ElectricityBusinessHall_Dig.../Assets/ShinySSRR/Runtime/Resources/SSR/SSR_Blur.hlsl

98 lines
3.8 KiB
HLSL

#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