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- //----------------------------------------------------------------------------------
- //
- // Copyright (c) 2014, NVIDIA CORPORATION. All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions
- // are met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above copyright
- // notice, this list of conditions and the following disclaimer in the
- // documentation and/or other materials provided with the distribution.
- // * Neither the name of NVIDIA CORPORATION nor the names of its
- // contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
- // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- //----------------------------------------------------------------------------------
- #ifndef HBAO_AO_INCLUDED
- #define HBAO_AO_INCLUDED
- #include "UnityCG.cginc"
- #include "HBAO_Common.cginc"
- inline float3 FetchLayerViewPos(float2 uv) {
- float depth = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_DepthTex, uv));
- #if ORTHOGRAPHIC_PROJECTION
- return float3((uv * _UVToView.xy + _UVToView.zw), depth);
- #else
- return float3((uv * _UVToView.xy + _UVToView.zw) * depth, depth);
- #endif
- }
- inline float Falloff(float distanceSquare) {
- // 1 scalar mad instruction
- return distanceSquare * _NegInvRadius2 + 1.0;
- }
- inline float ComputeAO(float3 P, float3 N, float3 S) {
- float3 V = S - P;
- float VdotV = dot(V, V);
- float NdotV = dot(N, V) * rsqrt(VdotV);
- // Use saturate(x) instead of max(x,0.f) because that is faster on Kepler
- return saturate(NdotV - _AngleBias) * saturate(Falloff(VdotV));
- }
- inline float2 RotateDirections(float2 dir, float2 rot) {
- return float2(dir.x * rot.x - dir.y * rot.y,
- dir.x * rot.y + dir.y * rot.x);
- }
- inline float InterleavedGradientNoise(float2 screenPos) {
- // http://www.iryoku.com/downloads/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v18.pptx (slide 123)
- float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
- return frac(magic.z * frac(dot(screenPos, magic.xy)));
- }
- inline float2 FetchNoise(float2 screenPos) {
- #if INTERLEAVED_GRADIENT_NOISE
- // Use Jorge Jimenez's IGN noise and GTAO spatial offsets distribution
- // https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf (slide 93)
- return float2(InterleavedGradientNoise(screenPos), UNITY_SAMPLE_TEX2D(_NoiseTex, screenPos / 4.0).g);
- #else
- // (cos(alpha), sin(alpha), jitter)
- return UNITY_SAMPLE_TEX2D(_NoiseTex, screenPos / 4.0).rg;
- #endif
- }
- float4 AO_Frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- #ifdef DEINTERLEAVED
- float3 P = FetchLayerViewPos(input.uv);
- #else
- float3 P = FetchViewPos(input.uv);
- #endif
- #ifndef DEBUG_VIEWNORMALS
- clip(_MaxDistance - P.z);
- #endif
- #if ORTHOGRAPHIC_PROJECTION
- float stepSize = min(_Radius, _MaxRadiusPixels) / (STEPS + 1.0);
- #else
- float stepSize = min((_Radius / P.z), _MaxRadiusPixels) / (STEPS + 1.0);
- #endif
- #ifdef DEINTERLEAVED
- float3 N = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_NormalsTex, input.uv).rgb * 2.0 - 1.0;
- float2 rand = _Jitter; // angle, jitter
- #else
- float3 N = FetchViewNormals(input.uv, _AO_TexelSize.xy, P);
- float2 rand = FetchNoise(input.uv * _AO_TexelSize.zw); // angle, jitter
- #endif
- const float alpha = 2.0 * UNITY_PI / DIRECTIONS;
- float ao = 0;
- #if COLOR_BLEEDING
- static float2 cbUVs[DIRECTIONS * STEPS];
- static float cbContribs[DIRECTIONS * STEPS];
- #endif
- UNITY_UNROLL
- for (int d = 0; d < DIRECTIONS; ++d) {
- float angle = alpha * (float(d) + rand.x + _TemporalParams.x);
- // Compute normalized 2D direction
- float cosA, sinA;
- sincos(angle, sinA, cosA);
- float2 direction = float2(cosA, sinA);
- // Jitter starting sample within the first step
- float rayPixels = (frac(rand.y + _TemporalParams.y) * stepSize + 1.0);
- UNITY_UNROLL
- for (int s = 0; s < STEPS; ++s) {
- #ifdef DEINTERLEAVED
- float2 snappedUV = round(rayPixels * direction) * _DeinterleavedAO_TexelSize.xy + input.uv;
- float3 S = FetchLayerViewPos(snappedUV);
- #else
- float2 snappedUV = round(rayPixels * direction) * _Input_TexelSize.xy + input.uv;
- float3 S = FetchViewPos(snappedUV);
- #endif
- rayPixels += stepSize;
- float contrib = ComputeAO(P, N, S);
- #if OFFSCREEN_SAMPLES_CONTRIBUTION
- float2 offscreenAmount = _OffscreenSamplesContrib * (snappedUV - saturate(snappedUV) != 0 ? 1 : 0);
- contrib = max(contrib, offscreenAmount.x);
- contrib = max(contrib, offscreenAmount.y);
- #endif
- ao += contrib;
- #if COLOR_BLEEDING
- int sampleIdx = d * s;
- cbUVs[sampleIdx] = snappedUV;
- cbContribs[sampleIdx] = contrib;
- #endif
- }
- }
- #ifdef DEBUG_VIEWNORMALS
- N = float3(N.x, -N.y, N.z);
- return float4(N * 0.5 + 0.5, 1);
- #else
- #if COLOR_BLEEDING
- half3 col = half3(0, 0, 0);
- UNITY_UNROLL
- for (int s = 0; s < DIRECTIONS * STEPS; s += 2) {
- half3 emission = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, cbUVs[s]).rgb;
- half average = (emission.x + emission.y + emission.z) / 3;
- half scaledAverage = saturate((average - _ColorBleedBrightnessMaskRange.x) / (_ColorBleedBrightnessMaskRange.y - _ColorBleedBrightnessMaskRange.x + 1e-6));
- half maskMultiplier = 1 - (scaledAverage * _ColorBleedBrightnessMask);
- col += emission * cbContribs[s] * maskMultiplier;
- }
- #if DEFERRED_SHADING
- half3 albedo = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraGBufferTexture0, input.uv).rgb * 0.8 + 0.2;
- albedo *= _AlbedoMultiplier;
- #else
- half3 albedo = half3(1, 1, 1);
- #endif
- float4 aoOutput = float4(col, ao);
- #else
- float aoOutput = ao;
- #endif
- // apply bias multiplier
- aoOutput *= (_AOmultiplier / (STEPS * DIRECTIONS));
- float fallOffStart = _MaxDistance - _DistanceFalloff;
- float distFactor = saturate((P.z - fallOffStart) / (_MaxDistance - fallOffStart));
- #if COLOR_BLEEDING
- //aoOutput.rgb = saturate(1 - lerp(dot(aoOutput.rgb, 0.333).xxx, aoOutput.rgb * albedo, _ColorBleedSaturation));
- aoOutput.rgb = saturate(lerp(dot(aoOutput.rgb, 0.333).xxx, aoOutput.rgb * albedo, _ColorBleedSaturation));
- aoOutput = lerp(saturate(float4(aoOutput.rgb, 1 - aoOutput.a)), float4(0, 0, 0, 1), distFactor);
- return aoOutput;
- #else
- aoOutput = lerp(saturate(1 - aoOutput), 1, distFactor);
- return float4(EncodeFloatRG(saturate(P.z * (1.0 / _ProjectionParams.z))), 1.0, aoOutput);
- #endif
-
- #endif // DEBUG_VIEWNORMALS
- }
- #endif // HBAO_AO_INCLUDED
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