) ); //pixel = max(0, pixel - jitter * DITHER_STRENGTH); // blue noise based dithering float2 noiseUV = uv * _MainTex_TexelSize.zw * _BlueNoise_TexelSize.xy; jitter = SAMPLE_TEXTURE2D(_BlueNoise, sampler_PointRepeat, noiseUV).r; pixel = max(0, pixel - jitter * DITHER_STRENGTH); } #if EDGE_PRESERVE_UPSCALING inline float GetDownsampledLinearEyeDepth(float2 uv) { float rawDepth = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv).r; float sceneLinearDepth = LinearEyeDepth(rawDepth, _ZBufferParams); #if defined(ORTHO_SUPPORT) #if UNITY_REVERSED_Z rawDepth = 1.0 - rawDepth; #endif float orthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth); sceneLinearDepth = lerp(sceneLinearDepth, orthoDepth, unity_OrthoParams.w); #endif return sceneLinearDepth; } #else #define GetDownsampledLinearEyeDepth(uv) GetLinearEyeDepth(uv) #endif float4 FragBlur (VaryingsCross i): SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); i.uv = UnityStereoTransformScreenSpaceTex(i.uv); FRAG_SETUP_GAUSSIAN_UV(i) float4 pixel0 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv); float4 pixel1 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv1); float4 pixel2 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv2); float4 pixel3 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv3); float4 pixel4 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv4); float w0 = 0.2270270270; float4 wn = float4(0.3162162162.xx, 0.0702702703.xx); #if EDGE_PRESERVE_UPSCALING || EDGE_PRESERVE float depthFull = GetDownsampledLinearEyeDepth(i.uv); float4 depths; depths.x = GetDownsampledLinearEyeDepth(uv1); depths.y = GetDownsampledLinearEyeDepth(uv2); depths.z = GetDownsampledLinearEyeDepth(uv3); depths.w = GetDownsampledLinearEyeDepth(uv4); float4 depthDiffs = 1.0 + abs(depths - depthFull) * EDGE_THRESHOLD; wn *= saturate(1.0 / depthDiffs); float w = w0 + dot(wn, 1.0); float4 pixel = pixel0 * w0 + pixel1 * wn.x + pixel2 * wn.y + pixel3 * wn.z + pixel4 * wn.w; pixel /= w; #else float4 pixel = pixel0 * w0 + pixel1 * wn.x + pixel2 * wn.y + pixel3 * wn.z + pixel4 * wn.w; #endif #if defined(FINAL_BLEND) pixel.rgb *= BRIGHTNESS; #endif #if DITHER ApplyDither(pixel, i.uv); #endif return pixel; } struct VaryingsSimple { float4 positionCS : SV_POSITION; float2 uv: TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VaryingsSimple VertSimple(AttributesSimple v) { VaryingsSimple o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.positionCS = v.positionOS; o.positionCS.y *= _ProjectionParams.x; o.uv = v.uv; return o; } float4 FragSeparatedBlend (VaryingsSimple i): SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float depthFull = GetRawDepth(i.uv); const float threshold = 0.0005; const float t = 0.5; float2 uv00 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(-t, -t)); float2 uv10 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(t, -t)); float2 uv01 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(-t, t)); float2 uv11 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(t, t)); float4 depths; depths.x = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv00).r; depths.y = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv10).r; depths.z = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv01).r; depths.w = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv11).r; float4 diffs = abs(depthFull.xxxx - depths); float2 minUV = UnityStereoTransformScreenSpaceTex(i.uv); if (any(diffs > threshold)) { // Check 10 vs 00 float minDiff = lerp(diffs.x, diffs.y, diffs.y < diffs.x); minUV = lerp(uv00, uv10, diffs.y < diffs.x); // Check against 01 minUV = lerp(minUV, uv01, diffs.z < minDiff); minDiff = lerp(minDiff, diffs.z, diffs.z < minDiff); // Check against 11 minUV = lerp(minUV, uv11, diffs.w < minDiff); } float4 pixel = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, minUV); pixel.rgb *= BRIGHTNESS; #if DITHER ApplyDither(pixel, i.uv); #endif return pixel; } float4 FragOnlyDepth (VaryingsSimple i): SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return GetRawDepth(i.uv); } #endif // VOLUMETRIC_LIGHTS_BLUR