NewN_UAVPlane/Assets/3rdParty/TENKOKU - DYNAMIC SKY/SHADERS/Tenkoku_VelocityBuffer.shader

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// Upgrade NOTE: commented out 'float4x4 _CameraToWorld', a built-in variable
// Upgrade NOTE: replaced '_CameraToWorld' with 'unity_CameraToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (c) <2015> <Playdead>
// This file is subject to the MIT License as seen in the root of this folder structure (LICENSE.TXT)
// AUTHOR: Lasse Jon Fuglsang Pedersen <lasse@playdead.com>
// TENKOKU NOTE: This has been modified from PlayDead's original public implementation.
// For more info please see original implementation here: https://github.com/playdeadgames/temporal
Shader "Hidden/Tenkoku_VelocityBuffer"
{
CGINCLUDE
//--- program begin
#pragma multi_compile __ TILESIZE_10 TILESIZE_20 TILESIZE_40
#include "UnityCG.cginc"
// uniform float4x4 _CameraToWorld;
uniform sampler2D _CameraDepthTexture;
uniform float4 _CameraDepthTexture_TexelSize;
uniform sampler2D _VelocityTex;
uniform float4 _VelocityTex_TexelSize;
uniform float4 _Corner;// xy = ray to (1,1) corner of unjittered frustum at distance 1, zw = jitter at distance 1
uniform float4x4 _CurrV;
uniform float4x4 _CurrVP;
uniform float4x4 _CurrM;
uniform float4x4 _PrevVP;
uniform float4x4 _PrevM;
struct blit_v2f
{
float4 cs_pos : SV_POSITION;
float2 ss_txc : TEXCOORD0;
float2 vs_ray : TEXCOORD1;
};
blit_v2f blit_vert( appdata_img IN )
{
blit_v2f OUT;
OUT.cs_pos = UnityObjectToClipPos(IN.vertex);
OUT.ss_txc = IN.texcoord.xy;
OUT.vs_ray = (2.0 * IN.texcoord.xy - 1.0) * _Corner.xy + _Corner.zw;
return OUT;
}
float4 blit_frag_prepass( blit_v2f IN ) : SV_Target
{
// reconstruct world position
float vs_dist = LinearEyeDepth(tex2D(_CameraDepthTexture, IN.ss_txc).x);
float3 vs_pos = float3(IN.vs_ray, 1.0) * vs_dist;
float4 ws_pos = mul(unity_CameraToWorld, float4(vs_pos, 1.0));
//// NOTE: world space debug at 3D crane
//return 0.1 * float4(ws_pos.xy - float2(595.0, -215.0), 0.0, 0.0);
// reproject into previous frame
float4 rp_cs_pos = mul(_PrevVP, ws_pos);
float2 rp_ss_ndc = rp_cs_pos.xy / rp_cs_pos.w;
float2 rp_ss_txc = 0.5 * rp_ss_ndc + 0.5;
// estimate velocity
float2 ss_vel = IN.ss_txc - rp_ss_txc;
// output
return float4(ss_vel, 0.0, 0.0);
}
float4 blit_frag_tilemax( blit_v2f IN ) : SV_Target
{
#if TILE_SIZE_10
const int support = 10;
#elif TILE_SIZE_20
const int support = 20;
#elif TILE_SIZE_40
const int support = 40;
#else
const int support = 1;
#endif
const float2 step = _VelocityTex_TexelSize.xy;
const float2 base = IN.ss_txc + (0.5 - 0.5 * support) * step;
const float2 du = float2(_VelocityTex_TexelSize.x, 0.0);
const float2 dv = float2(0.0, _VelocityTex_TexelSize.y);
float2 mv = 0.0;
float rmv = 0.0;
for (int i = 0; i != support; i++)
{
for (int j = 0; j != support; j++)
{
float2 v = tex2D(_VelocityTex, base + i * dv + j * du).xy;
float rv = dot(v, v);
if (rv > rmv)
{
mv = v;
rmv = rv;
}
}
}
return float4(mv, 0.0, 0.0);
}
float4 blit_frag_neighbormax( blit_v2f IN ) : SV_Target
{
const float2 du = float2(_VelocityTex_TexelSize.x, 0.0);
const float2 dv = float2(0.0, _VelocityTex_TexelSize.y);
float2 mv = 0.0;
float dmv = 0.0;
for (int i = -1; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
float2 v = tex2D(_VelocityTex, IN.ss_txc + i * dv + j * du).xy;
float dv = dot(v, v);
if (dv > dmv)
{
mv = v;
dmv = dv;
}
}
}
return float4(mv, 0.0, 0.0);
}
struct v2f
{
float4 cs_pos : SV_POSITION;
float4 ss_pos : TEXCOORD0;
float3 cs_xy_curr : TEXCOORD1;
float3 cs_xy_prev : TEXCOORD2;
};
v2f process_vertex(float4 ws_pos_curr, float4 ws_pos_prev)
{
v2f OUT;
OUT.cs_pos = mul(mul(_CurrVP, _CurrM), ws_pos_curr) * float4(1.0, -1.0, 1.0, 1.0);
OUT.ss_pos = ComputeScreenPos(OUT.cs_pos);
OUT.ss_pos.z = -mul(mul(_CurrV, _CurrM), ws_pos_curr).z;// COMPUTE_EYEDEPTH
OUT.cs_xy_curr = OUT.cs_pos.xyw;
OUT.cs_xy_prev = mul(mul(_PrevVP, _PrevM), ws_pos_prev).xyw * float3(1.0, -1.0, 1.0);
#if UNITY_UV_STARTS_AT_TOP
OUT.cs_xy_curr.y = 1.0 - OUT.cs_xy_curr.y;
OUT.cs_xy_prev.y = 1.0 - OUT.cs_xy_prev.y;
#endif
return OUT;
}
v2f vert( appdata_base IN )
{
return process_vertex(IN.vertex, IN.vertex);
}
v2f vert_skinned( appdata_base IN )
{
return process_vertex(IN.vertex, float4(IN.normal, 1.0));// previous frame positions stored in normal data
}
float4 frag( v2f IN ) : SV_Target
{
float2 ss_txc = IN.ss_pos.xy / IN.ss_pos.w;
float scene_z = tex2D(_CameraDepthTexture, ss_txc).x;
float scene_d = LinearEyeDepth(scene_z);
const float occlusion_bias = 0.03;
// discard if occluded
clip(scene_d - IN.ss_pos.z + occlusion_bias);
// compute velocity in ndc
float2 ndc_curr = IN.cs_xy_curr.xy / IN.cs_xy_curr.z;
float2 ndc_prev = IN.cs_xy_prev.xy / IN.cs_xy_prev.z;
// output screen space velocity [0,1;0,1]
return float4(0.5 * (ndc_curr - ndc_prev), 0.0, 0.0);
}
//--- program end
ENDCG
SubShader
{
// 0: prepass
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex blit_vert
#pragma fragment blit_frag_prepass
#pragma only_renderers ps4 xboxone d3d11 d3d9 xbox360 opengl
#pragma target 3.0
#pragma glsl
ENDCG
}
// 1: vertices
Pass
{
ZTest LEqual Cull Back ZWrite On
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma only_renderers ps4 xboxone d3d11 d3d9 xbox360 opengl
#pragma target 3.0
#pragma glsl
ENDCG
}
// 2: vertices skinned
Pass
{
ZTest LEqual Cull Back ZWrite On
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert_skinned
#pragma fragment frag
#pragma only_renderers ps4 xboxone d3d11 d3d9 xbox360 opengl
#pragma target 3.0
#pragma glsl
ENDCG
}
// 3: tilemax
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex blit_vert
#pragma fragment blit_frag_tilemax
#pragma only_renderers ps4 xboxone d3d11 d3d9 xbox360 opengl
#pragma target 3.0
#pragma glsl
ENDCG
}
// 4: neighbormax
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex blit_vert
#pragma fragment blit_frag_neighbormax
#pragma only_renderers ps4 xboxone d3d11 d3d9 xbox360 opengl
#pragma target 3.0
#pragma glsl
ENDCG
}
}
Fallback Off
}