Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /TemporalAA.hlsl
| else | |
| TEXTURE2D_X(_TaaMotionVectorTex); | |
| TEXTURE2D_X(_TaaAccumulationTex); | |
| CBUFFER_START(TemporalAAData) | |
| float4 _TaaMotionVectorTex_TexelSize; // (1/w, 1/h, w, h) | |
| float4 _TaaAccumulationTex_TexelSize; // (1/w, 1/h, w, h) | |
| float _TaaFilterWeights[9]; | |
| half _TaaFrameInfluence; | |
| half _TaaVarianceClampScale; | |
| half2 _TaaJitter; // META CHANGE: Added jitter uniform for VR TAA correction | |
| CBUFFER_END | |
| // Per-pixel camera backwards velocity | |
| half2 GetVelocityWithOffset(float2 uv, half2 depthOffsetUv) | |
| { | |
| // Unity motion vectors are forward motion vectors in screen UV space | |
| // META CHANGE START: VR TAA correction - scale motion vectors and add jitter offset | |
| half2 offsetUv = SAMPLE_TEXTURE2D_X(_TaaMotionVectorTex, sampler_LinearClamp, uv + _TaaMotionVectorTex_TexelSize.xy * depthOffsetUv).xy * float2(0.5, -0.5); | |
| return -offsetUv + _TaaJitter; | |
| // Original code: | |
| // half2 offsetUv = SAMPLE_TEXTURE2D_X(_TaaMotionVectorTex, sampler_LinearClamp, uv + _TaaMotionVectorTex_TexelSize.xy * depthOffsetUv).xy; | |
| // return -offsetUv; | |
| // META CHANGE END | |
| } | |
| void AdjustBestDepthOffset(inout half bestDepth, inout half bestX, inout half bestY, float2 uv, half currX, half currY) | |
| { | |
| // Half precision should be fine, as we are only concerned about choosing the better value along sharp edges, so it's | |
| // acceptable to have banding on continuous surfaces | |
| half depth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv.xy + _BlitTexture_TexelSize.xy * half2(currX, currY)).r; | |
| depth = 1.0 - depth; | |
| bool isBest = depth < bestDepth; | |
| bestDepth = isBest ? depth : bestDepth; | |
| bestX = isBest ? currX : bestX; | |
| bestY = isBest ? currY : bestY; | |
| } | |
| float GetLuma(float3 color) | |
| { | |
| // We work in YCoCg hence the luminance is in the first channel. | |
| return color.x; | |
| return Luminance(color.xyz); | |
| } | |
| float PerceptualWeight(float3 c) | |
| { | |
| return rcp(GetLuma(c) + 1.0); | |
| return 1; | |
| } | |
| float PerceptualInvWeight(float3 c) | |
| { | |
| return rcp(1.0 - GetLuma(c)); | |
| return 1; | |
| } | |
| float4 WorkingToPerceptual(float4 c) | |
| { | |
| float scale = PerceptualWeight(c.xyz); | |
| return c * scale; | |
| } | |
| float4 PerceptualToWorking(float4 c) | |
| { | |
| float scale = PerceptualInvWeight(c.xyz); | |
| return c * scale; | |
| } | |
| half4 PostFxSpaceToLinear(float4 src) | |
| { | |
| // gamma 2.0 is a good enough approximation | |
| return half4(src.xyz * src.xyz, src.w); | |
| return src; | |
| } | |
| half4 LinearToPostFxSpace(float4 src) | |
| { | |
| return half4(sqrt(src.xyz), src.w); | |
| return src; | |
| } | |
| // Working Space: The color space that we will do the calculation in. | |
| // Scene: The incoming/outgoing scene color. Either linear or gamma space | |
| half4 SceneToWorkingSpace(half4 src) | |
| { | |
| half4 linColor = PostFxSpaceToLinear(src); | |
| half4 dst = half4(RGBToYCoCg(linColor.xyz), linColor.w); | |
| half4 dst = src; | |
| return dst; | |
| } | |
| half4 WorkingSpaceToScene(half4 src) | |
| { | |
| half4 linColor = half4(YCoCgToRGB(src.xyz), src.w); | |
| half4 linColor = src; | |
| half4 dst = LinearToPostFxSpace(linColor); | |
| return dst; | |
| } | |
| half4 SampleColorPoint(float2 uv, float2 texelOffset) | |
| { | |
| return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv + _BlitTexture_TexelSize.xy * texelOffset); | |
| } | |
| half4 SampleColorLinear(float2 uv, float2 texelOffset) | |
| { | |
| return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + _BlitTexture_TexelSize.xy * texelOffset); | |
| } | |
| void AdjustColorBox(inout half4 boxMin, inout half4 boxMax, inout half4 moment1, inout half4 moment2, float2 uv, half currX, half currY) | |
| { | |
| half4 color = SceneToWorkingSpace(SampleColorPoint(uv, float2(currX, currY))); | |
| boxMin = min(color, boxMin); | |
| boxMax = max(color, boxMax); | |
| moment1 += color; | |
| moment2 += color * color; | |
| } | |
| half4 ApplyHistoryColorLerp(half4 workingAccumColor, half4 workingCenterColor, float t) | |
| { | |
| half4 perceptualAccumColor = WorkingToPerceptual(workingAccumColor); | |
| half4 perceptualCenterColor = WorkingToPerceptual(workingCenterColor); | |
| half4 perceptualDstColor = lerp(perceptualAccumColor, perceptualCenterColor, t); | |
| half4 workingDstColor = PerceptualToWorking(perceptualDstColor); | |
| return workingDstColor; | |
| } | |
| // From Filmic SMAA presentation[Jimenez 2016] | |
| // A bit more verbose that it needs to be, but makes it a bit better at latency hiding | |
| // (half version based on HDRP impl) | |
| half4 SampleBicubic5TapHalf(TEXTURE2D_X(sourceTexture), float2 UV, float4 sourceTexture_TexelSize) | |
| { | |
| const float2 sourceTextureSize = sourceTexture_TexelSize.zw; | |
| const float2 sourceTexelSize = sourceTexture_TexelSize.xy; | |
| float2 samplePos = UV * sourceTextureSize; | |
| float2 tc1 = floor(samplePos - 0.5) + 0.5; | |
| half2 f = samplePos - tc1; | |
| half2 f2 = f * f; | |
| half2 f3 = f * f2; | |
| half c = 0.5; | |
| half2 w0 = -c * f3 + 2.0 * c * f2 - c * f; | |
| half2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0; | |
| half2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f; | |
| half2 w3 = c * f3 - c * f2; | |
| half2 w12 = w1 + w2; | |
| float2 tc0 = sourceTexelSize * (tc1 - 1.0); | |
| float2 tc3 = sourceTexelSize * (tc1 + 2.0); | |
| float2 tc12 = sourceTexelSize * (tc1 + w2 / w12); | |
| half4 s0 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc12.x, tc0.y))); | |
| half4 s1 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc0.x, tc12.y))); | |
| half4 s2 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc12.x, tc12.y))); | |
| half4 s3 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc3.x, tc12.y))); | |
| half4 s4 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc12.x, tc3.y))); | |
| half cw0 = (w12.x * w0.y); | |
| half cw1 = (w0.x * w12.y); | |
| half cw2 = (w12.x * w12.y); | |
| half cw3 = (w3.x * w12.y); | |
| half cw4 = (w12.x * w3.y); | |
| s0 *= cw0; | |
| s1 *= cw1; | |
| s2 *= cw2; | |
| s3 *= cw3; | |
| s4 *= cw4; | |
| half4 historyFiltered = s0 + s1 + s2 + s3 + s4; | |
| half weightSum = cw0 + cw1 + cw2 + cw3 + cw4; | |
| half4 filteredVal = historyFiltered * rcp(weightSum); | |
| return filteredVal; | |
| } | |
| // From Playdead's TAA | |
| // (half version of HDRP impl) | |
| // | |
| // Small color-volume min size seems to produce flicker/noise in YCoCg space, that can't be seen in RGB, | |
| // when using low precision (RGB111110f) color textures. | |
| half4 ClipToAABBCenter(half4 history, half4 minimum, half4 maximum) | |
| { | |
| // note: only clips towards aabb center (but fast!) | |
| half4 center = 0.5 * (maximum + minimum); | |
| half4 extents = max(0.5 * (maximum - minimum), HALF_MIN); // Epsilon to avoid precision issues with empty volume. | |
| // This is actually `distance`, however the keyword is reserved | |
| half4 offset = history - center; | |
| half3 v_unit = offset.xyz / extents.xyz; | |
| half3 absUnit = abs(v_unit); | |
| half maxUnit = Max3(absUnit.x, absUnit.y, absUnit.z); | |
| if (maxUnit > 1.0) | |
| return center + (offset / maxUnit); | |
| else | |
| return history; | |
| } | |
| // Based on HDRP | |
| half4 FilterColor(float2 uv, float weights[9]) | |
| { | |
| half4 filtered = weights[0] * PostFxSpaceToLinear(SampleColorPoint(uv, float2(0.0, 0.0f))); | |
| filtered += weights[1] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(0.0f, 1.0))); | |
| filtered += weights[2] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(1.0f, 0.0f))); | |
| filtered += weights[3] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(-1.0f, 0.0f))); | |
| filtered += weights[4] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(0.0f, -1.0f))); | |
| filtered += weights[5] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(-1.0f, 1.0f))); | |
| filtered += weights[6] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(1.0f, -1.0f))); | |
| filtered += weights[7] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(1.0f, 1.0f))); | |
| filtered += weights[8] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(-1.0f, -1.0f))); | |
| return half4(RGBToYCoCg(filtered.xyz), filtered.w); | |
| return filtered; | |
| } | |
| // clampQuality: | |
| // 0: Cross (5 taps) | |
| // 1: 3x3 (9 taps) | |
| // 2: Variance + MinMax 3x3 (9 taps) | |
| // 3: Variance Clipping | |
| // | |
| // motionQuality: | |
| // 0: None | |
| // 1: 5 taps | |
| // 2: 9 taps | |
| // historyQuality: | |
| // 0: Bilinear | |
| // 1: Bilinear + discard history for UVs out of buffer | |
| // 2: Bicubic (5 taps) | |
| half4 DoTemporalAA(Varyings input, int clampQuality, int motionQuality, int historyQuality, int centralFiltering) | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| // uv is exactly on input pixel center (x + 0.5, y + 0.5) | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| half4 colorCenter; | |
| if(centralFiltering >= 1) | |
| colorCenter = FilterColor(uv, _TaaFilterWeights); | |
| else | |
| colorCenter = SceneToWorkingSpace(SampleColorPoint( uv, float2(0,0))); // Point == Linear as uv == input pixel center. | |
| half4 boxMax = colorCenter; | |
| half4 boxMin = colorCenter; | |
| half4 moment1 = colorCenter; | |
| half4 moment2 = colorCenter * colorCenter; | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 0.0f, -1.0f); | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, -1.0f, 0.0f); | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 1.0f, 0.0f); | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 0.0f, 1.0f); | |
| if (clampQuality >= 1) | |
| { | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, -1.0f, -1.0f); | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 1.0f, -1.0f); | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, -1.0f, 1.0f); | |
| AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 1.0f, 1.0f); | |
| } | |
| if(clampQuality >= 2) | |
| { | |
| half perSample = 1 / half(9); | |
| half4 mean = moment1 * perSample; | |
| half4 stdDev = sqrt(abs(moment2 * perSample - mean * mean)); | |
| half devScale = _TaaVarianceClampScale; | |
| half4 devMin = mean - devScale * stdDev; | |
| half4 devMax = mean + devScale * stdDev; | |
| // Ensure that the variance color box is not worse than simple neighborhood color box. | |
| boxMin = max(boxMin, devMin); | |
| boxMax = min(boxMax, devMax); | |
| } | |
| half bestOffsetX = 0.0f; | |
| half bestOffsetY = 0.0f; | |
| half bestDepth = 1.0f; | |
| if (motionQuality >= 1) | |
| { | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 0.0f, 0.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 1.0f, 0.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 0.0f, -1.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, -1.0f, 0.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 0.0f, 1.0f); | |
| } | |
| if (motionQuality >= 2) | |
| { | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, -1.0f, -1.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 1.0f, -1.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, -1.0f, 1.0f); | |
| AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 1.0f, 1.0f); | |
| } | |
| half2 depthOffsetUv = half2(bestOffsetX, bestOffsetY); | |
| half2 velocity = GetVelocityWithOffset(uv, depthOffsetUv); | |
| float2 historyUv = uv + velocity * float2(1, 1); | |
| half4 accumulation = (historyQuality >= 2) ? | |
| SampleBicubic5TapHalf(_TaaAccumulationTex, historyUv, _TaaAccumulationTex_TexelSize.xyzw) : | |
| SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(_TaaAccumulationTex, sampler_LinearClamp, historyUv)); | |
| half4 clampedAccumulation = (clampQuality >= 3) ? ClipToAABBCenter(accumulation, boxMin, boxMax) : clamp(accumulation, boxMin, boxMax); | |
| // Discard (some) history when outside of history buffer (e.g. camera jump) | |
| half frameInfluence = ((historyQuality >= 1) && any(abs(uv - 0.5 + velocity) > 0.5)) ? 1 : _TaaFrameInfluence; | |
| half4 workingColor = ApplyHistoryColorLerp(clampedAccumulation, colorCenter, frameInfluence); | |
| half4 dstSceneColor = WorkingSpaceToScene(workingColor); | |
| return max(dstSceneColor, 0.0); | |
| // NOTE: The compiler should eliminate .w computation since it doesn't affect the output. | |
| return half4(max(dstSceneColor.xyz, 0.0), 1.0); | |
| } | |
| half4 DoCopy(Varyings input) | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord.xy); | |
| half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv); | |
| return color; | |
| } | |