Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /BokehDepthOfField.shader
| Shader "Hidden/Universal Render Pipeline/BokehDepthOfField" | |
| { | |
| HLSLINCLUDE | |
| #pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION | |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" | |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" | |
| // Do not change this without changing PostProcessPass.PrepareBokehKernel() | |
| #define SAMPLE_COUNT 42 | |
| // Toggle this to reduce flickering - note that it will reduce overall bokeh energy and add | |
| // a small cost to the pre-filtering pass | |
| #define COC_LUMA_WEIGHTING 0 | |
| TEXTURE2D_X(_DofTexture); | |
| TEXTURE2D_X(_FullCoCTexture); | |
| half4 _SourceSize; | |
| half4 _DownSampleScaleFactor; | |
| half4 _CoCParams; | |
| half4 _BokehKernel[SAMPLE_COUNT]; | |
| half4 _BokehConstants; | |
| #define FocusDist _CoCParams.x | |
| #define MaxCoC _CoCParams.y | |
| #define MaxRadius _CoCParams.z | |
| #define RcpAspect _CoCParams.w | |
| half FragCoC(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _SourceSize.xy * uv).x; | |
| float linearEyeDepth = LinearEyeDepth(depth, _ZBufferParams); | |
| half coc = (1.0 - FocusDist / linearEyeDepth) * MaxCoC; | |
| half nearCoC = clamp(coc, -1.0, 0.0); | |
| half farCoC = saturate(coc); | |
| return saturate((farCoC + nearCoC + 1.0) * 0.5); | |
| } | |
| half4 FragPrefilter(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| #if SHADER_TARGET >= 45 && defined(PLATFORM_SUPPORT_GATHER) | |
| // Sample source colors | |
| half4 cr = GATHER_RED_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); | |
| half4 cg = GATHER_GREEN_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); | |
| half4 cb = GATHER_BLUE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); | |
| half3 c0 = half3(cr.x, cg.x, cb.x); | |
| half3 c1 = half3(cr.y, cg.y, cb.y); | |
| half3 c2 = half3(cr.z, cg.z, cb.z); | |
| half3 c3 = half3(cr.w, cg.w, cb.w); | |
| // Sample CoCs | |
| half4 cocs = GATHER_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv) * 2.0 - 1.0; | |
| half coc0 = cocs.x; | |
| half coc1 = cocs.y; | |
| half coc2 = cocs.z; | |
| half coc3 = cocs.w; | |
| #else | |
| float3 duv = _SourceSize.zwz * float3(0.5, 0.5, -0.5); | |
| float2 uv0 = uv - duv.xy; | |
| float2 uv1 = uv - duv.zy; | |
| float2 uv2 = uv + duv.zy; | |
| float2 uv3 = uv + duv.xy; | |
| // Sample source colors | |
| half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv0).xyz; | |
| half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv1).xyz; | |
| half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv2).xyz; | |
| half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv3).xyz; | |
| // Sample CoCs | |
| half coc0 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv0).x * 2.0 - 1.0; | |
| half coc1 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv1).x * 2.0 - 1.0; | |
| half coc2 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv2).x * 2.0 - 1.0; | |
| half coc3 = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, uv3).x * 2.0 - 1.0; | |
| #endif | |
| #if COC_LUMA_WEIGHTING | |
| // Apply CoC and luma weights to reduce bleeding and flickering | |
| half w0 = abs(coc0) / (Max3(c0.x, c0.y, c0.z) + 1.0); | |
| half w1 = abs(coc1) / (Max3(c1.x, c1.y, c1.z) + 1.0); | |
| half w2 = abs(coc2) / (Max3(c2.x, c2.y, c2.z) + 1.0); | |
| half w3 = abs(coc3) / (Max3(c3.x, c3.y, c3.z) + 1.0); | |
| // Weighted average of the color samples | |
| half3 avg = c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3; | |
| avg /= max(w0 + w1 + w2 + w3, 1e-5); | |
| #else | |
| half3 avg = (c0 + c1 + c2 + c3) / 4.0; | |
| #endif | |
| // Select the largest CoC value | |
| half cocMin = min(coc0, Min3(coc1, coc2, coc3)); | |
| half cocMax = max(coc0, Max3(coc1, coc2, coc3)); | |
| half coc = (-cocMin > cocMax ? cocMin : cocMax) * MaxRadius; | |
| // Premultiply CoC | |
| avg *= smoothstep(0, _SourceSize.w * 2.0, abs(coc)); | |
| #if defined(UNITY_COLORSPACE_GAMMA) | |
| avg = GetSRGBToLinear(avg); | |
| #endif | |
| return half4(avg, coc); | |
| } | |
| void Accumulate(half4 samp0, float2 uv, half4 disp, inout half4 farAcc, inout half4 nearAcc) | |
| { | |
| half4 samp = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampAndScaleUVForBilinear(uv + disp.wy, _BlitTexture_TexelSize.xy)); | |
| // Compare CoC of the current sample and the center sample and select smaller one | |
| half farCoC = max(min(samp0.a, samp.a), 0.0); | |
| // Compare the CoC to the sample distance & add a small margin to smooth out | |
| half farWeight = saturate((farCoC - disp.z + _BokehConstants.y) / _BokehConstants.y); | |
| half nearWeight = saturate((-samp.a - disp.z + _BokehConstants.y) / _BokehConstants.y); | |
| // Cut influence from focused areas because they're darkened by CoC premultiplying. This is only | |
| // needed for near field | |
| nearWeight *= step(_BokehConstants.x, -samp.a); | |
| // Accumulation | |
| farAcc += half4(samp.rgb, 1.0h) * farWeight; | |
| nearAcc += half4(samp.rgb, 1.0h) * nearWeight; | |
| } | |
| half4 FragBlur(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| half4 samp0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); | |
| half4 farAcc = 0.0; // Background: far field bokeh | |
| half4 nearAcc = 0.0; // Foreground: near field bokeh | |
| // Center sample isn't in the kernel array, accumulate it separately | |
| Accumulate(samp0, uv, 0.0, farAcc, nearAcc); | |
| UNITY_LOOP | |
| for (int si = 0; si < SAMPLE_COUNT; si++) | |
| { | |
| Accumulate(samp0, uv, _BokehKernel[si], farAcc, nearAcc); | |
| } | |
| // Get the weighted average | |
| farAcc.rgb /= farAcc.a + (farAcc.a == 0.0); // Zero-div guard | |
| nearAcc.rgb /= nearAcc.a + (nearAcc.a == 0.0); | |
| // Normalize the total of the weights for the near field | |
| nearAcc.a *= PI / (SAMPLE_COUNT + 1); | |
| // Alpha premultiplying (total near field accumulation weight) | |
| half alpha = saturate(nearAcc.a); | |
| half3 rgb = lerp(farAcc.rgb, nearAcc.rgb, alpha); | |
| return half4(rgb, alpha); | |
| } | |
| half4 FragPostBlur(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| // 9-tap tent filter with 4 bilinear samples | |
| float4 duv = _SourceSize.zwzw * _DownSampleScaleFactor.zwzw * float4(0.5, 0.5, -0.5, 0); | |
| half4 acc; | |
| acc = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - duv.xy, _BlitTexture_TexelSize.xy)); | |
| acc += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv - duv.zy, _BlitTexture_TexelSize.xy)); | |
| acc += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + duv.zy, _BlitTexture_TexelSize.xy)); | |
| acc += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv + duv.xy, _BlitTexture_TexelSize.xy)); | |
| return acc * 0.25; | |
| } | |
| half4 FragComposite(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| float dofDownSample = 2.0f; | |
| half4 dof = SAMPLE_TEXTURE2D_X(_DofTexture, sampler_LinearClamp, ClampUVForBilinear(uv, _BlitTexture_TexelSize.xy * dofDownSample)); | |
| half coc = SAMPLE_TEXTURE2D_X(_FullCoCTexture, sampler_LinearClamp, ClampUVForBilinear(uv, _BlitTexture_TexelSize.xy)).r; | |
| coc = (coc - 0.5) * 2.0 * MaxRadius; | |
| // Convert CoC to far field alpha value | |
| float ffa = smoothstep(_SourceSize.w * 2.0, _SourceSize.w * 4.0, coc); | |
| half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(uv, _BlitTexture_TexelSize.xy)); | |
| #if defined(UNITY_COLORSPACE_GAMMA) | |
| color = GetSRGBToLinear(color); | |
| #endif | |
| half alpha = Max3(dof.r, dof.g, dof.b); | |
| half4 outColor = lerp(color, half4(dof.rgb, alpha), ffa + dof.a - ffa * dof.a); | |
| #if _ENABLE_ALPHA_OUTPUT | |
| // Preserve the original value of the pixels with zero alpha | |
| outColor.rgb = color.a > 0 ? outColor.rgb : color.rgb; | |
| // The BokehDoF does not process source content alpha as it uses the alpha channel to pack CoC and near/far field weights. | |
| // The outColor.a is an approximate mixed alpha between the sharp and the blurred (near+far) dof layers. | |
| // It is not the actual blurred alpha of the source content. | |
| // Keep the original alpha mask. | |
| outColor.a = color.a; | |
| #endif | |
| #if defined(UNITY_COLORSPACE_GAMMA) | |
| outColor = GetLinearToSRGB(outColor); | |
| #endif | |
| return outColor; | |
| } | |
| ENDHLSL | |
| SubShader | |
| { | |
| Tags { "RenderPipeline" = "UniversalPipeline" } | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field CoC" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragCoC | |
| #pragma target 4.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Prefilter" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragPrefilter | |
| #pragma target 4.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Blur" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragBlur | |
| #pragma target 4.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Post Blur" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragPostBlur | |
| #pragma target 4.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Composite" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragComposite | |
| #pragma target 4.5 | |
| #pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT | |
| ENDHLSL | |
| } | |
| } | |
| // SM3.5 fallbacks - needed because of the use of Gather | |
| SubShader | |
| { | |
| Tags { "RenderPipeline" = "UniversalPipeline" } | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field CoC" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragCoC | |
| #pragma target 3.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Prefilter" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragPrefilter | |
| #pragma target 3.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Blur" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragBlur | |
| #pragma target 3.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Post Blur" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragPostBlur | |
| #pragma target 3.5 | |
| ENDHLSL | |
| } | |
| Pass | |
| { | |
| Name "Bokeh Depth Of Field Composite" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragComposite | |
| #pragma target 3.5 | |
| #pragma multi_compile_fragment _ _ENABLE_ALPHA_OUTPUT | |
| ENDHLSL | |
| } | |
| } | |
| } | |