123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385 |
- #ifndef UNIVERSAL_TEMPORAL_AA
- #define UNIVERSAL_TEMPORAL_AA
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #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/DeclareDepthTexture.hlsl"
-
- #ifndef TAA_YCOCG
- #define TAA_YCOCG 1
- #endif
-
- #ifndef TAA_GAMMA_SPACE_POST
- #if UNITY_NO_LINEAR_COLORSPACE
- #define TAA_GAMMA_SPACE_POST 1
- else
- #define TAA_GAMMA_SPACE_POST 0
- #endif
- #endif
-
- #ifndef TAA_PERCEPTUAL_SPACE
- #define TAA_PERCEPTUAL_SPACE 1
- #endif
-
- TEXTURE2D_X(_TaaMotionVectorTex);
- TEXTURE2D_X(_TaaAccumulationTex);
-
- CBUFFER_START(TemporalAAData)
- float4 _TaaMotionVectorTex_TexelSize; // (1/w, 1/h, w, h)
- float4 _TaaAccumulationTex_TexelSize; // (1/w, 1/h, w, h)
-
- float _TaaFilterWeights[9];
-
- half _TaaFrameInfluence;
- half _TaaVarianceClampScale;
- CBUFFER_END
-
- // Per-pixel camera backwards velocity
- half2 GetVelocityWithOffset(float2 uv, half2 depthOffsetUv)
- {
- // Unity motion vectors are forward motion vectors in screen UV space
- half2 offsetUv = SAMPLE_TEXTURE2D_X(_TaaMotionVectorTex, sampler_LinearClamp, uv + _TaaMotionVectorTex_TexelSize.xy * depthOffsetUv).xy;
- return -offsetUv;
- }
-
- void AdjustBestDepthOffset(inout half bestDepth, inout half bestX, inout half bestY, float2 uv, half currX, half currY)
- {
- // Half precision should be fine, as we are only concerned about choosing the better value along sharp edges, so it's
- // acceptable to have banding on continuous surfaces
- half depth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv.xy + _BlitTexture_TexelSize.xy * half2(currX, currY)).r;
-
- #if UNITY_REVERSED_Z
- depth = 1.0 - depth;
- #endif
-
- bool isBest = depth < bestDepth;
- bestDepth = isBest ? depth : bestDepth;
- bestX = isBest ? currX : bestX;
- bestY = isBest ? currY : bestY;
- }
-
- float GetLuma(float3 color)
- {
- #if TAA_YCOCG
- // We work in YCoCg hence the luminance is in the first channel.
- return color.x;
- #else
- return Luminance(color.xyz);
- #endif
- }
-
- float PerceptualWeight(float3 c)
- {
- #if TAA_PERCEPTUAL_SPACE
- return rcp(GetLuma(c) + 1.0);
- #else
- return 1;
- #endif
- }
-
- float PerceptualInvWeight(float3 c)
- {
- #if TAA_PERCEPTUAL_SPACE
- return rcp(1.0 - GetLuma(c));
- #else
- return 1;
- #endif
- }
-
- float4 WorkingToPerceptual(float4 c)
- {
- float scale = PerceptualWeight(c.xyz);
- return c * scale;
- }
-
- float4 PerceptualToWorking(float4 c)
- {
- float scale = PerceptualInvWeight(c.xyz);
- return c * scale;
- }
-
- half4 PostFxSpaceToLinear(float4 src)
- {
- // gamma 2.0 is a good enough approximation
- #if TAA_GAMMA_SPACE_POST
- return half4(src.xyz * src.xyz, src.w);
- #else
- return src;
- #endif
- }
-
- half4 LinearToPostFxSpace(float4 src)
- {
- #if TAA_GAMMA_SPACE_POST
- return half4(sqrt(src.xyz), src.w);
- #else
- return src;
- #endif
- }
-
- // Working Space: The color space that we will do the calculation in.
- // Scene: The incoming/outgoing scene color. Either linear or gamma space
- half4 SceneToWorkingSpace(half4 src)
- {
- half4 linColor = PostFxSpaceToLinear(src);
- #if TAA_YCOCG
- half4 dst = half4(RGBToYCoCg(linColor.xyz), linColor.w);
- #else
- half4 dst = src;
- #endif
- return dst;
- }
-
- half4 WorkingSpaceToScene(half4 src)
- {
- #if TAA_YCOCG
- half4 linColor = half4(YCoCgToRGB(src.xyz), src.w);
- #else
- half4 linColor = src;
- #endif
-
- half4 dst = LinearToPostFxSpace(linColor);
- return dst;
- }
-
- half4 SampleColorPoint(float2 uv, float2 texelOffset)
- {
- return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv + _BlitTexture_TexelSize.xy * texelOffset);
- }
-
- half4 SampleColorLinear(float2 uv, float2 texelOffset)
- {
- return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + _BlitTexture_TexelSize.xy * texelOffset);
- }
-
- void AdjustColorBox(inout half4 boxMin, inout half4 boxMax, inout half4 moment1, inout half4 moment2, float2 uv, half currX, half currY)
- {
- half4 color = SceneToWorkingSpace(SampleColorPoint(uv, float2(currX, currY)));
- boxMin = min(color, boxMin);
- boxMax = max(color, boxMax);
- moment1 += color;
- moment2 += color * color;
- }
-
- half4 ApplyHistoryColorLerp(half4 workingAccumColor, half4 workingCenterColor, float t)
- {
- half4 perceptualAccumColor = WorkingToPerceptual(workingAccumColor);
- half4 perceptualCenterColor = WorkingToPerceptual(workingCenterColor);
-
- half4 perceptualDstColor = lerp(perceptualAccumColor, perceptualCenterColor, t);
- half4 workingDstColor = PerceptualToWorking(perceptualDstColor);
-
- return workingDstColor;
- }
-
- // From Filmic SMAA presentation[Jimenez 2016]
- // A bit more verbose that it needs to be, but makes it a bit better at latency hiding
- // (half version based on HDRP impl)
- half4 SampleBicubic5TapHalf(TEXTURE2D_X(sourceTexture), float2 UV, float4 sourceTexture_TexelSize)
- {
- const float2 sourceTextureSize = sourceTexture_TexelSize.zw;
- const float2 sourceTexelSize = sourceTexture_TexelSize.xy;
-
- float2 samplePos = UV * sourceTextureSize;
- float2 tc1 = floor(samplePos - 0.5) + 0.5;
- half2 f = samplePos - tc1;
- half2 f2 = f * f;
- half2 f3 = f * f2;
-
- half c = 0.5;
-
- half2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
- half2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
- half2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
- half2 w3 = c * f3 - c * f2;
-
- half2 w12 = w1 + w2;
- float2 tc0 = sourceTexelSize * (tc1 - 1.0);
- float2 tc3 = sourceTexelSize * (tc1 + 2.0);
- float2 tc12 = sourceTexelSize * (tc1 + w2 / w12);
-
- half4 s0 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc12.x, tc0.y)));
- half4 s1 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc0.x, tc12.y)));
- half4 s2 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc12.x, tc12.y)));
- half4 s3 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc3.x, tc12.y)));
- half4 s4 = SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(sourceTexture, sampler_LinearClamp, float2(tc12.x, tc3.y)));
-
- half cw0 = (w12.x * w0.y);
- half cw1 = (w0.x * w12.y);
- half cw2 = (w12.x * w12.y);
- half cw3 = (w3.x * w12.y);
- half cw4 = (w12.x * w3.y);
-
- s0 *= cw0;
- s1 *= cw1;
- s2 *= cw2;
- s3 *= cw3;
- s4 *= cw4;
-
- half4 historyFiltered = s0 + s1 + s2 + s3 + s4;
- half weightSum = cw0 + cw1 + cw2 + cw3 + cw4;
-
- half4 filteredVal = historyFiltered * rcp(weightSum);
-
- return filteredVal;
- }
-
- // From Playdead's TAA
- // (half version of HDRP impl)
- //
- // Small color-volume min size seems to produce flicker/noise in YCoCg space, that can't be seen in RGB,
- // when using low precision (RGB111110f) color textures.
- half4 ClipToAABBCenter(half4 history, half4 minimum, half4 maximum)
- {
- // note: only clips towards aabb center (but fast!)
- half4 center = 0.5 * (maximum + minimum);
- half4 extents = max(0.5 * (maximum - minimum), HALF_MIN); // Epsilon to avoid precision issues with empty volume.
-
- // This is actually `distance`, however the keyword is reserved
- half4 offset = history - center;
- half3 v_unit = offset.xyz / extents.xyz;
- half3 absUnit = abs(v_unit);
- half maxUnit = Max3(absUnit.x, absUnit.y, absUnit.z);
- if (maxUnit > 1.0)
- return center + (offset / maxUnit);
- else
- return history;
- }
-
- // Based on HDRP
- half4 FilterColor(float2 uv, float weights[9])
- {
- half4 filtered = weights[0] * PostFxSpaceToLinear(SampleColorPoint(uv, float2(0.0, 0.0f)));
-
- filtered += weights[1] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(0.0f, 1.0)));
- filtered += weights[2] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(1.0f, 0.0f)));
- filtered += weights[3] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(-1.0f, 0.0f)));
- filtered += weights[4] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(0.0f, -1.0f)));
-
- filtered += weights[5] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(-1.0f, 1.0f)));
- filtered += weights[6] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(1.0f, -1.0f)));
- filtered += weights[7] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(1.0f, 1.0f)));
- filtered += weights[8] * PostFxSpaceToLinear(SampleColorPoint(uv,float2(-1.0f, -1.0f)));
- #if TAA_YCOCG
- return half4(RGBToYCoCg(filtered.xyz), filtered.w);
- #else
- return filtered;
- #endif
- }
-
- // clampQuality:
- // 0: Cross (5 taps)
- // 1: 3x3 (9 taps)
- // 2: Variance + MinMax 3x3 (9 taps)
- // 3: Variance Clipping
- //
- // motionQuality:
- // 0: None
- // 1: 5 taps
- // 2: 9 taps
- // historyQuality:
- // 0: Bilinear
- // 1: Bilinear + discard history for UVs out of buffer
- // 2: Bicubic (5 taps)
- half4 DoTemporalAA(Varyings input, int clampQuality, int motionQuality, int historyQuality, int centralFiltering)
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- // uv is exactly on input pixel center (x + 0.5, y + 0.5)
- float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
-
- half4 colorCenter;
- if(centralFiltering >= 1)
- colorCenter = FilterColor(uv, _TaaFilterWeights);
- else
- colorCenter = SceneToWorkingSpace(SampleColorPoint( uv, float2(0,0))); // Point == Linear as uv == input pixel center.
-
- half4 boxMax = colorCenter;
- half4 boxMin = colorCenter;
- half4 moment1 = colorCenter;
- half4 moment2 = colorCenter * colorCenter;
-
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 0.0f, -1.0f);
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, -1.0f, 0.0f);
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 1.0f, 0.0f);
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 0.0f, 1.0f);
-
- if (clampQuality >= 1)
- {
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, -1.0f, -1.0f);
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 1.0f, -1.0f);
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, -1.0f, 1.0f);
- AdjustColorBox(boxMin, boxMax, moment1, moment2, uv, 1.0f, 1.0f);
- }
-
- if(clampQuality >= 2)
- {
- half perSample = 1 / half(9);
- half4 mean = moment1 * perSample;
- half4 stdDev = sqrt(abs(moment2 * perSample - mean * mean));
-
- half devScale = _TaaVarianceClampScale;
- half4 devMin = mean - devScale * stdDev;
- half4 devMax = mean + devScale * stdDev;
-
- // Ensure that the variance color box is not worse than simple neighborhood color box.
- boxMin = max(boxMin, devMin);
- boxMax = min(boxMax, devMax);
- }
-
- half bestOffsetX = 0.0f;
- half bestOffsetY = 0.0f;
- half bestDepth = 1.0f;
- if (motionQuality >= 1)
- {
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 0.0f, 0.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 1.0f, 0.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 0.0f, -1.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, -1.0f, 0.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 0.0f, 1.0f);
- }
- if (motionQuality >= 2)
- {
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, -1.0f, -1.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 1.0f, -1.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, -1.0f, 1.0f);
- AdjustBestDepthOffset(bestDepth, bestOffsetX, bestOffsetY, uv, 1.0f, 1.0f);
- }
-
- half2 depthOffsetUv = half2(bestOffsetX, bestOffsetY);
- half2 velocity = GetVelocityWithOffset(uv, depthOffsetUv);
-
- float2 historyUv = uv + velocity * float2(1, 1);
- half4 accumulation = (historyQuality >= 2) ?
- SampleBicubic5TapHalf(_TaaAccumulationTex, historyUv, _TaaAccumulationTex_TexelSize.xyzw) :
- SceneToWorkingSpace(SAMPLE_TEXTURE2D_X(_TaaAccumulationTex, sampler_LinearClamp, historyUv));
-
- half4 clampedAccumulation = (clampQuality >= 3) ? ClipToAABBCenter(accumulation, boxMin, boxMax) : clamp(accumulation, boxMin, boxMax);
-
- // Discard (some) history when outside of history buffer (e.g. camera jump)
- half frameInfluence = ((historyQuality >= 1) && any(abs(uv - 0.5 + velocity) > 0.5)) ? 1 : _TaaFrameInfluence;
-
- half4 workingColor = ApplyHistoryColorLerp(clampedAccumulation, colorCenter, frameInfluence);
-
- half4 dstSceneColor = WorkingSpaceToScene(workingColor);
-
- #if _ENABLE_ALPHA_OUTPUT
- return max(dstSceneColor, 0.0);
- #else
- // NOTE: The compiler should eliminate .w computation since it doesn't affect the output.
- return half4(max(dstSceneColor.xyz, 0.0), 1.0);
- #endif
- }
-
-
- half4 DoCopy(Varyings input)
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord.xy);
- half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv);
-
- return color;
- }
- #endif
|