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