Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /FinalPost.shader
| Shader "Hidden/Universal Render Pipeline/FinalPost" | |
| { | |
| HLSLINCLUDE | |
| #pragma multi_compile_local_fragment _ _POINT_SAMPLING _RCAS _EASU_RCAS_AND_HDR_INPUT | |
| #pragma multi_compile_local_fragment _ _FXAA | |
| #pragma multi_compile_local_fragment _ _FILM_GRAIN | |
| #pragma multi_compile_local_fragment _ _DITHERING | |
| #pragma multi_compile_local_fragment _ _LINEAR_TO_SRGB_CONVERSION | |
| #pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT | |
| #pragma multi_compile_fragment _ DEBUG_DISPLAY | |
| #pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE | |
| #pragma multi_compile_local_fragment _ HDR_INPUT HDR_COLORSPACE_CONVERSION HDR_ENCODING HDR_COLORSPACE_CONVERSION_AND_ENCODING | |
| #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY | |
| #if defined(HDR_COLORSPACE_CONVERSION) || defined(HDR_ENCODING) || defined(HDR_COLORSPACE_CONVERSION_AND_ENCODING) | |
| #define HDR_INPUT 1 // this should be defined when HDR_COLORSPACE_CONVERSION or HDR_ENCODING are defined | |
| #endif | |
| TEXTURE2D(_Grain_Texture); | |
| TEXTURE2D(_BlueNoise_Texture); | |
| TEXTURE2D_X(_OverlayUITexture); | |
| float4 _SourceSize; | |
| float2 _Grain_Params; | |
| float4 _Grain_TilingParams; | |
| float4 _Dithering_Params; | |
| float4 _HDROutputLuminanceParams; | |
| #define GrainIntensity _Grain_Params.x | |
| #define GrainResponse _Grain_Params.y | |
| #define GrainScale _Grain_TilingParams.xy | |
| #define GrainOffset _Grain_TilingParams.zw | |
| #define DitheringScale _Dithering_Params.xy | |
| #define DitheringOffset _Dithering_Params.zw | |
| #define MinNits _HDROutputLuminanceParams.x | |
| #define MaxNits _HDROutputLuminanceParams.y | |
| #define PaperWhite _HDROutputLuminanceParams.z | |
| #define OneOverPaperWhite _HDROutputLuminanceParams.w | |
| #if SHADER_TARGET >= 45 | |
| #define FSR_INPUT_TEXTURE _BlitTexture | |
| #define FSR_INPUT_SAMPLER sampler_LinearClamp | |
| // If HDR_INPUT is defined, we must also define FSR_EASU_ONE_OVER_PAPER_WHITE before including the FSR common header. | |
| // URP doesn't actually uses EASU from finalPost shader, only RCAS. | |
| #define FSR_EASU_ONE_OVER_PAPER_WHITE OneOverPaperWhite | |
| #endif | |
| half4 FragFinalPost(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| float2 positionNDC = uv; | |
| int2 positionSS = uv * _SourceSize.xy; | |
| #if _POINT_SAMPLING | |
| // Hlsl specifies missing input.a to fill 1 (0 for .rgb). | |
| half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv); | |
| #elif (_RCAS || _EASU_RCAS_AND_HDR_INPUT) && SHADER_TARGET >= 45 | |
| half4 color = half4(ApplyRCAS(positionSS), 1.0); | |
| // When Unity is configured to use gamma color encoding, we must convert back from linear after RCAS is performed. | |
| // (The input color data for this shader variant is always linearly encoded because RCAS requires it) | |
| #if _EASU_RCAS_AND_HDR_INPUT | |
| // Revert operation from ScalingSetup.shader | |
| color.rgb = FastTonemapInvert(color.rgb) * PaperWhite; | |
| #endif | |
| #if UNITY_COLORSPACE_GAMMA | |
| color = GetLinearToSRGB(color); | |
| #endif | |
| #if _ENABLE_ALPHA_OUTPUT | |
| color.a = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).a; | |
| #endif | |
| #else | |
| half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); | |
| #endif | |
| #if _FXAA | |
| { | |
| #if _ENABLE_ALPHA_OUTPUT | |
| // When alpha processing is enabled, FXAA should not affect pixels with zero alpha | |
| UNITY_BRANCH | |
| if(color.a > 0) | |
| color.rgb = ApplyFXAA(color.rgb, positionNDC, positionSS, _SourceSize, _BlitTexture, PaperWhite, OneOverPaperWhite); | |
| #else | |
| color.rgb = ApplyFXAA(color.rgb, positionNDC, positionSS, _SourceSize, _BlitTexture, PaperWhite, OneOverPaperWhite); | |
| #endif | |
| } | |
| #endif | |
| #if _FILM_GRAIN | |
| { | |
| color.rgb = ApplyGrain(color.rgb, SCREEN_COORD_APPLY_SCALEBIAS(positionNDC), TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset, OneOverPaperWhite); | |
| } | |
| #endif | |
| #if _LINEAR_TO_SRGB_CONVERSION | |
| { | |
| color = LinearToSRGB(color); | |
| } | |
| #endif | |
| #if _DITHERING | |
| { | |
| color.rgb = ApplyDithering(color.rgb, SCREEN_COORD_APPLY_SCALEBIAS(positionNDC), TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset, PaperWhite, OneOverPaperWhite); | |
| } | |
| #endif | |
| #ifdef HDR_COLORSPACE_CONVERSION | |
| { | |
| color.rgb = RotateRec709ToOutputSpace(color.rgb) * PaperWhite; | |
| } | |
| #endif | |
| #ifdef HDR_ENCODING | |
| { | |
| UNITY_BRANCH if(_HDR_OVERLAY) | |
| { | |
| float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); | |
| color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits); | |
| } | |
| color.rgb = OETF(color.rgb, MaxNits); | |
| } | |
| #endif | |
| #if _ENABLE_ALPHA_OUTPUT | |
| half4 finalColor = color; | |
| #else | |
| half4 finalColor = half4(color.rgb, 1.0); | |
| #endif | |
| #if defined(DEBUG_DISPLAY) | |
| half4 debugColor = 0; | |
| if(CanDebugOverrideOutputColor(finalColor, uv, debugColor)) | |
| { | |
| return debugColor; | |
| } | |
| #endif | |
| return finalColor; | |
| } | |
| ENDHLSL | |
| /// Standard FinalPost shader variant with support for FSR | |
| /// Note: FSR requires shader target 4.5 because it relies on texture gather instructions | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "FinalPost" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragFinalPost | |
| #pragma target 4.5 | |
| ENDHLSL | |
| } | |
| } | |
| /// Fallback version of FinalPost shader which lacks support for FSR | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "FinalPost" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragFinalPost | |
| ENDHLSL | |
| } | |
| } | |
| } | |