Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery
# Conflicts: # Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat # Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
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{
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float3 x3 = x0 - 0.5;
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float4 x_ = floor( j / 7.0 );
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float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
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float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 h = 1.0 - abs( x ) - abs( y );
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float4 b1 = float4( x.zw, y.zw );
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float4 s0 = floor( b0 ) * 2.0 + 1.0;
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float4 s1 = floor( b1 ) * 2.0 + 1.0;
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float4 sh = -step( h, 0.0 );
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g2 = float3( a1.xy, h.z );
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float3 g3 = float3( a1.zw, h.w );
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float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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m = m* m;
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m = m* m;
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ZTest Always Cull Off ZWrite Off
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// 4: Second level downsampler // 2
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
||||
#pragma fragment frag_downsample2
|
||||
ENDHLSL
|
||||
}
|
||||
// 5: Upsampler // 3
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
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#pragma fragment frag_upsample
|
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ENDHLSL
|
||||
}
|
||||
|
||||
// 7: Combiner // 4
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex Vert
|
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#pragma fragment frag_upsample_final
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ENDHLSL
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}
|
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|
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}
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}
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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serializedVersion: 1
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#ifndef SSMS_HLSL
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#define SSMS_HLSL
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// The Blit.hlsl file provides the vertex shader (Vert),
|
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// input structure (Attributes) and output strucutre (Varyings)
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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|
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TEXTURE2D(_BaseTexture);
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//SAMPLER(sampler_BaseTexture);
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|
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TEXTURE2D(_BaseTextureUpscale);
|
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|
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float _PrefilterOffs;
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float _Threshold;
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float3 _Curve;
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float _SampleScale;
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float _Intensity;
|
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|
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// SMSS
|
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TEXTURE2D(_FadeTex);
|
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SAMPLER(sampler_FadeTex);
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|
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TEXTURE2D(_FogFactor_RT);
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SAMPLER(sampler_FogFactor_RT);
|
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|
||||
float _Radius;
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float _BlurWeight;
|
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|
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#pragma shader_feature ANTI_FLICKER_ON
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#pragma shader_feature _HIGH_QUALITY_ON
|
||||
|
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// Brightness function
|
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float Brightness(float3 c)
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{
|
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return max(max(c.r, c.g), c.b);
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}
|
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|
||||
// 3-tap median filter
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float3 Median(float3 a, float3 b, float3 c)
|
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{
|
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return a + b + c - min(min(a, b), c) - max(max(a, b), c);
|
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}
|
||||
|
||||
float CustomLuminocity(float3 a)
|
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{
|
||||
float sum = a.r + a.b + a.z;
|
||||
sum /=3;
|
||||
sum = sum * (1 / sum);
|
||||
return sum;
|
||||
}
|
||||
|
||||
float4 ToFloat4(float3 rgb)
|
||||
{
|
||||
return float4(rgb, 0);
|
||||
}
|
||||
|
||||
float3 ToFloat3(float4 rgba)
|
||||
{
|
||||
return rgba.rgb;
|
||||
}
|
||||
|
||||
#define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15
|
||||
|
||||
// Clamp HDR value within a safe range
|
||||
half3 SafeHDR(half3 c)
|
||||
{
|
||||
return min(c, HALF_MAX);
|
||||
}
|
||||
|
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half4 SafeHDR(half4 c)
|
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{
|
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return min(c, HALF_MAX);
|
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}
|
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// Downsample with a 4x4 box filter
|
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float3 DownsampleFilter(float2 uv)
|
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{
|
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float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
|
||||
|
||||
float3 s;
|
||||
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
|
||||
|
||||
return s * (1.0 / 4);
|
||||
}
|
||||
|
||||
// Downsample with a 4x4 box filter + anti-flicker filter
|
||||
float3 DownsampleAntiFlickerFilter(float2 uv)
|
||||
{
|
||||
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
|
||||
|
||||
float3 s1 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
|
||||
float3 s2 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
|
||||
float3 s3 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
|
||||
float3 s4 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
|
||||
|
||||
// Karis's luma weighted average (using brightness instead of luma)
|
||||
float s1w = 1 / (Brightness(s1) + 1);
|
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float s2w = 1 / (Brightness(s2) + 1);
|
||||
float s3w = 1 / (Brightness(s3) + 1);
|
||||
float s4w = 1 / (Brightness(s4) + 1);
|
||||
float one_div_wsum = 1 / (s1w + s2w + s3w + s4w);
|
||||
|
||||
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
|
||||
}
|
||||
|
||||
float3 UpsampleFilter(float2 uv)
|
||||
{
|
||||
#ifdef _HIGH_QUALITY_ON
|
||||
// 9-tap bilinear upsampler (tent filter)
|
||||
float4 d = _BlitTexture_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale;
|
||||
|
||||
float3 s;
|
||||
s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.xy));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.wy)) * 2;
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.zy));
|
||||
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw)) * 2;
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv )) * 4;
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw)) * 2;
|
||||
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.wy)) * 2;
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
|
||||
|
||||
return s * (1.0 / 16);
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||||
#else
|
||||
// 4-tap bilinear upsampler
|
||||
float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5);
|
||||
|
||||
float3 s;
|
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s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
|
||||
s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
|
||||
|
||||
return s * (1.0 / 4);
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#endif
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}
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||||
//
|
||||
// fragment shader
|
||||
//
|
||||
|
||||
// SMSS
|
||||
float AdjustDepth(float4 d){
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//float Out = CustomLuminocity(d.rgb);
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//Out *= d.a;
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||||
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||||
float Out = d.r;
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||||
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||||
Out = SAMPLE_TEXTURE2D(_FadeTex,sampler_FadeTex, float2(Out, 0.5)).r;
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||||
return saturate(Out);
|
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}
|
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||||
|
||||
float4 frag_prefilter(Varyings i) : SV_Target
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{
|
||||
float2 uv = i.texcoord + _BlitTexture_TexelSize.xy * _PrefilterOffs;
|
||||
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||||
#ifdef ANTI_FLICKER_ON
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||||
float3 d = _BlitTexture_TexelSize.xyx * float3(1, 1, 0);
|
||||
float4 s0 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv));
|
||||
float3 s1 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.xz).rgb);
|
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float3 s2 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xz).rgb);
|
||||
float3 s3 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv - d.zy).rgb);
|
||||
float3 s4 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy).rgb);
|
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float3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
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#else
|
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float4 s0 = SafeHDR(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv));
|
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float3 m = s0.rgb;
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#endif
|
||||
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||||
// Pixel brightness
|
||||
float br = Brightness(m);
|
||||
|
||||
// Under-threshold part: quadratic curve
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||||
float rq = clamp(br - _Curve.x, 0, _Curve.y);
|
||||
rq = _Curve.z * rq * rq;
|
||||
|
||||
// Combine and apply the brightness response curve.
|
||||
m *= max(rq, br - _Threshold) / max(br, 1e-5);
|
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|
||||
// SMSS
|
||||
float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord ));
|
||||
|
||||
return ToFloat4(m * depth);
|
||||
}
|
||||
|
||||
|
||||
float4 frag_downsample1(Varyings i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
#ifdef ANTI_FLICKER_ON
|
||||
return ToFloat4(DownsampleAntiFlickerFilter(i.texcoord ));
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#else
|
||||
return ToFloat4(DownsampleFilter(i.texcoord ));
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#endif
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}
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||||
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||||
float4 frag_downsample2(Varyings i) : SV_Target
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{
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||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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return ToFloat4(DownsampleFilter(i.texcoord ));
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}
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||||
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||||
float4 frag_upsample(Varyings i) : SV_Target
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{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
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float3 base = ToFloat3(SAMPLE_TEXTURE2D(_BaseTextureUpscale, sampler_LinearClamp, i.texcoord));
|
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float3 blur = UpsampleFilter(i.texcoord );
|
||||
|
||||
return ToFloat4(base + blur * (1 + _BlurWeight)) / (1 + (_BlurWeight * 0.735));
|
||||
}
|
||||
|
||||
float4 frag_upsample_final(Varyings i) : SV_Target
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||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
float4 base = SAMPLE_TEXTURE2D(_BaseTexture, sampler_LinearClamp, i.texcoord);
|
||||
float3 blur = UpsampleFilter(i.texcoord );
|
||||
|
||||
// SMSS
|
||||
float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord));
|
||||
|
||||
return lerp(base, float4(blur,1) * (1 / _Radius), clamp(depth ,0,_Intensity));
|
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}
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#endif
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Reference in New Issue
Block a user