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- Shader "Hidden/Universal Render Pipeline/UberPost"
- {
- HLSLINCLUDE
- #pragma multi_compile_local_fragment _ _DISTORTION
- #pragma multi_compile_local_fragment _ _CHROMATIC_ABERRATION
- #pragma multi_compile_local_fragment _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT
- #pragma multi_compile_local_fragment _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL
- #pragma multi_compile_local_fragment _ _FILM_GRAIN
- #pragma multi_compile_local_fragment _ _DITHERING
- #pragma multi_compile_local_fragment _ _GAMMA_20 _LINEAR_TO_SRGB_CONVERSION
- #pragma multi_compile_local_fragment _ _USE_FAST_SRGB_LINEAR_CONVERSION
- #pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE
- #pragma multi_compile_local_fragment _ HDR_INPUT HDR_ENCODING
-
- #ifdef HDR_ENCODING
- #define HDR_INPUT 1 // this should be defined when HDR_ENCODING is defined
- #endif
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ScreenCoordOverride.hlsl"
- #if defined(HDR_ENCODING)
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
- #endif
-
- #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/Debug/DebuggingFullscreen.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
-
- // Hardcoded dependencies to reduce the number of variants
- #if _BLOOM_LQ || _BLOOM_HQ || _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
- #define BLOOM
- #if _BLOOM_LQ_DIRT || _BLOOM_HQ_DIRT
- #define BLOOM_DIRT
- #endif
- #endif
-
- TEXTURE2D_X(_Bloom_Texture);
- TEXTURE2D(_LensDirt_Texture);
- TEXTURE2D(_Grain_Texture);
- TEXTURE2D(_InternalLut);
- TEXTURE2D(_UserLut);
- TEXTURE2D(_BlueNoise_Texture);
- TEXTURE2D_X(_OverlayUITexture);
-
- float4 _BloomTexture_TexelSize;
- float4 _Lut_Params;
- float4 _UserLut_Params;
- float4 _Bloom_Params;
- float _Bloom_RGBM;
- float4 _LensDirt_Params;
- float _LensDirt_Intensity;
- float4 _Distortion_Params1;
- float4 _Distortion_Params2;
- float _Chroma_Params;
- half4 _Vignette_Params1;
- float4 _Vignette_Params2;
- #ifdef USING_STEREO_MATRICES
- float4 _Vignette_ParamsXR;
- #endif
- float2 _Grain_Params;
- float4 _Grain_TilingParams;
- float4 _Bloom_Texture_TexelSize;
- float4 _Dithering_Params;
- float4 _HDROutputLuminanceParams;
-
- #define DistCenter _Distortion_Params1.xy
- #define DistAxis _Distortion_Params1.zw
- #define DistTheta _Distortion_Params2.x
- #define DistSigma _Distortion_Params2.y
- #define DistScale _Distortion_Params2.z
- #define DistIntensity _Distortion_Params2.w
-
- #define ChromaAmount _Chroma_Params.x
-
- #define BloomIntensity _Bloom_Params.x
- #define BloomTint _Bloom_Params.yzw
- #define BloomRGBM _Bloom_RGBM.x
- #define LensDirtScale _LensDirt_Params.xy
- #define LensDirtOffset _LensDirt_Params.zw
- #define LensDirtIntensity _LensDirt_Intensity.x
-
- #define VignetteColor _Vignette_Params1.xyz
- #ifdef USING_STEREO_MATRICES
- #define VignetteCenterEye0 _Vignette_ParamsXR.xy
- #define VignetteCenterEye1 _Vignette_ParamsXR.zw
- #else
- #define VignetteCenter _Vignette_Params2.xy
- #endif
- #define VignetteIntensity _Vignette_Params2.z
- #define VignetteSmoothness _Vignette_Params2.w
- #define VignetteRoundness _Vignette_Params1.w
-
- #define LutParams _Lut_Params.xyz
- #define PostExposure _Lut_Params.w
- #define UserLutParams _UserLut_Params.xyz
- #define UserLutContribution _UserLut_Params.w
-
- #define GrainIntensity _Grain_Params.x
- #define GrainResponse _Grain_Params.y
- #define GrainScale _Grain_TilingParams.xy
- #define GrainOffset _Grain_TilingParams.zw
-
- #define DitheringScale _Dithering_Params.xy
- #define DitheringOffset _Dithering_Params.zw
-
- #define AlphaScale 1.0
- #define AlphaBias 0.0
-
- #define MinNits _HDROutputLuminanceParams.x
- #define MaxNits _HDROutputLuminanceParams.y
- #define PaperWhite _HDROutputLuminanceParams.z
- #define OneOverPaperWhite _HDROutputLuminanceParams.w
-
- float2 DistortUV(float2 uv)
- {
- // Note: this variant should never be set with XR
- #if _DISTORTION
- {
- uv = (uv - 0.5) * DistScale + 0.5;
- float2 ruv = DistAxis * (uv - 0.5 - DistCenter);
- float ru = length(float2(ruv));
-
- UNITY_BRANCH
- if (DistIntensity > 0.0)
- {
- float wu = ru * DistTheta;
- ru = tan(wu) * (rcp(ru * DistSigma));
- uv = uv + ruv * (ru - 1.0);
- }
- else
- {
- ru = rcp(ru) * DistTheta * atan(ru * DistSigma);
- uv = uv + ruv * (ru - 1.0);
- }
- }
- #endif
-
- return uv;
- }
-
- half4 FragUberPost(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- float2 uv = SCREEN_COORD_APPLY_SCALEBIAS(UnityStereoTransformScreenSpaceTex(input.texcoord));
- float2 uvDistorted = DistortUV(uv);
-
- // NOTE: Hlsl specifies missing input.a to fill 1 (0 for .rgb).
- // InputColor is a "bottom" layer for alpha output.
- half4 inputColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(uvDistorted), _BlitTexture_TexelSize.xy));
- half3 color = inputColor.rgb;
-
- #if _CHROMATIC_ABERRATION
- {
- // Very fast version of chromatic aberration from HDRP using 3 samples and hardcoded
- // spectral lut. Performs significantly better on lower end GPUs.
- float2 coords = 2.0 * uv - 1.0;
- float2 end = uv - coords * dot(coords, coords) * ChromaAmount;
- float2 delta = (end - uv) / 3.0;
-
- half r = color.r;
- half g = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(DistortUV(delta + uv) ), _BlitTexture_TexelSize.xy)).y;
- half b = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, ClampUVForBilinear(SCREEN_COORD_REMOVE_SCALEBIAS(DistortUV(delta * 2.0 + uv)), _BlitTexture_TexelSize.xy)).z;
-
- color = half3(r, g, b);
- }
- #endif
-
- // Gamma space... Just do the rest of Uber in linear and convert back to sRGB at the end
- #if UNITY_COLORSPACE_GAMMA
- {
- color = GetSRGBToLinear(color);
- inputColor = GetSRGBToLinear(inputColor); // Deadcode removal if no effect on output color
- }
- #endif
-
- #if defined(BLOOM)
- {
- float2 uvBloom = ClampUVForBilinear(uvDistorted, _BloomTexture_TexelSize.xy);
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- uvBloom = RemapFoveatedRenderingNonUniformToLinear(uvBloom);
- }
- #endif
-
- #if _BLOOM_HQ
- half4 bloom = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_Bloom_Texture, sampler_LinearClamp), SCREEN_COORD_REMOVE_SCALEBIAS(uvBloom), _Bloom_Texture_TexelSize.zwxy, (1.0).xx, unity_StereoEyeIndex);
- #else
- half4 bloom = SAMPLE_TEXTURE2D_X(_Bloom_Texture, sampler_LinearClamp, SCREEN_COORD_REMOVE_SCALEBIAS(uvBloom));
- #endif
-
- #if UNITY_COLORSPACE_GAMMA
- bloom.xyz *= bloom.xyz; // γ to linear
- #endif
-
- UNITY_BRANCH
- if (BloomRGBM > 0)
- {
- bloom.xyz = DecodeRGBM(bloom);
- }
-
- bloom.xyz *= BloomIntensity;
- color += bloom.xyz * BloomTint;
-
- #if defined(BLOOM_DIRT)
- {
- // UVs for the dirt texture should be DistortUV(uv * DirtScale + DirtOffset) but
- // considering we use a cover-style scale on the dirt texture the difference
- // isn't massive so we chose to save a few ALUs here instead in case lens
- // distortion is active.
- half3 dirt = SAMPLE_TEXTURE2D(_LensDirt_Texture, sampler_LinearClamp, uvDistorted * LensDirtScale + LensDirtOffset).xyz;
- dirt *= LensDirtIntensity;
- color += dirt * bloom.xyz;
- }
- #endif
-
- #if _ENABLE_ALPHA_OUTPUT
- // Bloom should also spread in areas with zero alpha, so we save the image with bloom here to do the mixing at the end of the shader
- inputColor.xyz = color.xyz;
- #endif
- }
- #endif
-
- // To save on variants we'll use an uniform branch for vignette. Lower end platforms
- // don't like these but if we're running Uber it means we're running more expensive
- // effects anyway. Lower-end devices would limit themselves to on-tile compatible effect
- // and thus this shouldn't too much of a problem (famous last words).
- UNITY_BRANCH
- if (VignetteIntensity > 0)
- {
- #ifdef USING_STEREO_MATRICES
- // With XR, the views can use asymmetric FOV which will have the center of each
- // view be at a different location.
- const float2 VignetteCenter = unity_StereoEyeIndex == 0 ? VignetteCenterEye0 : VignetteCenterEye1;
- #endif
-
- color = ApplyVignette(color, uvDistorted, VignetteCenter, VignetteIntensity, VignetteRoundness, VignetteSmoothness, VignetteColor);
- }
-
- // Color grading is always enabled when post-processing/uber is active
- {
- color = ApplyColorGrading(color, PostExposure, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), LutParams, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), UserLutParams, UserLutContribution);
- }
-
- #if _FILM_GRAIN
- {
- color = ApplyGrain(color, uv, TEXTURE2D_ARGS(_Grain_Texture, sampler_LinearRepeat), GrainIntensity, GrainResponse, GrainScale, GrainOffset, OneOverPaperWhite);
- }
- #endif
-
- // When Unity is configured to use gamma color encoding, we ignore the request to convert to gamma 2.0 and instead fall back to sRGB encoding
- #if _GAMMA_20 && !UNITY_COLORSPACE_GAMMA
- {
- color = LinearToGamma20(color);
- inputColor = LinearToGamma20(inputColor);
- }
- // Back to sRGB
- #elif UNITY_COLORSPACE_GAMMA || _LINEAR_TO_SRGB_CONVERSION
- {
- color = GetLinearToSRGB(color);
- inputColor = LinearToSRGB(inputColor);
- }
- #endif
-
- #if _DITHERING
- {
- color = ApplyDithering(color, uv, TEXTURE2D_ARGS(_BlueNoise_Texture, sampler_PointRepeat), DitheringScale, DitheringOffset, PaperWhite, OneOverPaperWhite);
- // Assume color > 0 and prevent 0 - ditherNoise.
- // Negative colors can cause problems if fed back to the postprocess via render to FP16 texture.
- color = max(color, 0);
- }
- #endif
-
- #ifdef HDR_ENCODING
- {
- // HDR UI composition
- float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord);
- color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits);
- }
- #endif
-
- // Alpha mask
- #if _ENABLE_ALPHA_OUTPUT
- {
- // Post processing is not applied on pixels with zero alpha
- // The alpha scale and bias control how steep is the transition between the post-processed and plain regions
- half alpha = inputColor.a * AlphaScale + AlphaBias;
- // Saturate is necessary to avoid issues when additive blending pushes the alpha over 1.
- // NOTE: in UNITY_COLORSPACE_GAMMA we alpha blend in gamma here, linear otherwise.
- color.xyz = lerp(inputColor.xyz, color.xyz, saturate(alpha));
- }
- #endif
-
- #ifdef HDR_ENCODING
- {
- color.rgb = OETF(color.rgb, MaxNits);
- }
- #endif
-
- #if defined(DEBUG_DISPLAY)
- half4 debugColor = 0;
-
- if(CanDebugOverrideOutputColor(half4(color, 1), uv, debugColor))
- {
- return debugColor;
- }
- #endif
-
- #if _ENABLE_ALPHA_OUTPUT
- return half4(color, inputColor.a);
- #else
- return half4(color, 1);
- #endif
- }
-
- ENDHLSL
-
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- ZTest Always ZWrite Off Cull Off
- //ColorMask RGB
-
- Pass
- {
- Name "UberPost"
-
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment FragUberPost
- ENDHLSL
- }
- }
- }
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