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 } } }