#ifndef SSR_BLUR #define SSR_BLUR // Copyright 2021 Kronnect - All Rights Reserved. UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); float4 _MainTex_ST; float4 _MainTex_TexelSize; UNITY_DECLARE_SCREENSPACE_TEXTURE(_RayCastRT); float4 _SSRSettings4; #define DENOISE_POWER _SSRSettings4.w float2 _SSRBlurStrength; #define BLUR_STRENGTH_HORIZ _SSRBlurStrength.x #define BLUR_STRENGTH_VERT _SSRBlurStrength.y #if defined(UNITY_SINGLE_PASS_STEREO) #define SSR_VERTEX_CROSS_DATA #define SSR_VERTEX_OUTPUT_GAUSSIAN_UV(o) #if defined(SSR_BLUR_HORIZ) #define SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 offset1 = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_STRENGTH_HORIZ, 0); float2 offset2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_STRENGTH_HORIZ, 0); #else #define SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 offset1 = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_STRENGTH_VERT); float2 offset2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_STRENGTH_VERT); #endif #else #define SSR_VERTEX_CROSS_DATA float2 offset1 : TEXCOORD1; float2 offset2 : TEXCOORD2; #if defined(SSR_BLUR_HORIZ) #define SSR_VERTEX_OUTPUT_GAUSSIAN_UV(o) o.offset1 = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_STRENGTH_HORIZ, 0); o.offset2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_STRENGTH_HORIZ, 0); #else #define SSR_VERTEX_OUTPUT_GAUSSIAN_UV(o) o.offset1 = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_STRENGTH_VERT); o.offset2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_STRENGTH_VERT); #endif #define SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 offset1 = i.offset1; float2 offset2 = i.offset2; #endif struct Attributes { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsCross { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; SSR_VERTEX_CROSS_DATA UNITY_VERTEX_OUTPUT_STEREO }; VaryingsCross VertBlur(Attributes input) { VaryingsCross output; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = UnityObjectToClipPos(input.vertex); output.uv = UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST); SSR_VERTEX_OUTPUT_GAUSSIAN_UV(output) return output; } inline half getLuma(float3 rgb) { const half3 lum = float3(0.299, 0.587, 0.114); return dot(rgb, lum); } half4 FragBlur (VaryingsCross i): SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); SSR_FRAG_SETUP_GAUSSIAN_UV(i) float2 uv = i.uv; half4 c0 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv); half4 c1 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv + offset1); half4 c2 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv - offset1); half4 c3 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv + offset2); half4 c4 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv - offset2); #if SSR_DENOISE half l0 = abs(getLuma(c0.rgb)); half l1 = abs(getLuma(c1.rgb)); half l2 = abs(getLuma(c2.rgb)); half l3 = abs(getLuma(c3.rgb)); half l4 = abs(getLuma(c4.rgb)); half ml = (l0+l1+l2+l3+l4) * 0.2; c0.rgb *= pow( (1.0 + min(ml, l0)) / (1.0 + l0) , DENOISE_POWER); c1.rgb *= pow( (1.0 + min(ml, l1)) / (1.0 + l1) , DENOISE_POWER); c2.rgb *= pow( (1.0 + min(ml, l2)) / (1.0 + l2) , DENOISE_POWER); c3.rgb *= pow( (1.0 + min(ml, l3)) / (1.0 + l3) , DENOISE_POWER); c4.rgb *= pow( (1.0 + min(ml, l4)) / (1.0 + l4) , DENOISE_POWER); #endif half4 blurred = c0 * 0.2270270270 + (c1 + c2) * 0.3162162162 + (c3 + c4) * 0.0702702703; return blurred; } #endif // SSR_BLUR