Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /NormalReconstruction.hlsl
| #ifndef UNIVERSAL_NORMAL_RECONSTRUCTION | |
| #define UNIVERSAL_NORMAL_RECONSTRUCTION | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" | |
| #if defined(USING_STEREO_MATRICES) | |
| #define unity_eyeIndex unity_StereoEyeIndex | |
| #else | |
| #define unity_eyeIndex 0 | |
| #endif | |
| float4x4 _NormalReconstructionMatrix[2]; | |
| float GetRawDepth(float2 uv) | |
| { | |
| return SampleSceneDepth(uv.xy, sampler_PointClamp).r; | |
| } | |
| // inspired by keijiro's depth inverse projection | |
| // https://github.com/keijiro/DepthInverseProjection | |
| // constructs view space ray at the far clip plane from the screen uv | |
| // then multiplies that ray by the linear 01 depth | |
| float3 ViewSpacePosAtScreenUV(float2 uv) | |
| { | |
| float3 viewSpaceRay = mul(_NormalReconstructionMatrix[unity_eyeIndex], float4(uv * 2.0 - 1.0, 1.0, 1.0) * _ProjectionParams.z).xyz; | |
| float rawDepth = GetRawDepth(uv); | |
| return viewSpaceRay * Linear01Depth(rawDepth, _ZBufferParams); | |
| } | |
| float3 ViewSpacePosAtPixelPosition(float2 positionSS) | |
| { | |
| float2 uv = positionSS * _ScreenSize.zw; | |
| return ViewSpacePosAtScreenUV(uv); | |
| } | |
| half3 ReconstructNormalDerivative(float2 positionSS) | |
| { | |
| float3 viewSpacePos = ViewSpacePosAtPixelPosition(positionSS); | |
| float3 hDeriv = ddy(viewSpacePos); | |
| float3 vDeriv = ddx(viewSpacePos); | |
| return half3(SafeNormalize(cross(hDeriv, vDeriv))); | |
| } | |
| // Taken from https://gist.github.com/bgolus/a07ed65602c009d5e2f753826e8078a0 | |
| // unity's compiled fragment shader stats: 33 math, 3 tex | |
| half3 ReconstructNormalTap3(float2 positionSS) | |
| { | |
| // get current pixel's view space position | |
| float3 viewSpacePos_c = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, 0.0)); | |
| // get view space position at 1 pixel offsets in each major direction | |
| float3 viewSpacePos_r = ViewSpacePosAtPixelPosition(positionSS + float2(1.0, 0.0)); | |
| float3 viewSpacePos_u = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, 1.0)); | |
| // get the difference between the current and each offset position | |
| float3 hDeriv = viewSpacePos_r - viewSpacePos_c; | |
| float3 vDeriv = viewSpacePos_u - viewSpacePos_c; | |
| // get view space normal from the cross product of the diffs | |
| half3 viewNormal = half3(normalize(cross(vDeriv, hDeriv))); | |
| return viewNormal; | |
| } | |
| // Taken from https://gist.github.com/bgolus/a07ed65602c009d5e2f753826e8078a0 | |
| // unity's compiled fragment shader stats: 50 math, 4 tex | |
| half3 ReconstructNormalTap4(float2 positionSS) | |
| { | |
| // get view space position at 1 pixel offsets in each major direction | |
| float3 viewSpacePos_l = ViewSpacePosAtPixelPosition(positionSS + float2(-1.0, 0.0)); | |
| float3 viewSpacePos_r = ViewSpacePosAtPixelPosition(positionSS + float2(1.0, 0.0)); | |
| float3 viewSpacePos_d = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, -1.0)); | |
| float3 viewSpacePos_u = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, 1.0)); | |
| // get the difference between the current and each offset position | |
| float3 hDeriv = viewSpacePos_r - viewSpacePos_l; | |
| float3 vDeriv = viewSpacePos_u - viewSpacePos_d; | |
| // get view space normal from the cross product of the diffs | |
| half3 viewNormal = half3(normalize(cross(vDeriv, hDeriv))); | |
| return viewNormal; | |
| } | |
| // Taken from https://gist.github.com/bgolus/a07ed65602c009d5e2f753826e8078a0 | |
| // unity's compiled fragment shader stats: 54 math, 5 tex | |
| half3 ReconstructNormalTap5(float2 positionSS) | |
| { | |
| // get current pixel's view space position | |
| half3 viewSpacePos_c = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, 0.0)); | |
| // get view space position at 1 pixel offsets in each major direction | |
| float3 viewSpacePos_l = ViewSpacePosAtPixelPosition(positionSS + float2(-1.0, 0.0)); | |
| float3 viewSpacePos_r = ViewSpacePosAtPixelPosition(positionSS + float2(1.0, 0.0)); | |
| float3 viewSpacePos_d = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, -1.0)); | |
| float3 viewSpacePos_u = ViewSpacePosAtPixelPosition(positionSS + float2(0.0, 1.0)); | |
| // get the difference between the current and each offset position | |
| float3 l = viewSpacePos_c - viewSpacePos_l; | |
| float3 r = viewSpacePos_r - viewSpacePos_c; | |
| float3 d = viewSpacePos_c - viewSpacePos_d; | |
| float3 u = viewSpacePos_u - viewSpacePos_c; | |
| // pick horizontal and vertical diff with the smallest z difference | |
| float3 hDeriv = abs(l.z) < abs(r.z) ? l : r; | |
| float3 vDeriv = abs(d.z) < abs(u.z) ? d : u; | |
| // get view space normal from the cross product of the two smallest offsets | |
| half3 viewNormal = half3(normalize(cross(vDeriv, hDeriv))); | |
| return viewNormal; | |
| } | |
| // Taken from https://gist.github.com/bgolus/a07ed65602c009d5e2f753826e8078a0 | |
| // unity's compiled fragment shader stats: 66 math, 9 tex | |
| half3 ReconstructNormalTap9(float2 positionSS) | |
| { | |
| // screen uv from positionSS | |
| float2 uv = positionSS * _ScreenSize.zw; | |
| // current pixel's depth | |
| float c = GetRawDepth(uv); | |
| // get current pixel's view space position | |
| float3 viewSpacePos_c = ViewSpacePosAtScreenUV(uv); | |
| // get view space position at 1 pixel offsets in each major direction | |
| float3 viewSpacePos_l = ViewSpacePosAtScreenUV(uv + float2(-1.0, 0.0) * _ScreenSize.zw); | |
| float3 viewSpacePos_r = ViewSpacePosAtScreenUV(uv + float2(1.0, 0.0) * _ScreenSize.zw); | |
| float3 viewSpacePos_d = ViewSpacePosAtScreenUV(uv + float2(0.0, -1.0) * _ScreenSize.zw); | |
| float3 viewSpacePos_u = ViewSpacePosAtScreenUV(uv + float2(0.0, 1.0) * _ScreenSize.zw); | |
| // get the difference between the current and each offset position | |
| float3 l = viewSpacePos_c - viewSpacePos_l; | |
| float3 r = viewSpacePos_r - viewSpacePos_c; | |
| float3 d = viewSpacePos_c - viewSpacePos_d; | |
| float3 u = viewSpacePos_u - viewSpacePos_c; | |
| // get depth values at 1 & 2 pixels offsets from current along the horizontal axis | |
| half4 H = half4( | |
| GetRawDepth(uv + float2(-1.0, 0.0) * _ScreenSize.zw.xy), | |
| GetRawDepth(uv + float2(1.0, 0.0) * _ScreenSize.zw.xy), | |
| GetRawDepth(uv + float2(-2.0, 0.0) * _ScreenSize.zw.xy), | |
| GetRawDepth(uv + float2(2.0, 0.0) * _ScreenSize.zw.xy) | |
| ); | |
| // get depth values at 1 & 2 pixels offsets from current along the vertical axis | |
| half4 V = half4( | |
| GetRawDepth(uv + float2(0.0, -1.0) * _ScreenSize.zw.xy), | |
| GetRawDepth(uv + float2(0.0, 1.0) * _ScreenSize.zw.xy), | |
| GetRawDepth(uv + float2(0.0, -2.0) * _ScreenSize.zw.xy), | |
| GetRawDepth(uv + float2(0.0, 2.0) * _ScreenSize.zw.xy) | |
| ); | |
| // current pixel's depth difference from slope of offset depth samples | |
| // differs from original article because we're using non-linear depth values | |
| // see article's comments | |
| half2 he = abs((2 * H.xy - H.zw) - c); | |
| half2 ve = abs((2 * V.xy - V.zw) - c); | |
| // pick horizontal and vertical diff with the smallest depth difference from slopes | |
| float3 hDeriv = he.x < he.y ? l : r; | |
| float3 vDeriv = ve.x < ve.y ? d : u; | |
| // get view space normal from the cross product of the best derivatives | |
| half3 viewNormal = half3(normalize(cross(vDeriv, hDeriv))); | |
| return viewNormal; | |
| } | |
| #endif // UNIVERSAL_NORMAL_RECONSTRUCTION | |