1
2 /*
3 DX11 Depth Of Field
4 pretty much just does bokeh texture splatting
5
6 basic algorithm:
7
8 * find bright spots
9 * verify high frequency (otherwise dont care)
10 * if possitive, replace with black pixel and add to append buffer
11 * box blur buffer (thus smearing black pixels)
12 * blend bokeh texture sprites via append buffer on top of box blurred buffer
13 * composite with frame buffer
14 */
15
16 Shader "Hidden/Dof/DX11Dof"
17 {
18 Properties
19 {
20 _MainTex ("", 2D) = "white" {}
21 _BlurredColor ("", 2D) = "white" {}
22 _FgCocMask ("", 2D) = "white" {}
23 }
24
25 CGINCLUDE
26
27 #define BOKEH_ZERO_VEC (float4(0,0,0,0))
28 #define BOKEH_ONE_VEC (float4(1,1,1,1))
29
30 float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth
31 float4 _MainTex_TexelSize;
32 float3 _Screen;
33 float _SpawnHeuristic;
34
35 sampler2D_float _CameraDepthTexture;
36 sampler2D _BlurredColor;
37 sampler2D _MainTex;
38 sampler2D _FgCocMask;
39
40 struct appendStruct {
41 float3 pos;
42 float4 color;
43 };
44
45 struct gs_out {
46 float4 pos : SV_POSITION;
47 float3 uv : TEXCOORD0;
48 float4 color : TEXCOORD1;
49 float4 misc : TEXCOORD2;
50 };
51
52 // TODO: activate border clamp tex sampler state instead?
53 inline float4 clampBorderColor(float2 uv)
54 {
55 #if 1
56 if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC;
57 if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC;
58 #endif
59 return BOKEH_ONE_VEC;
60 }
61
62 struct vs_out {
63 float4 pos : SV_POSITION;
64 float2 uv : TEXCOORD0;
65 float4 color : TEXCOORD1;
66 float cocOverlap : TEXCOORD2;
67 };
68
69 StructuredBuffer<appendStruct> pointBuffer;
70
71 vs_out vertApply (uint id : SV_VertexID)
72 {
73 vs_out o;
74 float2 pos = pointBuffer[id].pos.xy ;
75 o.pos = float4(pos * 2.0 - 1.0, 0, 1);
76 o.color = pointBuffer[id].color;
77 #if UNITY_UV_STARTS_AT_TOP
78 o.pos.y *= -1;
79 #endif
80 o.cocOverlap = pointBuffer[id].pos.z;
81
82 return o;
83 }
84
85 [maxvertexcount(4)]
86 void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
87 {
88 // NEW ENERGY CONSERVATION:
89
90 float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx;
91 float4 offs = 0;
92 offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5));
93
94 float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));;
95 float2 f2 = offs.xy / rs;
96
97 float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y);
98 offs.xy *= _Screen.xy;
99
100 gs_out output;
101
102 output.pos = input[0].pos + offs*float4(-1,1,0,0);
103 output.misc = float4(f2,0,0);
104 output.uv = float3(0, 1, input[0].cocOverlap);
105 output.color = input[0].color * energyAdjustment;
106 outStream.Append (output);
107
108 output.pos = input[0].pos + offs*float4(1,1,0,0);
109 output.misc = float4(f2,0,0);
110 output.uv = float3(1, 1, input[0].cocOverlap);
111 output.color = input[0].color * energyAdjustment;
112 outStream.Append (output);
113
114 output.pos = input[0].pos + offs*float4(-1,-1,0,0);
115 output.misc = float4(f2,0,0);
116 output.uv = float3(0, 0, input[0].cocOverlap);
117 output.color = input[0].color * energyAdjustment;
118 outStream.Append (output);
119
120 output.pos = input[0].pos + offs*float4(1,-1,0,0);
121 output.misc = float4(f2,0,0);
122 output.uv = float3(1, 0, input[0].cocOverlap);
123 output.color = input[0].color * energyAdjustment;
124 outStream.Append (output);
125
126 outStream.RestartStrip();
127 }
128
129 ENDCG
130
131 SubShader
132 {
133
134 // pass 0: append buffer "collect"
135
136 Pass
137 {
138 ZWrite Off ZTest Always Cull Off
139
140 CGPROGRAM
141
142 #pragma vertex vert
143 #pragma fragment frag
144 #pragma target 5.0
145
146 #include "UnityCG.cginc"
147
148 struct appdata {
149 float4 vertex : POSITION;
150 float2 texcoord : TEXCOORD0;
151 };
152
153 struct v2f {
154 float4 pos : SV_POSITION;
155 float2 uv_flip : TEXCOORD0;
156 float2 uv : TEXCOORD1;
157 };
158
159 v2f vert (appdata v)
160 {
161 v2f o;
162 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
163 o.uv = v.texcoord;
164 o.uv_flip = v.texcoord;
165 #if UNITY_UV_STARTS_AT_TOP
166 if(_MainTex_TexelSize.y<0)
167 o.uv_flip.y = 1.0-o.uv_flip.y;
168 if(_MainTex_TexelSize.y<0)
169 o.pos.y *= -1.0;
170 #endif
171 return o;
172 }
173
174 AppendStructuredBuffer<appendStruct> pointBufferOutput : register(u1);
175
176 float4 frag (v2f i) : SV_Target
177 {
178 float4 c = tex2D (_MainTex, i.uv_flip);
179 float lumc = Luminance (c.rgb);
180
181 float4 cblurred = tex2D (_BlurredColor, i.uv);
182 float lumblurred = Luminance (cblurred.rgb);
183
184 float fgCoc = tex2D(_FgCocMask, i.uv).a;
185
186 [branch]
187 if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic)
188 {
189 appendStruct append;
190 append.pos = float3(i.uv, fgCoc);
191 append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a);
192 pointBufferOutput.Append (append);
193 return float4(c.rgb * saturate(1-c.a*4), c.a);
194 }
195
196 return c;
197 }
198 ENDCG
199 }
200
201 // pass 1: bokeh splatting (low resolution)
202
203 Pass {
204
205 ZWrite Off ZTest Always Cull Off
206 Blend One One, One One
207 ColorMask RGBA
208
209 CGPROGRAM
210
211 #pragma target 5.0
212 #pragma vertex vertApply
213 #pragma geometry geom
214 #pragma fragment frag
215
216 #include "UnityCG.cginc"
217
218 fixed4 frag (gs_out i) : SV_Target
219 {
220 float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
221 return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
222 }
223
224 ENDCG
225 }
226
227 // pass 2: bokeh splatting (high resolution)
228
229 Pass {
230
231 ZWrite Off ZTest Always Cull Off
232 BlendOp Add, Add
233 Blend DstAlpha One, Zero One
234 ColorMask RGBA
235
236 CGPROGRAM
237
238 #pragma target 5.0
239 #pragma vertex vertApply
240 #pragma geometry geom
241 #pragma fragment frag
242
243 #include "UnityCG.cginc"
244
245 fixed4 frag (gs_out i) : SV_Target
246 {
247 float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
248 return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
249 }
250
251 ENDCG
252 }
253
254 }
255
256 Fallback Off
257 }