154 lines
5.4 KiB
HLSL

#ifndef SSR_SOLVE
#define SSR_SOLVE
// Copyright 2021 Kronnect - All Rights Reserved.
TEXTURE2D_X(_MainTex);
float4 _MainTex_TexelSize;
TEXTURE2D_X(_RayCastRT);
float4 _RayCastRT_TexelSize;
TEXTURE2D_X(_ReflectionsOpaqueRT);
float4 _MaterialData;
#define FRESNEL _MaterialData.y
#define FUZZYNESS _MaterialData.z
float4 _SSRSettings2;
#define REFLECTIONS_MULTIPLIER _SSRSettings2.z
float4 _SSRSettings7;
#define VIGNETTE_RADIAL _SSRSettings7.w
float4 _SSRSettings4;
#define REFLECTIONS_MIN_INTENSITY _SSRSettings4.y
#define REFLECTIONS_MAX_INTENSITY _SSRSettings4.z
float4 _SSRSettings5;
#define SKYBOX_INTENSITY _SSRSettings5.z
#define OPAQUE_REFLECTIONS_BLENDING _SSRSettings5.w
samplerCUBE _SkyboxCubemap;
float3 _CameraViewDir;
#define CAMERA_VIEW_DIR _CameraViewDir
float4 _SSRBlurStrength;
#define VIGNETTE_SIZE _SSRBlurStrength.z
#define VIGNETTE_POWER _SSRBlurStrength.w
struct AttributesFS {
float4 positionHCS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSSR {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSSR VertSSR(AttributesFS input) {
VaryingsSSR output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = float4(input.positionHCS.xyz, 1.0);
#if UNITY_UV_STARTS_AT_TOP
output.positionCS.y *= -1;
#endif
output.uv = input.uv;
return output;
}
half4 FragResolve (VaryingsSSR i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
i.uv = SSRStereoTransformScreenSpaceTex(i.uv);
half4 reflData = SAMPLE_TEXTURE2D_X(_RayCastRT, sampler_PointClamp, i.uv);
if (reflData.w == 0) return 0;
// anti-fireflies / despeckle
float2 texelSize = _RayCastRT_TexelSize.xy;
half4 reflData1 = SAMPLE_TEXTURE2D_X(_RayCastRT, sampler_PointClamp, i.uv + texelSize.xy);
half4 reflData2 = SAMPLE_TEXTURE2D_X(_RayCastRT, sampler_PointClamp, i.uv - texelSize.xy);
half4 reflData3 = SAMPLE_TEXTURE2D_X(_RayCastRT, sampler_PointClamp, i.uv + float2(texelSize.x, -texelSize.y));
half4 reflData4 = SAMPLE_TEXTURE2D_X(_RayCastRT, sampler_PointClamp, i.uv - float2(texelSize.x, -texelSize.y));
half w0 = 1.0 / (reflData.w + 1.0);
half w1 = 1.0 / (reflData1.w + 1.0);
half w2 = 1.0 / (reflData2.w + 1.0);
half w3 = 1.0 / (reflData3.w + 1.0);
half w4 = 1.0 / (reflData4.w + 1.0);
half dd = 1.0 / (w0 + w1 + w2 + w3 + w4);
reflData.w = (reflData.w * w0 + reflData1.w * w1 + reflData2.w * w2 + reflData3.w * w3 + reflData4.w * w4) * dd;
half4 reflection;
#if SSR_SKYBOX
if (reflData.w < 0) {
half smoothness = -reflData.w;
#if SSR_METALLIC_WORKFLOW
float reflectivity = length(reflData.xyz);
if (reflectivity <= 0) return 0;
float3 reflDir = reflData.xyz / reflectivity;
float reflectionIntensity = reflectivity * SKYBOX_INTENSITY;
#else
float3 reflDir = reflData.xyz;
float reflectionIntensity = smoothness * SKYBOX_INTENSITY;
#endif
reflection = texCUBE(_SkyboxCubemap, reflDir);
float fresnel = 1.0 - FRESNEL * (1.0 - abs(dot(reflDir, CAMERA_VIEW_DIR)));
float reflectionAmount = reflectionIntensity * fresnel;
float blurAmount = (1 - smoothness) * 5.0;
reflData.xy = float2(0.5, 0.5);
reflData.z = blurAmount + 0.001;
reflData.w = reflectionAmount;
} else
#endif
reflection = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, reflData.xy);
reflection.rgb = min(reflection.rgb, 8.0); // stop NAN pixels
#if SSR_METALLIC_WORKFLOW
half reflectionIntensity = reflData.a * REFLECTIONS_MULTIPLIER;
#else
half reflectionIntensity = clamp(reflData.a * REFLECTIONS_MULTIPLIER, REFLECTIONS_MIN_INTENSITY, REFLECTIONS_MAX_INTENSITY);
#endif
reflection.rgb *= reflectionIntensity;
reflection.rgb = min(reflection.rgb, 1.2); // clamp max brightness
// conserve energy
half4 pixel = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv);
reflection.rgb -= min(0.5, pixel.rgb * reflectionIntensity);
// keep blur factor in alpha channel
reflection.a = reflData.z;
// vignette attenuation
half2 reflDst = (reflData.xy - 0.5) * 2.0;
half vd;
if (VIGNETTE_RADIAL > 0.5) {
vd = dot2(reflDst);
} else {
half2 edgeDist = reflDst * reflDst;
vd = max(edgeDist.x, edgeDist.y);
}
half vignette = saturate(VIGNETTE_SIZE - vd);
reflection *= vignette;
#if SSR_BLEND_REFLECTIONS
half4 reflOpaque = SAMPLE_TEXTURE2D_X(_ReflectionsOpaqueRT, sampler_LinearClamp, i.uv);
half lumaReflection = Luminance(reflection.rgb);
reflection = lerp(reflOpaque, reflection, saturate(lumaReflection * OPAQUE_REFLECTIONS_BLENDING));
#endif
return reflection;
}
#endif // SSR_SOLVE