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 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ScreenCoordOverride.hlsl" #if defined(HDR_ENCODING) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" // 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)); 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 return half4(color, 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 } } }