Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /UberPost.shader
| Shader "Hidden/Universal Render Pipeline/UberPost" | |
| { | |
| HLSLINCLUDE | |
| #pragma multi_compile_local_fragment _ _DISTORTION | |
| #pragma multi_compile_local_fragment _ _CHROMATIC_ABERRATION | |
| #pragma multi_compile_local_fragment _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT | |
| #pragma multi_compile_local_fragment _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL | |
| #pragma multi_compile_local_fragment _ _FILM_GRAIN | |
| #pragma multi_compile_local_fragment _ _DITHERING | |
| #pragma multi_compile_local_fragment _ _GAMMA_20 _LINEAR_TO_SRGB_CONVERSION | |
| #pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION | |
| #pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT | |
| #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | |
| #pragma multi_compile_fragment _ DEBUG_DISPLAY | |
| #pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE | |
| #pragma multi_compile_local_fragment _ HDR_INPUT HDR_ENCODING | |
| #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY | |
| #ifdef HDR_ENCODING | |
| #define HDR_INPUT 1 // this should be defined when HDR_ENCODING is defined | |
| #endif | |
| #if defined(HDR_ENCODING) | |
| #endif | |
| // Hardcoded dependencies to reduce the number of variants | |
| #if _BLOOM_LQ || _BLOOM_HQ || _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT | |
| #define BLOOM | |
| #if _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT | |
| #define BLOOM_DIRT | |
| #endif | |
| #endif | |
| TEXTURE2D_X(_Bloom_Texture); | |
| TEXTURE2D(_LensDirt_Texture); | |
| TEXTURE2D(_Grain_Texture); | |
| TEXTURE2D(_InternalLut); | |
| TEXTURE2D(_UserLut); | |
| TEXTURE2D(_BlueNoise_Texture); | |
| TEXTURE2D_X(_OverlayUITexture); | |
| float4 _BloomTexture_TexelSize; | |
| float4 _Lut_Params; | |
| float4 _UserLut_Params; | |
| float4 _Bloom_Params; | |
| float4 _LensDirt_Params; | |
| float _LensDirt_Intensity; | |
| float4 _Distortion_Params1; | |
| float4 _Distortion_Params2; | |
| float _Chroma_Params; | |
| half4 _Vignette_Params1; | |
| float4 _Vignette_Params2; | |
| #ifdef USING_STEREO_MATRICES | |
| float4 _Vignette_ParamsXR; | |
| #endif | |
| float2 _Grain_Params; | |
| float4 _Grain_TilingParams; | |
| float4 _Bloom_Texture_TexelSize; | |
| float4 _Dithering_Params; | |
| float4 _HDROutputLuminanceParams; | |
| #define DistCenter _Distortion_Params1.xy | |
| #define DistAxis _Distortion_Params1.zw | |
| #define DistTheta _Distortion_Params2.x | |
| #define DistSigma _Distortion_Params2.y | |
| #define DistScale _Distortion_Params2.z | |
| #define DistIntensity _Distortion_Params2.w | |
| #define ChromaAmount _Chroma_Params.x | |
| #define BloomIntensity _Bloom_Params.x | |
| #define BloomTint _Bloom_Params.yzw | |
| #define LensDirtScale _LensDirt_Params.xy | |
| #define LensDirtOffset _LensDirt_Params.zw | |
| #define LensDirtIntensity _LensDirt_Intensity.x | |
| #define VignetteColor _Vignette_Params1.xyz | |
| #ifdef USING_STEREO_MATRICES | |
| #define VignetteCenterEye0 _Vignette_ParamsXR.xy | |
| #define VignetteCenterEye1 _Vignette_ParamsXR.zw | |
| #else | |
| #define VignetteCenter _Vignette_Params2.xy | |
| #endif | |
| #define VignetteIntensity _Vignette_Params2.z | |
| #define VignetteSmoothness _Vignette_Params2.w | |
| #define VignetteRoundness _Vignette_Params1.w | |
| #define LutParams _Lut_Params.xyz | |
| #define PostExposure _Lut_Params.w | |
| #define UserLutParams _UserLut_Params.xyz | |
| #define UserLutContribution _UserLut_Params.w | |
| #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 AlphaScale 1.0 | |
| #define AlphaBias 0.0 | |
| #define MinNits _HDROutputLuminanceParams.x | |
| #define MaxNits _HDROutputLuminanceParams.y | |
| #define PaperWhite _HDROutputLuminanceParams.z | |
| #define OneOverPaperWhite _HDROutputLuminanceParams.w | |
| float2 DistortUV(float2 uv) | |
| { | |
| // Note: this variant should never be set with XR | |
| #if _DISTORTION | |
| { | |
| uv = (uv - 0.5) * DistScale + 0.5; | |
| float2 ruv = DistAxis * (uv - 0.5 - DistCenter); | |
| float ru = length(float2(ruv)); | |
| UNITY_BRANCH | |
| if (DistIntensity > 0.0) | |
| { | |
| float wu = ru * DistTheta; | |
| ru = tan(wu) * (rcp(ru * DistSigma + HALF_MIN)); // Add HALF_MIN to avoid 1/0 | |
| uv = uv + ruv * (ru - 1.0); | |
| } | |
| else | |
| { | |
| ru = rcp(ru) * DistTheta * atan(ru * DistSigma); | |
| uv = uv + ruv * (ru - 1.0); | |
| } | |
| } | |
| #endif | |
| return uv; | |
| } | |
| half4 FragUberPost(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = SCREEN_COORD_APPLY_SCALEBIAS(UnityStereoTransformScreenSpaceTex(input.texcoord)); | |
| float2 uvDistorted = DistortUV(uv); | |
| // NOTE: Hlsl specifies missing input.a to fill 1 (0 for .rgb). | |
| // InputColor is a "bottom" layer for alpha output. | |
| half4 inputColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(uvDistorted), _BlitTexture_TexelSize.xy)); | |
| half3 color = inputColor.rgb; | |
| #if _CHROMATIC_ABERRATION | |
| { | |
| // Very fast version of chromatic aberration from HDRP using 3 samples and hardcoded | |
| // spectral lut. Performs significantly better on lower end GPUs. | |
| float2 coords = 2.0 * uv - 1.0; | |
| float2 end = uv - coords * dot(coords, coords) * ChromaAmount; | |
| float2 delta = (end - uv) / 3.0; | |
| half r = color.r; | |
| half g = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(DistortUV(delta + uv) ), _BlitTexture_TexelSize.xy)).y; | |
| half b = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(DistortUV(delta * 2.0 + uv)), _BlitTexture_TexelSize.xy)).z; | |
| color = half3(r, g, b); | |
| } | |
| #endif | |
| // Gamma space... Just do the rest of Uber in linear and convert back to sRGB at the end | |
| #if UNITY_COLORSPACE_GAMMA | |
| { | |
| color = GetSRGBToLinear(color); | |
| inputColor = GetSRGBToLinear(inputColor); // Deadcode removal if no effect on output color | |
| } | |
| #endif | |
| #if defined(BLOOM) | |
| { | |
| float2 uvBloom = ClampUVForBilinear(uvDistorted, _BloomTexture_TexelSize.xy); | |
| #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) | |
| UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) | |
| { | |
| uvBloom = RemapFoveatedRenderingNonUniformToLinear(uvBloom); | |
| } | |
| #endif | |
| #if _BLOOM_HQ | |
| half3 bloom = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_Bloom_Texture, sampler_LinearClamp), SCREEN_COORD_REMOVE_SCALEBIAS(uvBloom), _Bloom_Texture_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex).xyz; | |
| #else | |
| half3 bloom = SAMPLE_TEXTURE2D_X(_Bloom_Texture, sampler_LinearClamp, SCREEN_COORD_REMOVE_SCALEBIAS(uvBloom)).xyz; | |
| #endif | |
| #if UNITY_COLORSPACE_GAMMA | |
| bloom *= bloom; // γ to linear | |
| #endif | |
| bloom *= BloomIntensity; | |
| color += bloom * BloomTint; | |
| #if defined(BLOOM_DIRT) | |
| { | |
| // UVs for the dirt texture should be DistortUV(uv * DirtScale + DirtOffset) but | |
| // considering we use a cover-style scale on the dirt texture the difference | |
| // isn't massive so we chose to save a few ALUs here instead in case lens | |
| // distortion is active. | |
| half3 dirt = SAMPLE_TEXTURE2D(_LensDirt_Texture, sampler_LinearClamp, uvDistorted * LensDirtScale + LensDirtOffset).xyz; | |
| dirt *= LensDirtIntensity; | |
| color += dirt * bloom.xyz; | |
| } | |
| #endif | |
| #if _ENABLE_ALPHA_OUTPUT | |
| // Bloom should also spread in areas with zero alpha, so we save the image with bloom here to do the mixing at the end of the shader | |
| inputColor.xyz = color.xyz; | |
| #endif | |
| } | |
| #endif | |
| // To save on variants we'll use an uniform branch for vignette. Lower end platforms | |
| // don't like these but if we're running Uber it means we're running more expensive | |
| // effects anyway. Lower-end devices would limit themselves to on-tile compatible effect | |
| // and thus this shouldn't too much of a problem (famous last words). | |
| UNITY_BRANCH | |
| if (VignetteIntensity > 0) | |
| { | |
| #ifdef USING_STEREO_MATRICES | |
| // With XR, the views can use asymmetric FOV which will have the center of each | |
| // view be at a different location. | |
| const float2 VignetteCenter = unity_StereoEyeIndex == 0 ? VignetteCenterEye0 : VignetteCenterEye1; | |
| #endif | |
| color = ApplyVignette(color, uvDistorted, VignetteCenter, VignetteIntensity, VignetteRoundness, VignetteSmoothness, VignetteColor); | |
| } | |
| // Color grading is always enabled when post-processing/uber is active | |
| { | |
| color = ApplyColorGrading(color, PostExposure, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), LutParams, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), UserLutParams, UserLutContribution); | |
| } | |
| #if _FILM_GRAIN | |
| { | |
| color = ApplyGrain(color, uv, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset, OneOverPaperWhite); | |
| } | |
| #endif | |
| // When Unity is configured to use gamma color encoding, we ignore the request to convert to gamma 2.0 and instead fall back to sRGB encoding | |
| #if _GAMMA_20 && !UNITY_COLORSPACE_GAMMA | |
| { | |
| color = LinearToGamma20(color); | |
| inputColor = LinearToGamma20(inputColor); | |
| } | |
| // Back to sRGB | |
| #elif UNITY_COLORSPACE_GAMMA || _LINEAR_TO_SRGB_CONVERSION | |
| { | |
| color = GetLinearToSRGB(color); | |
| inputColor = LinearToSRGB(inputColor); | |
| } | |
| #endif | |
| #if _DITHERING | |
| { | |
| color = ApplyDithering(color, uv, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset, PaperWhite, OneOverPaperWhite); | |
| // Assume color > 0 and prevent 0 - ditherNoise. | |
| // Negative colors can cause problems if fed back to the postprocess via render to FP16 texture. | |
| color = max(color, 0); | |
| } | |
| #endif | |
| #ifdef HDR_ENCODING | |
| { | |
| // HDR UI composition | |
| UNITY_BRANCH if(_HDR_OVERLAY) | |
| { | |
| float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); | |
| color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits); | |
| } | |
| } | |
| #endif | |
| // Alpha mask | |
| #if _ENABLE_ALPHA_OUTPUT | |
| { | |
| // Post processing is not applied on pixels with zero alpha | |
| // The alpha scale and bias control how steep is the transition between the post-processed and plain regions | |
| half alpha = inputColor.a * AlphaScale + AlphaBias; | |
| // Saturate is necessary to avoid issues when additive blending pushes the alpha over 1. | |
| // NOTE: in UNITY_COLORSPACE_GAMMA we alpha blend in gamma here, linear otherwise. | |
| color.xyz = lerp(inputColor.xyz, color.xyz, saturate(alpha)); | |
| } | |
| #endif | |
| #ifdef HDR_ENCODING | |
| { | |
| color.rgb = OETF(color.rgb, MaxNits); | |
| } | |
| #endif | |
| #if defined(DEBUG_DISPLAY) | |
| half4 debugColor = 0; | |
| if(CanDebugOverrideOutputColor(half4(color, 1), uv, debugColor)) | |
| { | |
| return debugColor; | |
| } | |
| #endif | |
| #if _ENABLE_ALPHA_OUTPUT | |
| // Saturate is necessary to avoid issues when additive blending pushes the alpha over 1. | |
| return half4(color, saturate(inputColor.a)); | |
| #else | |
| return half4(color, 1); | |
| #endif | |
| } | |
| ENDHLSL | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| //ColorMask RGB | |
| Pass | |
| { | |
| Name "UberPost" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragUberPost | |
| ENDHLSL | |
| } | |
| } | |
| } | |