139 lines
4.0 KiB
HLSL
139 lines
4.0 KiB
HLSL
#ifndef UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
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#define UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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#define SMAA_HLSL_4_1
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#if _SMAA_PRESET_LOW
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#define SMAA_PRESET_LOW
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#elif _SMAA_PRESET_MEDIUM
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#define SMAA_PRESET_MEDIUM
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#else
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#define SMAA_PRESET_HIGH
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#endif
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TEXTURE2D_X(_BlendTexture);
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TEXTURE2D(_AreaTexture);
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TEXTURE2D(_SearchTexture);
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float4 _Metrics;
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#define SMAA_RT_METRICS _Metrics
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#define SMAA_AREATEX_SELECT(s) s.rg
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#define SMAA_SEARCHTEX_SELECT(s) s.a
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#define LinearSampler sampler_LinearClamp
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#define PointSampler sampler_PointClamp
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#if UNITY_COLORSPACE_GAMMA
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#define GAMMA_FOR_EDGE_DETECTION (1)
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#else
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#define GAMMA_FOR_EDGE_DETECTION (1/2.2)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl"
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// ----------------------------------------------------------------------------------------
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// Edge Detection
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struct VaryingsEdge
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 offsets[3] : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsEdge VertEdge(Attributes input)
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{
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VaryingsEdge output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
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output.positionCS = pos;
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output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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SMAAEdgeDetectionVS(output.texcoord, output.offsets);
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return output;
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}
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float4 FragEdge(VaryingsEdge input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return float4(SMAAColorEdgeDetectionPS(input.texcoord, input.offsets, _BlitTexture), 0.0, 0.0);
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}
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// ----------------------------------------------------------------------------------------
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// Blend Weights Calculation
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struct VaryingsBlend
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 pixcoord : TEXCOORD1;
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float4 offsets[3] : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsBlend VertBlend(Attributes input)
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{
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VaryingsBlend output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
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output.positionCS = pos;
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output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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SMAABlendingWeightCalculationVS(output.texcoord, output.pixcoord, output.offsets);
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return output;
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}
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float4 FragBlend(VaryingsBlend input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SMAABlendingWeightCalculationPS(input.texcoord, input.pixcoord, input.offsets, _BlitTexture, _AreaTexture, _SearchTexture, 0);
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}
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// ----------------------------------------------------------------------------------------
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// Neighborhood Blending
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struct VaryingsNeighbor
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 offset : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsNeighbor VertNeighbor(Attributes input)
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{
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VaryingsNeighbor output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
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float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
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output.positionCS = pos;
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output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
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SMAANeighborhoodBlendingVS(output.texcoord, output.offset);
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return output;
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}
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float4 FragNeighbor(VaryingsNeighbor input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SMAANeighborhoodBlendingPS(input.texcoord, input.offset, _BlitTexture, _BlendTexture);
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}
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#endif // UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
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