1 Shader "Hidden/Dof/DepthOfFieldHdr" {
2 Properties {
3 _MainTex ("-", 2D) = "black" {}
4 _FgOverlap ("-", 2D) = "black" {}
5 _LowRez ("-", 2D) = "black" {}
6 }
7
8 CGINCLUDE
9
10 #include "UnityCG.cginc"
11
12 struct v2f {
13 float4 pos : SV_POSITION;
14 float2 uv : TEXCOORD0;
15 float2 uv1 : TEXCOORD1;
16 };
17
18 struct v2fRadius {
19 float4 pos : SV_POSITION;
20 float2 uv : TEXCOORD0;
21 float4 uv1[4] : TEXCOORD1;
22 };
23
24 struct v2fBlur {
25 float4 pos : SV_POSITION;
26 float2 uv : TEXCOORD0;
27 float4 uv01 : TEXCOORD1;
28 float4 uv23 : TEXCOORD2;
29 float4 uv45 : TEXCOORD3;
30 float4 uv67 : TEXCOORD4;
31 float4 uv89 : TEXCOORD5;
32 };
33
34 uniform sampler2D _MainTex;
35 uniform sampler2D_float _CameraDepthTexture;
36 uniform sampler2D _FgOverlap;
37 uniform sampler2D _LowRez;
38 uniform float4 _CurveParams;
39 uniform float4 _MainTex_TexelSize;
40 uniform float4 _Offsets;
41
42 v2f vert( appdata_img v )
43 {
44 v2f o;
45 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
46 o.uv1.xy = v.texcoord.xy;
47 o.uv.xy = v.texcoord.xy;
48
49 #if UNITY_UV_STARTS_AT_TOP
50 if (_MainTex_TexelSize.y < 0)
51 o.uv.y = 1-o.uv.y;
52 #endif
53
54 return o;
55 }
56
57 v2f vertFlip( appdata_img v )
58 {
59 v2f o;
60 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
61 o.uv1.xy = v.texcoord.xy;
62 o.uv.xy = v.texcoord.xy;
63
64 #if UNITY_UV_STARTS_AT_TOP
65 if (_MainTex_TexelSize.y < 0)
66 o.uv.y = 1-o.uv.y;
67 if (_MainTex_TexelSize.y < 0)
68 o.uv1.y = 1-o.uv1.y;
69 #endif
70
71 return o;
72 }
73
74 v2fBlur vertBlurPlusMinus (appdata_img v)
75 {
76 v2fBlur o;
77 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
78 o.uv.xy = v.texcoord.xy;
79 o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0;
80 o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0;
81 o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0;
82 o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0;
83 o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0;
84 return o;
85 }
86
87 #define SCATTER_OVERLAP_SMOOTH (-0.265)
88
89 inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample)
90 {
91 return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance);
92 }
93
94 inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample)
95 {
96 return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); }
97
98 static const int SmallDiscKernelSamples = 12;
99 static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
100 {
101 float2(-0.326212,-0.40581),
102 float2(-0.840144,-0.07358),
103 float2(-0.695914,0.457137),
104 float2(-0.203345,0.620716),
105 float2(0.96234,-0.194983),
106 float2(0.473434,-0.480026),
107 float2(0.519456,0.767022),
108 float2(0.185461,-0.893124),
109 float2(0.507431,0.064425),
110 float2(0.89642,0.412458),
111 float2(-0.32194,-0.932615),
112 float2(-0.791559,-0.59771)
113 };
114
115 static const int NumDiscSamples = 28;
116 static const float3 DiscKernel[NumDiscSamples] =
117 {
118 float3(0.62463,0.54337,0.82790),
119 float3(-0.13414,-0.94488,0.95435),
120 float3(0.38772,-0.43475,0.58253),
121 float3(0.12126,-0.19282,0.22778),
122 float3(-0.20388,0.11133,0.23230),
123 float3(0.83114,-0.29218,0.88100),
124 float3(0.10759,-0.57839,0.58831),
125 float3(0.28285,0.79036,0.83945),
126 float3(-0.36622,0.39516,0.53876),
127 float3(0.75591,0.21916,0.78704),
128 float3(-0.52610,0.02386,0.52664),
129 float3(-0.88216,-0.24471,0.91547),
130 float3(-0.48888,-0.29330,0.57011),
131 float3(0.44014,-0.08558,0.44838),
132 float3(0.21179,0.51373,0.55567),
133 float3(0.05483,0.95701,0.95858),
134 float3(-0.59001,-0.70509,0.91938),
135 float3(-0.80065,0.24631,0.83768),
136 float3(-0.19424,-0.18402,0.26757),
137 float3(-0.43667,0.76751,0.88304),
138 float3(0.21666,0.11602,0.24577),
139 float3(0.15696,-0.85600,0.87027),
140 float3(-0.75821,0.58363,0.95682),
141 float3(0.99284,-0.02904,0.99327),
142 float3(-0.22234,-0.57907,0.62029),
143 float3(0.55052,-0.66984,0.86704),
144 float3(0.46431,0.28115,0.54280),
145 float3(-0.07214,0.60554,0.60982),
146 };
147
148 float4 fragBlurInsaneMQ (v2f i) : SV_Target
149 {
150 float4 centerTap = tex2D(_MainTex, i.uv1.xy);
151 float4 sum = centerTap;
152 float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
153
154 float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
155 sum *= sampleCount;
156
157 float weights = 0;
158
159 for(int l=0; l < NumDiscSamples; l++)
160 {
161 float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
162 float4 sample0 = tex2D(_MainTex, sampleUV.xy);
163
164 if( sample0.a > 0.0 )
165 {
166 weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
167 sum += sample0 * weights;
168 sampleCount += weights;
169 }
170 }
171
172 float4 returnValue = sum / sampleCount;
173 returnValue.a = centerTap.a;
174
175 return returnValue;
176 }
177
178 float4 fragBlurInsaneHQ (v2f i) : SV_Target
179 {
180 float4 centerTap = tex2D(_MainTex, i.uv1.xy);
181 float4 sum = centerTap;
182 float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w;
183
184 float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec
185 sum *= sampleCount;
186
187 float2 weights = 0;
188
189 for(int l=0; l < NumDiscSamples; l++)
190 {
191 float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz);
192
193 float4 sample0 = tex2D(_MainTex, sampleUV.xy);
194 float4 sample1 = tex2D(_MainTex, sampleUV.zw);
195
196 if( (sample0.a + sample1.a) > 0.0 )
197 {
198 weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap);
199 sum += sample0 * weights.x + sample1 * weights.y;
200 sampleCount += dot(weights, 1);
201 }
202 }
203
204 float4 returnValue = sum / sampleCount;
205 returnValue.a = centerTap.a;
206
207 return returnValue;
208 }
209
210 inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high)
211 {
212 float blend = smoothstep(0.65,0.85, coc);
213 return lerp(low, high, blend);
214 }
215
216 inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high)
217 {
218 float blend = smoothstep(0.4,0.6, coc);
219 return lerp(low, high, blend);
220 }
221
222 float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target
223 {
224 float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
225 float4 centerTap = tex2D(_MainTex, i.uv1.xy);
226
227 float4 smallBlur = centerTap;
228 float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
229
230 float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
231 smallBlur *= sampleCount;
232
233 for(int l=0; l < NumDiscSamples; l++)
234 {
235 float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy;
236
237 float4 sample0 = tex2D(_MainTex, sampleUV);
238 float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap);
239 smallBlur += sample0 * weight0; sampleCount += weight0;
240 }
241
242 smallBlur /= (sampleCount+1e-5f);
243 smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur);
244
245 return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
246 }
247
248 float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target
249 {
250 float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
251 float4 centerTap = tex2D(_MainTex, i.uv1.xy);
252
253 float4 smallBlur = centerTap;
254 float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ;
255
256 float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec
257 smallBlur *= sampleCount;
258
259 for(int l=0; l < SmallDiscKernelSamples; l++)
260 {
261 float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1;
262
263 float4 sample0 = tex2D(_MainTex, sampleUV);
264 float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap);
265 smallBlur += sample0 * weight0; sampleCount += weight0;
266 }
267
268 smallBlur /= (sampleCount+1e-5f);
269
270 smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur);
271
272 return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a);
273 }
274
275 float4 fragBlurUpsampleCheap (v2f i) : SV_Target
276 {
277 float4 centerTap = tex2D(_MainTex, i.uv1.xy);
278 float4 bigBlur = tex2D(_LowRez, i.uv1.xy);
279
280 float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a;
281 float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 ));
282
283 return float4(smallBlur.rgb, centerTap.a);
284 }
285
286 float4 fragBlurBox (v2f i) : SV_Target
287 {
288 const int TAPS = 12;
289
290 float4 centerTap = tex2D(_MainTex, i.uv1.xy);
291
292 // TODO: important ? breaks when HR blur is being used
293 //centerTap.a = max(centerTap.a, 0.1f);
294
295 float sampleCount = centerTap.a;
296 float4 sum = centerTap * sampleCount;
297
298 float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0));
299 float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1);
300
301 for(int l=1; l<TAPS; l++)
302 {
303 float4 sampleUV = i.uv1.xyxy + steps * (float)l;
304
305 float4 sample0 = tex2D(_MainTex, sampleUV.xy);
306 float4 sample1 = tex2D(_MainTex, sampleUV.zw);
307
308 float2 maxLen01 = float2(sample0.a, sample1.a);
309 float2 r = lenStep.xx * (float)l;
310
311 float2 weight01 = smoothstep(float2(-0.4,-0.4),float2(0.0,0.0), maxLen01-r);
312 sum += sample0 * weight01.x + sample1 * weight01.y;
313
314 sampleCount += dot(weight01,1);
315 }
316
317 float4 returnValue = sum / (1e-5f + sampleCount);
318
319 //returnValue.a = centerTap.a;
320 //return centerTap.a;
321
322 return returnValue;
323 }
324
325
326 float4 fragVisualize (v2f i) : SV_Target
327 {
328 float4 returnValue = tex2D(_MainTex, i.uv1.xy);
329 returnValue.rgb = lerp(float3(0.0,0.0,0.0), float3(1.0,1.0,1.0), saturate(returnValue.a/_CurveParams.x));
330 return returnValue;
331 }
332
333
334 float4 fragBoxDownsample (v2f i) : SV_Target
335 {
336 //float4 returnValue = tex2D(_MainTex, i.uv1.xy);
337 float4 returnValue = tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy);
338 returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy);
339 returnValue += tex2D(_MainTex, i.uv1.xy + 0.75*_MainTex_TexelSize.xy * float2(1,-1));
340 returnValue += tex2D(_MainTex, i.uv1.xy - 0.75*_MainTex_TexelSize.xy * float2(1,-1));
341
342 return returnValue/4;
343 }
344
345 float4 fragBlurAlphaWeighted (v2fBlur i) : SV_Target
346 {
347 const float ALPHA_WEIGHT = 2.0f;
348 float4 sum = float4 (0,0,0,0);
349 float w = 0;
350 float weights = 0;
351 const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
352
353 float4 sampleA = tex2D(_MainTex, i.uv.xy);
354
355 float4 sampleB = tex2D(_MainTex, i.uv01.xy);
356 float4 sampleC = tex2D(_MainTex, i.uv01.zw);
357 float4 sampleD = tex2D(_MainTex, i.uv23.xy);
358 float4 sampleE = tex2D(_MainTex, i.uv23.zw);
359 float4 sampleF = tex2D(_MainTex, i.uv45.xy);
360 float4 sampleG = tex2D(_MainTex, i.uv45.zw);
361 float4 sampleH = tex2D(_MainTex, i.uv67.xy);
362 float4 sampleI = tex2D(_MainTex, i.uv67.zw);
363 float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
364 float4 sampleK = tex2D(_MainTex, i.uv89.zw);
365
366 w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
367 w = saturate(ALPHA_WEIGHT*sampleB.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
368 w = saturate(ALPHA_WEIGHT*sampleC.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
369 w = saturate(ALPHA_WEIGHT*sampleD.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
370 w = saturate(ALPHA_WEIGHT*sampleE.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
371 w = saturate(ALPHA_WEIGHT*sampleF.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
372 w = saturate(ALPHA_WEIGHT*sampleG.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
373 w = saturate(ALPHA_WEIGHT*sampleH.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
374 w = saturate(ALPHA_WEIGHT*sampleI.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
375 w = saturate(ALPHA_WEIGHT*sampleJ.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
376 w = saturate(ALPHA_WEIGHT*sampleK.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
377
378 sum /= weights + 1e-4f;
379
380 sum.a = sampleA.a;
381 if(sampleA.a<1e-2f) sum.rgb = sampleA.rgb;
382
383 return sum;
384 }
385
386 float4 fragBlurForFgCoc (v2fBlur i) : SV_Target
387 {
388 float4 sum = float4 (0,0,0,0);
389 float w = 0;
390 float weights = 0;
391 const float G_WEIGHTS[6] = {1.0, 0.8, 0.675, 0.5, 0.2, 0.075};
392
393 float4 sampleA = tex2D(_MainTex, i.uv.xy);
394
395 float4 sampleB = tex2D(_MainTex, i.uv01.xy);
396 float4 sampleC = tex2D(_MainTex, i.uv01.zw);
397 float4 sampleD = tex2D(_MainTex, i.uv23.xy);
398 float4 sampleE = tex2D(_MainTex, i.uv23.zw);
399 float4 sampleF = tex2D(_MainTex, i.uv45.xy);
400 float4 sampleG = tex2D(_MainTex, i.uv45.zw);
401 float4 sampleH = tex2D(_MainTex, i.uv67.xy);
402 float4 sampleI = tex2D(_MainTex, i.uv67.zw);
403 float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
404 float4 sampleK = tex2D(_MainTex, i.uv89.zw);
405
406 w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
407 w = smoothstep(-0.5,0.0,sampleB.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
408 w = smoothstep(-0.5,0.0,sampleC.a-sampleA.a) * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
409 w = smoothstep(-0.5,0.0,sampleD.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
410 w = smoothstep(-0.5,0.0,sampleE.a-sampleA.a) * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
411 w = smoothstep(-0.5,0.0,sampleF.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
412 w = smoothstep(-0.5,0.0,sampleG.a-sampleA.a) * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
413 w = smoothstep(-0.5,0.0,sampleH.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
414 w = smoothstep(-0.5,0.0,sampleI.a-sampleA.a) * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
415 w = smoothstep(-0.5,0.0,sampleJ.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
416 w = smoothstep(-0.5,0.0,sampleK.a-sampleA.a) * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
417
418 sum /= weights + 1e-4f;
419
420 return sum;
421 }
422
423 float4 fragGaussBlur (v2fBlur i) : SV_Target
424 {
425 float4 sum = float4 (0,0,0,0);
426 float w = 0;
427 float weights = 0;
428 const float G_WEIGHTS[9] = {1.0, 0.8, 0.65, 0.5, 0.4, 0.2, 0.1, 0.05, 0.025};
429
430 float4 sampleA = tex2D(_MainTex, i.uv.xy);
431
432 float4 sampleB = tex2D(_MainTex, i.uv01.xy);
433 float4 sampleC = tex2D(_MainTex, i.uv01.zw);
434 float4 sampleD = tex2D(_MainTex, i.uv23.xy);
435 float4 sampleE = tex2D(_MainTex, i.uv23.zw);
436 float4 sampleF = tex2D(_MainTex, i.uv45.xy);
437 float4 sampleG = tex2D(_MainTex, i.uv45.zw);
438 float4 sampleH = tex2D(_MainTex, i.uv67.xy);
439 float4 sampleI = tex2D(_MainTex, i.uv67.zw);
440 float4 sampleJ = tex2D(_MainTex, i.uv89.xy);
441 float4 sampleK = tex2D(_MainTex, i.uv89.zw);
442
443 w = sampleA.a * G_WEIGHTS[0]; sum += sampleA * w; weights += w;
444 w = sampleB.a * G_WEIGHTS[1]; sum += sampleB * w; weights += w;
445 w = sampleC.a * G_WEIGHTS[1]; sum += sampleC * w; weights += w;
446 w = sampleD.a * G_WEIGHTS[2]; sum += sampleD * w; weights += w;
447 w = sampleE.a * G_WEIGHTS[2]; sum += sampleE * w; weights += w;
448 w = sampleF.a * G_WEIGHTS[3]; sum += sampleF * w; weights += w;
449 w = sampleG.a * G_WEIGHTS[3]; sum += sampleG * w; weights += w;
450 w = sampleH.a * G_WEIGHTS[4]; sum += sampleH * w; weights += w;
451 w = sampleI.a * G_WEIGHTS[4]; sum += sampleI * w; weights += w;
452 w = sampleJ.a * G_WEIGHTS[5]; sum += sampleJ * w; weights += w;
453 w = sampleK.a * G_WEIGHTS[5]; sum += sampleK * w; weights += w;
454
455 sum /= weights + 1e-4f;
456
457 return sum;
458 }
459
460 float4 frag4TapBlurForLRSpawn (v2f i) : SV_Target
461 {
462 float4 tap = tex2D(_MainTex, i.uv.xy);
463
464 float4 tapA = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy);
465 float4 tapB = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy);
466 float4 tapC = tex2D(_MainTex, i.uv.xy + 0.75 * _MainTex_TexelSize.xy * float2(1,-1));
467 float4 tapD = tex2D(_MainTex, i.uv.xy - 0.75 * _MainTex_TexelSize.xy * float2(1,-1));
468
469 float4 weights = saturate(10.0 * float4(tapA.a, tapB.a, tapC.a, tapD.a));
470 float sumWeights = dot(weights, 1);
471
472 float4 color = (tapA*weights.x + tapB*weights.y + tapC*weights.z + tapD*weights.w);
473
474 float4 outColor = tap;
475 if(tap.a * sumWeights * 8.0 > 1e-5f) outColor.rgb = color.rgb/sumWeights;
476
477 return outColor;
478 }
479
480 float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target
481 {
482 float4 color = tex2D (_MainTex, i.uv1.xy);
483 float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
484 d = Linear01Depth (d);
485 color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
486 color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w);
487
488 return color;
489 }
490
491 float4 fragCaptureCoc (v2f i) : SV_Target
492 {
493 float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
494 float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
495 d = Linear01Depth (d);
496 color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
497 color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
498
499 return color;
500 }
501
502 float4 AddFgCoc (v2f i) : SV_Target
503 {
504 return tex2D (_MainTex, i.uv1.xy);
505 }
506
507 float4 fragMergeCoc (v2f i) : SV_Target
508 {
509 float4 color = tex2D (_FgOverlap, i.uv1.xy); // this is the foreground overlap value
510 float fgCoc = color.a;
511
512 float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
513 d = Linear01Depth (d);
514 color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f);
515 color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
516
517 return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc));
518 }
519
520 float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target
521 {
522 float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a;
523 float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a;
524
525 return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc);
526 }
527
528 float4 fragCaptureForegroundCoc (v2f i) : SV_Target
529 {
530 float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy);
531 float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
532 d = Linear01Depth (d);
533 color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
534 color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
535
536 return color;
537 }
538
539 float4 fragCaptureForegroundCocMask (v2f i) : SV_Target
540 {
541 float4 color = float4(0,0,0,0);
542 float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
543 d = Linear01Depth (d);
544 color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f);
545 color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x);
546
547 return color.a > 0;
548 }
549
550 float4 fragBlendInHighRez (v2f i) : SV_Target
551 {
552 float4 tapHighRez = tex2D(_MainTex, i.uv.xy);
553 return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0));
554 }
555
556 float4 fragBlendInLowRezParts (v2f i) : SV_Target
557 {
558 float4 from = tex2D(_MainTex, i.uv1.xy);
559 from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f);
560 float square = from.a * from.a;
561 from.a = square * square * _CurveParams.x;
562 return from;
563 }
564
565 float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target
566 {
567 float4 c = tex2D(_MainTex, i.uv1.xy);
568 return c;
569 }
570
571 float4 fragAlphaMask(v2f i) : SV_Target
572 {
573 float4 c = tex2D(_MainTex, i.uv1.xy);
574 c.a = saturate(c.a*100.0);
575 return c;
576 }
577
578 ENDCG
579
580 Subshader
581 {
582
583 // pass 0
584
585 Pass {
586 ZTest Always Cull Off ZWrite Off
587 ColorMask A
588
589 CGPROGRAM
590
591 #pragma target 3.0
592 #pragma vertex vert
593 #pragma fragment fragCaptureCoc
594
595 ENDCG
596 }
597
598 // pass 1
599
600 Pass
601 {
602 ZTest Always Cull Off ZWrite Off
603
604 CGPROGRAM
605
606 #pragma target 3.0
607 #pragma vertex vertBlurPlusMinus
608 #pragma fragment fragGaussBlur
609
610 ENDCG
611 }
612
613 // pass 2
614
615 Pass {
616 ZTest Always Cull Off ZWrite Off
617
618 CGPROGRAM
619
620 #pragma target 3.0
621 #pragma vertex vertBlurPlusMinus
622 #pragma fragment fragBlurForFgCoc
623
624 ENDCG
625 }
626
627
628 // pass 3
629
630 Pass
631 {
632 ZTest Always Cull Off ZWrite Off
633 ColorMask A
634 BlendOp Max, Max
635 Blend One One, One One
636
637 CGPROGRAM
638
639 #pragma target 3.0
640 #pragma vertex vert
641 #pragma fragment AddFgCoc
642
643 ENDCG
644 }
645
646
647 // pass 4
648
649 Pass
650 {
651 ZTest Always Cull Off ZWrite Off
652 ColorMask A
653
654 CGPROGRAM
655
656 #pragma target 3.0
657 #pragma vertex vert
658 #pragma fragment fragCaptureForegroundCoc
659
660 ENDCG
661 }
662
663 // pass 5
664
665 Pass {
666 ZTest Always Cull Off ZWrite Off
667
668 CGPROGRAM
669
670 #pragma target 3.0
671 #pragma vertex vert
672 #pragma fragment fragBlurBox
673
674 ENDCG
675 }
676
677 // pass 6
678
679 Pass {
680 ZTest Always Cull Off ZWrite Off
681
682 CGPROGRAM
683
684 #pragma target 3.0
685 #pragma vertex vert
686 #pragma fragment frag4TapBlurForLRSpawn
687
688 ENDCG
689 }
690
691 // pass 7
692
693 Pass {
694 ZTest Always Cull Off ZWrite Off
695 ColorMask RGB
696 Blend SrcAlpha OneMinusSrcAlpha
697
698 CGPROGRAM
699
700 #pragma target 3.0
701 #pragma vertex vert
702 #pragma fragment fragBlendInHighRez
703
704 ENDCG
705 }
706
707 // pass 8
708
709 Pass
710 {
711 ZTest Always Cull Off ZWrite Off
712 ColorMask A
713
714 CGPROGRAM
715
716 #pragma target 3.0
717 #pragma vertex vert
718 #pragma fragment fragCaptureForegroundCocMask
719
720 ENDCG
721 }
722
723
724 // pass 9
725
726 Pass {
727 ZTest Always Cull Off ZWrite Off
728
729 CGPROGRAM
730
731 #pragma target 3.0
732 #pragma vertex vert
733 #pragma fragment fragBlurUpsampleCheap
734
735 ENDCG
736 }
737
738 // pass 10
739
740 Pass {
741 ZTest Always Cull Off ZWrite Off
742
743 CGPROGRAM
744
745 #pragma target 3.0
746 #pragma vertex vert
747 #pragma fragment fragCaptureColorAndSignedCoc
748
749 ENDCG
750 }
751
752 // pass 11
753
754 Pass {
755 ZTest Always Cull Off ZWrite Off
756
757 CGPROGRAM
758
759 #pragma target 3.0
760 #pragma vertex vert
761 #pragma fragment fragBlurInsaneMQ
762
763 ENDCG
764 }
765
766 // pass 12
767
768 Pass {
769 ZTest Always Cull Off ZWrite Off
770
771 CGPROGRAM
772
773 #pragma target 3.0
774 #pragma vertex vert
775 #pragma fragment fragBlurUpsampleCombineMQ
776
777 ENDCG
778 }
779
780 // pass 13
781 Pass {
782 ZTest Always Cull Off ZWrite Off
783
784 ColorMask A
785
786 CGPROGRAM
787
788 #pragma target 3.0
789 #pragma vertex vert
790 #pragma fragment fragMergeCoc
791
792 ENDCG
793 }
794
795 // pass 14
796
797 Pass {
798 ZTest Always Cull Off ZWrite Off
799
800 ColorMask A
801 BlendOp Max, Max
802 Blend One One, One One
803
804 CGPROGRAM
805
806 #pragma target 3.0
807 #pragma vertex vert
808 #pragma fragment fragCombineCocWithMaskBlur
809
810 ENDCG
811 }
812
813 // pass 15
814
815 Pass {
816 ZTest Always Cull Off ZWrite Off
817
818 CGPROGRAM
819
820 #pragma target 3.0
821 #pragma vertex vert
822 #pragma fragment fragBoxDownsample
823
824 ENDCG
825 }
826
827 // pass 16
828 Pass {
829 ZTest Always Cull Off ZWrite Off
830
831 CGPROGRAM
832
833 #pragma target 3.0
834 #pragma vertex vert
835 #pragma fragment fragVisualize
836
837 ENDCG
838 }
839
840 // pass 17
841
842 Pass {
843 ZTest Always Cull Off ZWrite Off
844
845 CGPROGRAM
846
847 #pragma target 3.0
848 #pragma vertex vert
849 #pragma fragment fragBlurInsaneHQ
850
851 ENDCG
852 }
853
854 // pass 18
855
856 Pass {
857 ZTest Always Cull Off ZWrite Off
858
859 CGPROGRAM
860
861 #pragma target 3.0
862 #pragma vertex vert
863 #pragma fragment fragBlurUpsampleCombineHQ
864
865 ENDCG
866 }
867
868 // pass 19
869
870 Pass {
871 ZTest Always Cull Off ZWrite Off
872
873 CGPROGRAM
874
875 #pragma target 3.0
876 #pragma vertex vertBlurPlusMinus
877 #pragma fragment fragBlurAlphaWeighted
878
879 ENDCG
880 }
881
882 // pass 20
883
884 Pass {
885 ZTest Always Cull Off ZWrite Off
886
887 CGPROGRAM
888
889 #pragma target 3.0
890 #pragma vertex vert
891 #pragma fragment fragAlphaMask
892
893 ENDCG
894 }
895
896 // pass 21
897
898 Pass {
899 ZTest Always Cull Off ZWrite Off
900
901 BlendOp Add, Add
902 Blend DstAlpha OneMinusDstAlpha, Zero One
903
904 CGPROGRAM
905
906 #pragma target 3.0
907 #pragma vertex vertFlip
908 #pragma fragment fragBlurBox
909
910 ENDCG
911 }
912
913 // pass 22
914
915 Pass {
916 ZTest Always Cull Off ZWrite Off
917
918 // destination alpha needs to stay intact as we have layed alpha before
919 BlendOp Add, Add
920 Blend DstAlpha One, Zero One
921
922 CGPROGRAM
923
924 #pragma target 3.0
925 #pragma vertex vert
926 #pragma fragment fragUpsampleWithAlphaMask
927
928 ENDCG
929 }
930 }
931
932 Fallback off
933
934 }