320 lines
9.8 KiB
HLSL
320 lines
9.8 KiB
HLSL
#ifndef __MOTION_BLUR__
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#define __MOTION_BLUR__
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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TEXTURE2D_X(_MainTex);
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TEXTURE2D_X(_MotionVectorTexture);
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TEXTURE2D_X(_CameraDepthTexture);
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#if UNITY_VERSION <= 202310
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SAMPLER(sampler_LinearClamp);
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SAMPLER(sampler_PointClamp);
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#endif
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float4 _MainTex_TexelSize;
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float4 _MotionVectorTexture_TexelSize;
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// Packed velocity texture (2/10/10/10)
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TEXTURE2D_X(_VelocityTex);
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float2 _VelocityTex_TexelSize;
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// NeighborMax texture
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TEXTURE2D_X(_NeighborMaxTex);
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float2 _NeighborMaxTex_TexelSize;
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// Velocity scale factor
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float _VelocityScale;
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// TileMax filter parameters
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int _TileMaxLoop;
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float2 _TileMaxOffs;
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// Maximum blur radius (in pixels)
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half _MaxBlurRadius;
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float _RcpMaxBlurRadius;
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// Filter parameters/coefficients
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half _LoopCount;
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struct AttributesDefault
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct VaryingsDefault
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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VaryingsDefault VertDefault(AttributesDefault input)
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{
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VaryingsDefault output;
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output.positionHCS = TransformObjectToHClip(input.vertex.xyz);
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output.uv = input.texcoord;
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return output;
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}
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struct VaryingsMultitex
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{
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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};
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VaryingsMultitex VertMultitex(AttributesDefault v)
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{
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VaryingsMultitex o;
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o.pos = TransformObjectToHClip(v.vertex.xyz);
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o.uv0 = v.texcoord.xy;
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o.uv1 = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0.0)
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o.uv1.y = 1.0 - v.texcoord.y;
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#endif
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return o;
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}
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// -----------------------------------------------------------------------------
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// helper functions
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#define UNITY_PI_2 (UNITY_PI * 2.0)
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inline half2 MaxV(half2 v1, half2 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; }
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// Interleaved gradient function from Jimenez 2014 http://goo.gl/eomGso
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float GradientNoise(float2 uv)
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{
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uv = floor(uv * _ScreenParams.xy);
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float f = dot(float2(0.06711056, 0.00583715), uv);
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return frac(52.9829189 * frac(f));
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}
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// Z buffer depth to linear 0-1 depth
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// Handles orthographic projection correctly
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float LinearizeDepth(float z)
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{
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float isOrtho = unity_OrthoParams.w;
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float isPers = 1.0 - unity_OrthoParams.w;
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z *= _ZBufferParams.x;
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return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y);
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}
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// -----------------------------------------------------------------------------
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// Prefilter
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// Velocity texture setup
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half4 FragVelocitySetup(VaryingsDefault i) : SV_Target
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{
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// Sample the motion vector.
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float2 v = SAMPLE_TEXTURE2D_X(_MotionVectorTexture, sampler_LinearClamp, i.uv).xy;
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// Apply the exposure time and convert to the pixel space.
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v *= (_VelocityScale * 0.5) * _MotionVectorTexture_TexelSize.zw;
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// Clamp the vector with the maximum blur radius.
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v /= max(1.0, length(v) * _RcpMaxBlurRadius);
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// Sample the depth of the pixel.
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half d = LinearizeDepth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, i.uv).r);
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// Pack into 10/10/10/2 format.
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return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0);
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}
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// TileMax filter (2 pixel width with normalization)
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half4 FragTileMax1(VaryingsDefault i) : SV_Target
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{
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float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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half2 v1 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.xy).rg;
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half2 v2 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.zy).rg;
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half2 v3 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.xw).rg;
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half2 v4 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.zw).rg;
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v1 = (v1 * 2.0 - 1.0) * _MaxBlurRadius;
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v2 = (v2 * 2.0 - 1.0) * _MaxBlurRadius;
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v3 = (v3 * 2.0 - 1.0) * _MaxBlurRadius;
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v4 = (v4 * 2.0 - 1.0) * _MaxBlurRadius;
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return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// TileMax filter (2 pixel width)
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half4 FragTileMax2(VaryingsDefault i) : SV_Target
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{
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float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
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half2 v1 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.xy).rg;
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half2 v2 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.zy).rg;
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half2 v3 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.xw).rg;
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half2 v4 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.zw).rg;
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return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
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}
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// TileMax filter (variable width)
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half4 FragTileMaxV(VaryingsDefault i) : SV_Target
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{
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float2 uv0 = i.uv + _MainTex_TexelSize.xy * _TileMaxOffs.xy;
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float2 du = float2(_MainTex_TexelSize.x, 0.0);
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float2 dv = float2(0, _MainTex_TexelSize.y);
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half2 vo = 0;
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UNITY_LOOP
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for (int ix = 0; ix < _TileMaxLoop; ix++)
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{
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UNITY_LOOP
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for (int iy = 0; iy < _TileMaxLoop; iy++)
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{
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float2 uv = uv0 + du * ix + dv * iy;
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vo = MaxV(vo, SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv).rg);
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}
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}
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return half4(vo, 0.0, 0.0);
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}
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// NeighborMax filter
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half4 FragNeighborMax(VaryingsDefault i) : SV_Target
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{
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const half cw = 1.01; // Center weight tweak
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float4 d = _MainTex_TexelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
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half2 v1 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv - d.xy).rg;
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half2 v2 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv - d.wy).rg;
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half2 v3 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv - d.zy).rg;
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half2 v4 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv - d.xw).rg;
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half2 v5 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv).rg * cw;
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half2 v6 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.xw).rg;
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half2 v7 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.zy).rg;
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half2 v8 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.wy).rg;
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half2 v9 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv + d.xy).rg;
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half2 va = MaxV(v1, MaxV(v2, v3));
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half2 vb = MaxV(v4, MaxV(v5, v6));
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half2 vc = MaxV(v7, MaxV(v8, v9));
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return half4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
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}
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// -----------------------------------------------------------------------------
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// Reconstruction
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// Returns true or false with a given interval.
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bool Interval(half phase, half interval)
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{
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return frac(phase / interval) > 0.499;
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}
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// Jitter function for tile lookup
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float2 JitterTile(float2 uv)
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{
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float rx, ry;
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sincos(GradientNoise(uv + float2(2.0, 0.0)) * PI * 2.0, ry, rx);
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return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25;
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}
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// Velocity sampling function
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half3 SampleVelocity(float2 uv)
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{
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half3 v = SAMPLE_TEXTURE2D_X_LOD(_VelocityTex, sampler_LinearClamp, uv, 0).xyz;
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return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z);
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}
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// Reconstruction filter
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half4 FragReconstruction(VaryingsMultitex i) : SV_Target
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{
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// Color sample at the center point
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const half4 c_p = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv0);
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// Velocity/Depth sample at the center point
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const half3 vd_p = SampleVelocity(i.uv1);
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const half l_v_p = max(length(vd_p.xy), 0.5);
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const half rcp_d_p = 1.0 / vd_p.z;
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// NeighborMax vector sample at the center point
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const half2 v_max = SAMPLE_TEXTURE2D_X(_NeighborMaxTex, sampler_LinearClamp, i.uv1 + JitterTile(i.uv1)).xy;
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const half l_v_max = length(v_max);
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const half rcp_l_v_max = 1.0 / l_v_max;
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// Escape early if the NeighborMax vector is small enough.
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if (l_v_max < 2.0) return c_p;
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// Use V_p as a secondary sampling direction except when it's too small
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// compared to V_max. This vector is rescaled to be the length of V_max.
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const half2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
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// Determine the sample count.
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const half sc = floor(min(_LoopCount, l_v_max * 0.5));
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// Loop variables (starts from the outermost sample)
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const half dt = 1.0 / sc;
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const half t_offs = (GradientNoise(i.uv0) - 0.5) * dt;
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half t = 1.0 - dt * 0.5;
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half count = 0.0;
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// Background velocity
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// This is used for tracking the maximum velocity in the background layer.
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half l_v_bg = max(l_v_p, 1.0);
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// Color accumlation
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half4 acc = 0.0;
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UNITY_LOOP while (t > dt * 0.25)
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{
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// Sampling direction (switched per every two samples)
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const half2 v_s = Interval(count, 4.0) ? v_alt : v_max;
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// Sample position (inverted per every sample)
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const half t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
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// Distance to the sample position
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const half l_t = l_v_max * abs(t_s);
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// UVs for the sample position
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const float2 uv0 = i.uv0 + v_s * t_s * _MainTex_TexelSize.xy;
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const float2 uv1 = i.uv1 + v_s * t_s * _VelocityTex_TexelSize.xy;
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// Color sample
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const half3 c = SAMPLE_TEXTURE2D_X_LOD(_MainTex, sampler_LinearClamp, uv0, 0).rgb;
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// Velocity/Depth sample
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const half3 vd = SampleVelocity(uv1);
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// Background/Foreground separation
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const half fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
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// Length of the velocity vector
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const half l_v = lerp(l_v_bg, length(vd.xy), fg);
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// Sample weight
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// (Distance test) * (Spreading out by motion) * (Triangular window)
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const half w = saturate(l_v - l_t) / l_v * (1.2 - t);
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// Color accumulation
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acc += half4(c, 1.0) * w;
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// Update the background velocity.
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l_v_bg = max(l_v_bg, l_v);
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// Advance to the next sample.
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t = Interval(count, 2.0) ? t - dt : t;
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count += 1.0;
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}
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// Add the center sample.
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acc += half4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
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return half4(acc.rgb / acc.a, c_p.a);
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}
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#endif // __MOTION_BLUR__
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