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- #ifndef __MOTION_BLUR__
- #define __MOTION_BLUR__
- #include "UnityCG.cginc"
- #include "Common.cginc"
- // Camera depth texture
- sampler2D_float _CameraDepthTexture;
- // Camera motion vectors texture
- sampler2D_half _CameraMotionVectorsTexture;
- float4 _CameraMotionVectorsTexture_TexelSize;
- // Packed velocity texture (2/10/10/10)
- sampler2D_half _VelocityTex;
- float2 _VelocityTex_TexelSize;
- // NeighborMax texture
- sampler2D_half _NeighborMaxTex;
- float2 _NeighborMaxTex_TexelSize;
- // Velocity scale factor
- float _VelocityScale;
- // TileMax filter parameters
- int _TileMaxLoop;
- float2 _TileMaxOffs;
- // Maximum blur radius (in pixels)
- half _MaxBlurRadius;
- float _RcpMaxBlurRadius;
- // Filter parameters/coefficients
- half _LoopCount;
- // History buffer for frame blending
- sampler2D _History1LumaTex;
- sampler2D _History2LumaTex;
- sampler2D _History3LumaTex;
- sampler2D _History4LumaTex;
- sampler2D _History1ChromaTex;
- sampler2D _History2ChromaTex;
- sampler2D _History3ChromaTex;
- sampler2D _History4ChromaTex;
- half _History1Weight;
- half _History2Weight;
- half _History3Weight;
- half _History4Weight;
- struct VaryingsMultitex
- {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- };
- VaryingsMultitex VertMultitex(AttributesDefault v)
- {
- VaryingsMultitex o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv0 = v.texcoord.xy;
- o.uv1 = v.texcoord.xy;
- #if UNITY_UV_STARTS_AT_TOP
- if (_MainTex_TexelSize.y < 0.0)
- o.uv1.y = 1.0 - v.texcoord.y;
- #endif
- return o;
- }
- // -----------------------------------------------------------------------------
- // Prefilter
- // Velocity texture setup
- half4 FragVelocitySetup(VaryingsDefault i) : SV_Target
- {
- // Sample the motion vector.
- float2 v = tex2D(_CameraMotionVectorsTexture, i.uv).rg;
- // Apply the exposure time and convert to the pixel space.
- v *= (_VelocityScale * 0.5) * _CameraMotionVectorsTexture_TexelSize.zw;
- // Clamp the vector with the maximum blur radius.
- v /= max(1.0, length(v) * _RcpMaxBlurRadius);
- // Sample the depth of the pixel.
- half d = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
- // Pack into 10/10/10/2 format.
- return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0);
- }
- // TileMax filter (2 pixel width with normalization)
- half4 FragTileMax1(VaryingsDefault i) : SV_Target
- {
- float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
- half2 v1 = tex2D(_MainTex, i.uv + d.xy).rg;
- half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg;
- half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg;
- half2 v4 = tex2D(_MainTex, i.uv + d.zw).rg;
- v1 = (v1 * 2.0 - 1.0) * _MaxBlurRadius;
- v2 = (v2 * 2.0 - 1.0) * _MaxBlurRadius;
- v3 = (v3 * 2.0 - 1.0) * _MaxBlurRadius;
- v4 = (v4 * 2.0 - 1.0) * _MaxBlurRadius;
- return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
- }
- // TileMax filter (2 pixel width)
- half4 FragTileMax2(VaryingsDefault i) : SV_Target
- {
- float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
- half2 v1 = tex2D(_MainTex, i.uv + d.xy).rg;
- half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg;
- half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg;
- half2 v4 = tex2D(_MainTex, i.uv + d.zw).rg;
- return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
- }
- // TileMax filter (variable width)
- half4 FragTileMaxV(VaryingsDefault i) : SV_Target
- {
- float2 uv0 = i.uv + _MainTex_TexelSize.xy * _TileMaxOffs.xy;
- float2 du = float2(_MainTex_TexelSize.x, 0.0);
- float2 dv = float2(0, _MainTex_TexelSize.y);
- half2 vo = 0;
- UNITY_LOOP
- for (int ix = 0; ix < _TileMaxLoop; ix++)
- {
- UNITY_LOOP
- for (int iy = 0; iy < _TileMaxLoop; iy++)
- {
- float2 uv = uv0 + du * ix + dv * iy;
- vo = MaxV(vo, tex2D(_MainTex, uv).rg);
- }
- }
- return half4(vo, 0.0, 0.0);
- }
- // NeighborMax filter
- half4 FragNeighborMax(VaryingsDefault i) : SV_Target
- {
- const half cw = 1.01; // Center weight tweak
- float4 d = _MainTex_TexelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0);
- half2 v1 = tex2D(_MainTex, i.uv - d.xy).rg;
- half2 v2 = tex2D(_MainTex, i.uv - d.wy).rg;
- half2 v3 = tex2D(_MainTex, i.uv - d.zy).rg;
- half2 v4 = tex2D(_MainTex, i.uv - d.xw).rg;
- half2 v5 = tex2D(_MainTex, i.uv).rg * cw;
- half2 v6 = tex2D(_MainTex, i.uv + d.xw).rg;
- half2 v7 = tex2D(_MainTex, i.uv + d.zy).rg;
- half2 v8 = tex2D(_MainTex, i.uv + d.wy).rg;
- half2 v9 = tex2D(_MainTex, i.uv + d.xy).rg;
- half2 va = MaxV(v1, MaxV(v2, v3));
- half2 vb = MaxV(v4, MaxV(v5, v6));
- half2 vc = MaxV(v7, MaxV(v8, v9));
- return half4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
- }
- // -----------------------------------------------------------------------------
- // Reconstruction
- // Returns true or false with a given interval.
- bool Interval(half phase, half interval)
- {
- return frac(phase / interval) > 0.499;
- }
- // Jitter function for tile lookup
- float2 JitterTile(float2 uv)
- {
- float rx, ry;
- sincos(GradientNoise(uv + float2(2.0, 0.0)) * UNITY_PI_2, ry, rx);
- return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25;
- }
- // Velocity sampling function
- half3 SampleVelocity(float2 uv)
- {
- half3 v = tex2Dlod(_VelocityTex, float4(uv, 0.0, 0.0)).xyz;
- return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z);
- }
- // Reconstruction filter
- half4 FragReconstruction(VaryingsMultitex i) : SV_Target
- {
- // Color sample at the center point
- const half4 c_p = tex2D(_MainTex, i.uv0);
- // Velocity/Depth sample at the center point
- const half3 vd_p = SampleVelocity(i.uv1);
- const half l_v_p = max(length(vd_p.xy), 0.5);
- const half rcp_d_p = 1.0 / vd_p.z;
- // NeighborMax vector sample at the center point
- const half2 v_max = tex2D(_NeighborMaxTex, i.uv1 + JitterTile(i.uv1)).xy;
- const half l_v_max = length(v_max);
- const half rcp_l_v_max = 1.0 / l_v_max;
- // Escape early if the NeighborMax vector is small enough.
- if (l_v_max < 2.0) return c_p;
- // Use V_p as a secondary sampling direction except when it's too small
- // compared to V_max. This vector is rescaled to be the length of V_max.
- const half2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
- // Determine the sample count.
- const half sc = floor(min(_LoopCount, l_v_max * 0.5));
- // Loop variables (starts from the outermost sample)
- const half dt = 1.0 / sc;
- const half t_offs = (GradientNoise(i.uv0) - 0.5) * dt;
- half t = 1.0 - dt * 0.5;
- half count = 0.0;
- // Background velocity
- // This is used for tracking the maximum velocity in the background layer.
- half l_v_bg = max(l_v_p, 1.0);
- // Color accumlation
- half4 acc = 0.0;
- UNITY_LOOP while (t > dt * 0.25)
- {
- // Sampling direction (switched per every two samples)
- const half2 v_s = Interval(count, 4.0) ? v_alt : v_max;
- // Sample position (inverted per every sample)
- const half t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
- // Distance to the sample position
- const half l_t = l_v_max * abs(t_s);
- // UVs for the sample position
- const float2 uv0 = i.uv0 + v_s * t_s * _MainTex_TexelSize.xy;
- const float2 uv1 = i.uv1 + v_s * t_s * _VelocityTex_TexelSize.xy;
- // Color sample
- const half3 c = tex2Dlod(_MainTex, float4(uv0, 0.0, 0.0)).rgb;
- // Velocity/Depth sample
- const half3 vd = SampleVelocity(uv1);
- // Background/Foreground separation
- const half fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
- // Length of the velocity vector
- const half l_v = lerp(l_v_bg, length(vd.xy), fg);
- // Sample weight
- // (Distance test) * (Spreading out by motion) * (Triangular window)
- const half w = saturate(l_v - l_t) / l_v * (1.2 - t);
- // Color accumulation
- acc += half4(c, 1.0) * w;
- // Update the background velocity.
- l_v_bg = max(l_v_bg, l_v);
- // Advance to the next sample.
- t = Interval(count, 2.0) ? t - dt : t;
- count += 1.0;
- }
- // Add the center sample.
- acc += half4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
- return half4(acc.rgb / acc.a, c_p.a);
- }
- // -----------------------------------------------------------------------------
- // Frame blending
- VaryingsDefault VertFrameCompress(AttributesDefault v)
- {
- VaryingsDefault o;
- o.pos = v.vertex;
- o.uvSPR = 0;
- #if UNITY_UV_STARTS_AT_TOP
- o.uv = v.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
- #else
- o.uv = v.texcoord;
- #endif
- return o;
- }
- #if !SHADER_API_GLES
- // MRT output struct for the compressor
- struct CompressorOutput
- {
- half4 luma : SV_Target0;
- half4 chroma : SV_Target1;
- };
- // Frame compression fragment shader
- CompressorOutput FragFrameCompress(VaryingsDefault i)
- {
- float sw = _ScreenParams.x; // Screen width
- float pw = _ScreenParams.z - 1; // Pixel width
- // RGB to YCbCr convertion matrix
- const half3 kY = half3( 0.299 , 0.587 , 0.114 );
- const half3 kCB = half3(-0.168736, -0.331264, 0.5 );
- const half3 kCR = half3( 0.5 , -0.418688, -0.081312);
- // 0: even column, 1: odd column
- half odd = frac(i.uv.x * sw * 0.5) > 0.5;
- // Calculate UV for chroma componetns.
- // It's between the even and odd columns.
- float2 uv_c = i.uv.xy;
- uv_c.x = (floor(uv_c.x * sw * 0.5) * 2.0 + 1.0) * pw;
- // Sample the source texture.
- half3 rgb_y = tex2D(_MainTex, i.uv).rgb;
- half3 rgb_c = tex2D(_MainTex, uv_c).rgb;
- #if !UNITY_COLORSPACE_GAMMA
- rgb_y = LinearToGammaSpace(rgb_y);
- rgb_c = LinearToGammaSpace(rgb_c);
- #endif
- // Convertion and subsampling
- CompressorOutput o;
- o.luma = dot(kY, rgb_y);
- o.chroma = dot(lerp(kCB, kCR, odd), rgb_c) + 0.5;
- return o;
- }
- #else
- // MRT might not be supported. Replace it with a null shader.
- half4 FragFrameCompress(VaryingsDefault i) : SV_Target
- {
- return 0;
- }
- #endif
- // Sample luma-chroma textures and convert to RGB
- half3 DecodeHistory(float2 uvLuma, float2 uvCb, float2 uvCr, sampler2D lumaTex, sampler2D chromaTex)
- {
- half y = tex2D(lumaTex, uvLuma).r;
- half cb = tex2D(chromaTex, uvCb).r - 0.5;
- half cr = tex2D(chromaTex, uvCr).r - 0.5;
- return y + half3(1.402 * cr, -0.34414 * cb - 0.71414 * cr, 1.772 * cb);
- }
- // Frame blending fragment shader
- half4 FragFrameBlending(VaryingsMultitex i) : SV_Target
- {
- float sw = _MainTex_TexelSize.z; // Texture width
- float pw = _MainTex_TexelSize.x; // Texel width
- // UV for luma
- float2 uvLuma = i.uv1;
- // UV for Cb (even columns)
- float2 uvCb = i.uv1;
- uvCb.x = (floor(uvCb.x * sw * 0.5) * 2.0 + 0.5) * pw;
- // UV for Cr (even columns)
- float2 uvCr = uvCb;
- uvCr.x += pw;
- // Sample from the source image
- half4 src = tex2D(_MainTex, i.uv0);
- // Sampling and blending
- #if UNITY_COLORSPACE_GAMMA
- half3 acc = src.rgb;
- #else
- half3 acc = LinearToGammaSpace(src.rgb);
- #endif
- acc += DecodeHistory(uvLuma, uvCb, uvCr, _History1LumaTex, _History1ChromaTex) * _History1Weight;
- acc += DecodeHistory(uvLuma, uvCb, uvCr, _History2LumaTex, _History2ChromaTex) * _History2Weight;
- acc += DecodeHistory(uvLuma, uvCb, uvCr, _History3LumaTex, _History3ChromaTex) * _History3Weight;
- acc += DecodeHistory(uvLuma, uvCb, uvCr, _History4LumaTex, _History4ChromaTex) * _History4Weight;
- acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight;
- #if !UNITY_COLORSPACE_GAMMA
- acc = GammaToLinearSpace(acc);
- #endif
- return half4(acc, src.a);
- }
- // Frame blending fragment shader (without chroma subsampling)
- half4 FragFrameBlendingRaw(VaryingsMultitex i) : SV_Target
- {
- half4 src = tex2D(_MainTex, i.uv0);
- half3 acc = src.rgb;
- acc += tex2D(_History1LumaTex, i.uv0) * _History1Weight;
- acc += tex2D(_History2LumaTex, i.uv0) * _History2Weight;
- acc += tex2D(_History3LumaTex, i.uv0) * _History3Weight;
- acc += tex2D(_History4LumaTex, i.uv0) * _History4Weight;
- acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight;
- return half4(acc, src.a);
- }
- #endif // __MOTION_BLUR__
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