| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810 | //  Copyright(c) 2016, Michal Skalsky//  All rights reserved.////  Redistribution and use in source and binary forms, with or without modification,//  are permitted provided that the following conditions are met:////  1. Redistributions of source code must retain the above copyright notice,//     this list of conditions and the following disclaimer.////  2. 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.////  3. Neither the name of the copyright holder 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 AND CONTRIBUTORS "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 HOLDER 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.Shader "Hidden/EnviroBlur"{	Properties	{        //_MainTex("Texture", any) = "" {}	}		SubShader	{		// No culling or depth		Cull Off ZWrite Off ZTest Always		CGINCLUDE        //--------------------------------------------------------------------------------------------        // Downsample, bilateral blur and upsample config        //--------------------------------------------------------------------------------------------                // method used to downsample depth buffer: 0 = min; 1 = max; 2 = min/max in chessboard pattern        #define DOWNSAMPLE_DEPTH_MODE 2        #define UPSAMPLE_DEPTH_THRESHOLD 1.5f        #define BLUR_DEPTH_FACTOR 0.5         #define GAUSS_BLUR_DEVIATION 1.5                #define FULL_RES_BLUR_KERNEL_SIZE 7        #define HALF_RES_BLUR_KERNEL_SIZE 5        #define QUARTER_RES_BLUR_KERNEL_SIZE 6        //--------------------------------------------------------------------------------------------		 		#define PI 3.1415927f		#include "UnityCG.cginc"		#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)				UNITY_DECLARE_TEX2DARRAY(_CameraDepthTexture);                UNITY_DECLARE_TEX2DARRAY(_HalfResDepthBuffer);                UNITY_DECLARE_TEX2DARRAY(_QuarterResDepthBuffer);                UNITY_DECLARE_TEX2DARRAY(_HalfResColor);        UNITY_DECLARE_TEX2DARRAY(_QuarterResColor);        UNITY_DECLARE_TEX2DARRAY(_MainTex);#else        UNITY_DECLARE_TEX2D(_CameraDepthTexture);                UNITY_DECLARE_TEX2D(_HalfResDepthBuffer);                UNITY_DECLARE_TEX2D(_QuarterResDepthBuffer);                UNITY_DECLARE_TEX2D(_HalfResColor);        UNITY_DECLARE_TEX2D(_QuarterResColor);        UNITY_DECLARE_TEX2D(_MainTex);#endif		float4 _MainTex_TexelSize;        float4 _CameraDepthTexture_TexelSize;        float4 _HalfResDepthBuffer_TexelSize;        float4 _QuarterResDepthBuffer_TexelSize;		struct appdata		{			float4 vertex : POSITION;			float2 uv : TEXCOORD0;			UNITY_VERTEX_INPUT_INSTANCE_ID		};		struct v2f		{			float2 uv : TEXCOORD0;			float4 vertex : SV_POSITION;			UNITY_VERTEX_OUTPUT_STEREO		};		struct v2fDownsample		{#if SHADER_TARGET > 40			float2 uv : TEXCOORD0;#else			float2 uv00 : TEXCOORD0;			float2 uv01 : TEXCOORD1;			float2 uv10 : TEXCOORD2;			float2 uv11 : TEXCOORD3;#endif			float4 vertex : SV_POSITION;			UNITY_VERTEX_OUTPUT_STEREO		};		struct v2fUpsample		{			float2 uv : TEXCOORD0;			float2 uv00 : TEXCOORD1;			float2 uv01 : TEXCOORD2;			float2 uv10 : TEXCOORD3;			float2 uv11 : TEXCOORD4;			float4 vertex : SV_POSITION;			UNITY_VERTEX_OUTPUT_STEREO		};		v2f vert(appdata v)		{			v2f o;			UNITY_SETUP_INSTANCE_ID(v);        	UNITY_INITIALIZE_OUTPUT(v2f, o);            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);			#if defined(ENVIROURP)			o.vertex = float4(v.vertex.xyz,1.0);			#if UNITY_UV_STARTS_AT_TOP			o.vertex.y *= -1;			#endif			#else			o.vertex = UnityObjectToClipPos(v.vertex);			#endif 			o.uv = v.uv;			return o;		}		//-----------------------------------------------------------------------------------------		// vertDownsampleDepth		//-----------------------------------------------------------------------------------------		v2fDownsample vertDownsampleDepth(appdata v, float2 texelSize)		{			v2fDownsample o;			UNITY_SETUP_INSTANCE_ID(v);            UNITY_INITIALIZE_OUTPUT(v2fDownsample, o);            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);			#if defined(ENVIROURP)			o.vertex = float4(v.vertex.xyz,1.0);			#if UNITY_UV_STARTS_AT_TOP			o.vertex.y *= -1;			#endif			#else			o.vertex = UnityObjectToClipPos(v.vertex);			#endif #if SHADER_TARGET > 40			o.uv = v.uv;#else			o.uv00 = v.uv - 0.5 * texelSize.xy;			o.uv10 = o.uv00 + float2(texelSize.x, 0);			o.uv01 = o.uv00 + float2(0, texelSize.y);			o.uv11 = o.uv00 + texelSize.xy;#endif			return o;		}		//-----------------------------------------------------------------------------------------		// vertUpsample		//-----------------------------------------------------------------------------------------        v2fUpsample vertUpsample(appdata v, float2 texelSize)        {            v2fUpsample o;			UNITY_SETUP_INSTANCE_ID(v);            UNITY_INITIALIZE_OUTPUT(v2fUpsample, o);            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);            #if defined(ENVIROURP)			o.vertex = float4(v.vertex.xyz,1.0);			#if UNITY_UV_STARTS_AT_TOP			o.vertex.y *= -1;			#endif			#else			o.vertex = UnityObjectToClipPos(v.vertex);			#endif             o.uv = v.uv;            o.uv00 = v.uv - 0.5 * texelSize.xy;            o.uv10 = o.uv00 + float2(texelSize.x, 0);            o.uv01 = o.uv00 + float2(0, texelSize.y);            o.uv11 = o.uv00 + texelSize.xy;            return o;         }#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)		float4 SampleTexture(Texture2DArray tex, SamplerState samplerState, float2 uv)		{			//return UNITY_SAMPLE_TEX2DARRAY(tex, float3((uv).xy, (float)unity_StereoEyeIndex)); 			//return UNITY_SAMPLE_TEX2DARRAY_SAMPLER(tex,samplerState,uv);			return tex.Sample(samplerState, float3((uv).xy, (float)unity_StereoEyeIndex)); 		}				//-----------------------------------------------------------------------------------------		// BilateralUpsample		//-----------------------------------------------------------------------------------------		float4 BilateralUpsample(v2fUpsample input, Texture2DArray hiDepth, Texture2DArray loDepth, Texture2DArray loColor, SamplerState linearSampler, SamplerState pointSampler)		{            const float threshold = UPSAMPLE_DEPTH_THRESHOLD;           // float4 highResDepth = LinearEyeDepth(hiDepth.Sample(pointSampler, input.uv)).xxxx;			float4 highResDepth = LinearEyeDepth(SampleTexture(hiDepth, pointSampler, input.uv)).xxxx;			float4 lowResDepth;            lowResDepth[0] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv00));            lowResDepth[1] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv10));            lowResDepth[2] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv01));            lowResDepth[3] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv11));			float4 depthDiff = abs(lowResDepth - highResDepth);			float accumDiff = dot(depthDiff, float4(1, 1, 1, 1));			[branch]			if (accumDiff < threshold) // small error, not an edge -> use bilinear filter			{				return SampleTexture(loColor,linearSampler,input.uv);			}			// find nearest sample			float minDepthDiff = depthDiff[0];			float2 nearestUv = input.uv00;			if (depthDiff[1] < minDepthDiff)			{				nearestUv = input.uv10;				minDepthDiff = depthDiff[1];			}			if (depthDiff[2] < minDepthDiff)			{				nearestUv = input.uv01;				minDepthDiff = depthDiff[2];			}			if (depthDiff[3] < minDepthDiff)			{				nearestUv = input.uv11;				minDepthDiff = depthDiff[3];			}			return SampleTexture(loColor,pointSampler,nearestUv);		}		//-----------------------------------------------------------------------------------------		// DownsampleDepth		//-----------------------------------------------------------------------------------------		float DownsampleDepth(v2fDownsample input, Texture2DArray depthTexture, SamplerState depthSampler)		{#if SHADER_TARGET > 40            float4 depth = depthTexture.Gather(depthSampler, input.uv);#else			float4 depth;			depth.x = SampleTexture(depthTexture,depthSampler,input.uv00).x;			depth.y = SampleTexture(depthTexture,depthSampler,input.uv01).x;			depth.z = SampleTexture(depthTexture,depthSampler,input.uv10).x;			depth.w = SampleTexture(depthTexture,depthSampler,input.uv11).x;#endif#if DOWNSAMPLE_DEPTH_MODE == 0 // min  depth            return min(min(depth.x, depth.y), min(depth.z, depth.w));#elif DOWNSAMPLE_DEPTH_MODE == 1 // max  depth            return max(max(depth.x, depth.y), max(depth.z, depth.w));#elif DOWNSAMPLE_DEPTH_MODE == 2 // min/max depth in chessboard pattern			float minDepth = min(min(depth.x, depth.y), min(depth.z, depth.w));			float maxDepth = max(max(depth.x, depth.y), max(depth.z, depth.w));			// chessboard pattern			int2 position = input.vertex.xy % 2;			int index = position.x + position.y;			return index == 1 ? minDepth : maxDepth;#endif		}				//-----------------------------------------------------------------------------------------		// GaussianWeight		//-----------------------------------------------------------------------------------------		float GaussianWeight(float offset, float deviation)		{			float weight = 1.0f / sqrt(2.0f * PI * deviation * deviation);			weight *= exp(-(offset * offset) / (2.0f * deviation * deviation));			return weight;		}		//-----------------------------------------------------------------------------------------		// BilateralBlur		//-----------------------------------------------------------------------------------------		float4 BilateralBlur(v2f input, int2 direction, Texture2DArray depth, SamplerState depthSampler, const int kernelRadius, float2 pixelSize)		{			//const float deviation = kernelRadius / 2.5;			const float deviation = kernelRadius / GAUSS_BLUR_DEVIATION; // make it really strong			float2 uv = input.uv;			float4 centerColor = SampleTexture(_MainTex,sampler_MainTex,uv);			float3 color = centerColor.xyz;			//return float4(color, 1);			float centerDepth = LinearEyeDepth(SampleTexture(depth,depthSampler,uv));			float weightSum = 0;			// gaussian weight is computed from constants only -> will be computed in compile time            float weight = GaussianWeight(0, deviation);			color *= weight;			weightSum += weight;									[unroll] for (int i = -kernelRadius; i < 0; i += 1)			{                float2 offset = (direction * i);                float3 sampleColor = SampleTexture(_MainTex,sampler_MainTex,input.uv + offset * _MainTex_TexelSize.xy).rgb;  			    float sampleDepth = LinearEyeDepth(SampleTexture(depth,depthSampler, input.uv + offset * _MainTex_TexelSize.xy));				float depthDiff = abs(centerDepth - sampleDepth);                float dFactor = depthDiff * BLUR_DEPTH_FACTOR;				float w = exp(-(dFactor * dFactor));				// gaussian weight is computed from constants only -> will be computed in compile time				weight = GaussianWeight(i, deviation) * w;				color += weight * sampleColor;				weightSum += weight;			}			[unroll] for (int k = 1; k <= kernelRadius; k += 1) 			{				float2 offset = (direction * k);          				float3 sampleColor = SampleTexture(_MainTex,sampler_MainTex,input.uv + offset * _MainTex_TexelSize.xy).rgb; 				float sampleDepth = LinearEyeDepth(SampleTexture(depth,depthSampler, input.uv + offset * _MainTex_TexelSize.xy));				float depthDiff = abs(centerDepth - sampleDepth);                float dFactor = depthDiff * BLUR_DEPTH_FACTOR;				float w = exp(-(dFactor * dFactor));								// gaussian weight is computed from constants only -> will be computed in compile time				weight = GaussianWeight(k, deviation) * w;				color += weight * sampleColor;				weightSum += weight;			}			color /= weightSum;			return float4(color, centerColor.w);		}#else		float4 SampleTexture(Texture2D tex, SamplerState samplerState, float2 uv)		{				return tex.Sample(samplerState,uv);		}		float4 SampleTexture(Texture2D tex, SamplerState samplerState, float2 uv, float2 offset)		{				return tex.Sample(samplerState,uv,offset);		}				//-----------------------------------------------------------------------------------------		// BilateralUpsample		//-----------------------------------------------------------------------------------------		float4 BilateralUpsample(v2fUpsample input, Texture2D hiDepth, Texture2D loDepth, Texture2D loColor, SamplerState linearSampler, SamplerState pointSampler)		{            const float threshold = UPSAMPLE_DEPTH_THRESHOLD;           // float4 highResDepth = LinearEyeDepth(hiDepth.Sample(pointSampler, input.uv)).xxxx;			float4 highResDepth = LinearEyeDepth(SampleTexture(hiDepth, pointSampler, input.uv)).xxxx;			float4 lowResDepth;            lowResDepth[0] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv00));            lowResDepth[1] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv10));            lowResDepth[2] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv01));            lowResDepth[3] = LinearEyeDepth(SampleTexture(loDepth, pointSampler, input.uv11));			float4 depthDiff = abs(lowResDepth - highResDepth);			float accumDiff = dot(depthDiff, float4(1, 1, 1, 1)); 			[branch]			if (accumDiff < threshold) // small error, not an edge -> use bilinear filter			{				return SampleTexture(loColor,linearSampler,input.uv);			}			// find nearest sample			float minDepthDiff = depthDiff[0];			float2 nearestUv = input.uv00;			if (depthDiff[1] < minDepthDiff)			{				nearestUv = input.uv10;				minDepthDiff = depthDiff[1];			}			if (depthDiff[2] < minDepthDiff)			{				nearestUv = input.uv01;				minDepthDiff = depthDiff[2];			}			if (depthDiff[3] < minDepthDiff)			{				nearestUv = input.uv11;				minDepthDiff = depthDiff[3];			}			return SampleTexture(loColor,pointSampler,nearestUv);		}		//-----------------------------------------------------------------------------------------		// DownsampleDepth		//-----------------------------------------------------------------------------------------		float DownsampleDepth(v2fDownsample input, Texture2D depthTexture, SamplerState depthSampler)		{#if SHADER_TARGET > 40            float4 depth = depthTexture.Gather(depthSampler, input.uv);#else			float4 depth;			depth.x = SampleTexture(depthTexture,depthSampler,input.uv00).x;			depth.y = SampleTexture(depthTexture,depthSampler,input.uv01).x;			depth.z = SampleTexture(depthTexture,depthSampler,input.uv10).x;			depth.w = SampleTexture(depthTexture,depthSampler,input.uv11).x;#endif#if DOWNSAMPLE_DEPTH_MODE == 0 // min  depth            return min(min(depth.x, depth.y), min(depth.z, depth.w));#elif DOWNSAMPLE_DEPTH_MODE == 1 // max  depth            return max(max(depth.x, depth.y), max(depth.z, depth.w));#elif DOWNSAMPLE_DEPTH_MODE == 2 // min/max depth in chessboard pattern			float minDepth = min(min(depth.x, depth.y), min(depth.z, depth.w));			float maxDepth = max(max(depth.x, depth.y), max(depth.z, depth.w));			// chessboard pattern			int2 position = input.vertex.xy % 2;			int index = position.x + position.y;			return index == 1 ? minDepth : maxDepth;#endif		}				//-----------------------------------------------------------------------------------------		// GaussianWeight		//-----------------------------------------------------------------------------------------		float GaussianWeight(float offset, float deviation)		{			float weight = 1.0f / sqrt(2.0f * PI * deviation * deviation);			weight *= exp(-(offset * offset) / (2.0f * deviation * deviation));			return weight;		}		//-----------------------------------------------------------------------------------------		// BilateralBlur		//-----------------------------------------------------------------------------------------		float4 BilateralBlur(v2f input, int2 direction, Texture2D depth, SamplerState depthSampler, const int kernelRadius, float2 pixelSize)		{			//const float deviation = kernelRadius / 2.5;			const float deviation = kernelRadius / GAUSS_BLUR_DEVIATION; // make it really strong			float2 uv = input.uv;			float4 centerColor = SampleTexture(_MainTex,sampler_MainTex,uv);			float3 color = centerColor.xyz;			//return float4(color, 1);			float centerDepth = LinearEyeDepth(SampleTexture(depth,depthSampler,uv));			float weightSum = 0;			// gaussian weight is computed from constants only -> will be computed in compile time            float weight = GaussianWeight(0, deviation);			color *= weight;			weightSum += weight;									[unroll] for (int i = -kernelRadius; i < 0; i += 1)			{                float2 offset = (direction * i);                float3 sampleColor = SampleTexture(_MainTex,sampler_MainTex,input.uv,offset).rgb;   			    float sampleDepth = LinearEyeDepth(SampleTexture(depth,depthSampler, input.uv, offset).x);				float depthDiff = abs(centerDepth - sampleDepth);                float dFactor = depthDiff * BLUR_DEPTH_FACTOR;				float w = exp(-(dFactor * dFactor));				// gaussian weight is computed from constants only -> will be computed in compile time				weight = GaussianWeight(i, deviation) * w;				color += weight * sampleColor;				weightSum += weight;			}			[unroll] for (int k = 1; k <= kernelRadius; k += 1) 			{				float2 offset = (direction * k);          				float3 sampleColor = SampleTexture(_MainTex,sampler_MainTex,input.uv,offset).rgb; 				float sampleDepth = LinearEyeDepth(SampleTexture(depth,depthSampler,input.uv,offset).x);				float depthDiff = abs(centerDepth - sampleDepth);                float dFactor = depthDiff * BLUR_DEPTH_FACTOR;				float w = exp(-(dFactor * dFactor));								// gaussian weight is computed from constants only -> will be computed in compile time				weight = GaussianWeight(k, deviation) * w;				color += weight * sampleColor;				weightSum += weight;			}			color /= weightSum;			return float4(color, centerColor.w);		}#endif		ENDCG		// pass 0 - horizontal blur (hires)		Pass		{			CGPROGRAM			#pragma vertex vert			#pragma fragment horizontalFrag            #pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP							fixed4 horizontalFrag(v2f input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);                return BilateralBlur(input, int2(1, 0), _CameraDepthTexture, sampler_CameraDepthTexture, FULL_RES_BLUR_KERNEL_SIZE, _CameraDepthTexture_TexelSize.xy);				//return SampleTexture(_MainTex,sampler_MainTex,input.uv); 			}			ENDCG		}		// pass 1 - vertical blur (hires)		Pass		{			CGPROGRAM			#pragma vertex vert			#pragma fragment verticalFrag			#pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP				fixed4 verticalFrag(v2f input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);                return BilateralBlur(input, int2(0, 1), _CameraDepthTexture, sampler_CameraDepthTexture, FULL_RES_BLUR_KERNEL_SIZE, _CameraDepthTexture_TexelSize);			}			ENDCG		}		// pass 2 - horizontal blur (lores)		Pass		{			CGPROGRAM            #pragma vertex vert            #pragma fragment horizontalFrag            #pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP			fixed4 horizontalFrag(v2f input) : SV_Target		{			UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);            return BilateralBlur(input, int2(1, 0), _HalfResDepthBuffer, sampler_HalfResDepthBuffer, HALF_RES_BLUR_KERNEL_SIZE, _HalfResDepthBuffer_TexelSize);		}			ENDCG		}		// pass 3 - vertical blur (lores)		Pass		{ 			CGPROGRAM            #pragma vertex vert            #pragma fragment verticalFrag            #pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP			fixed4 verticalFrag(v2f input) : SV_Target		{			UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);            return BilateralBlur(input, int2(0, 1), _HalfResDepthBuffer, sampler_HalfResDepthBuffer, HALF_RES_BLUR_KERNEL_SIZE, _HalfResDepthBuffer_TexelSize);		}			ENDCG		}		// pass 4 - downsample depth to half		Pass		{	 			CGPROGRAM			#pragma vertex vertHalfDepth			#pragma fragment frag           // #pragma target gl4.1         	 #pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP				v2fDownsample vertHalfDepth(appdata v)			{                return vertDownsampleDepth(v, _CameraDepthTexture_TexelSize);			}			float4 frag(v2fDownsample input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);				float depth = DownsampleDepth(input, _CameraDepthTexture, sampler_CameraDepthTexture);                return float4(depth,depth,depth,depth);			}			ENDCG		}		// pass 5 - bilateral upsample		Pass		{				Blend One Zero			CGPROGRAM			#pragma vertex vertUpsampleToFull			#pragma fragment frag		            #pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP				v2fUpsample vertUpsampleToFull(appdata v)			{                return vertUpsample(v, _HalfResDepthBuffer_TexelSize);			}			float4 frag(v2fUpsample input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);				return BilateralUpsample(input, _CameraDepthTexture, _HalfResDepthBuffer, _HalfResColor, sampler_HalfResColor, sampler_HalfResDepthBuffer);			}			ENDCG		}		// pass 6 - downsample depth to quarter		Pass		{			CGPROGRAM            #pragma vertex vertQuarterDepth            #pragma fragment frag            //#pragma target gl4.1            #pragma target 3.5		#pragma exclude_renderers gles		#pragma multi_compile __ ENVIROURP			v2fDownsample vertQuarterDepth(appdata v)			{                return vertDownsampleDepth(v, _HalfResDepthBuffer_TexelSize);			}			float4 frag(v2fDownsample input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);				float depth = DownsampleDepth(input, _HalfResDepthBuffer, sampler_HalfResDepthBuffer);                return float4(depth,depth,depth,depth);			}			ENDCG		}		// pass 7 - bilateral upsample quarter to full		Pass		{			Blend One Zero			CGPROGRAM            #pragma vertex vertUpsampleToFull            #pragma fragment frag		            #pragma target 3.5#pragma exclude_renderers gles#pragma multi_compile __ ENVIROURP				v2fUpsample vertUpsampleToFull(appdata v)			{                return vertUpsample(v, _QuarterResDepthBuffer_TexelSize);			}			float4 frag(v2fUpsample input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);                return BilateralUpsample(input, _CameraDepthTexture, _QuarterResDepthBuffer, _QuarterResColor, sampler_QuarterResColor, sampler_QuarterResDepthBuffer);			}			ENDCG		}		// pass 8 - horizontal blur (quarter res)		Pass		{			CGPROGRAM            #pragma vertex vert            #pragma fragment horizontalFrag            #pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP				fixed4 horizontalFrag(v2f input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);                return BilateralBlur(input, int2(1, 0), _QuarterResDepthBuffer, sampler_QuarterResDepthBuffer, QUARTER_RES_BLUR_KERNEL_SIZE, _QuarterResDepthBuffer_TexelSize.xy);			}			ENDCG		}		// pass 9 - vertical blur (quarter res)		Pass		{			CGPROGRAM            #pragma vertex vert            #pragma fragment verticalFrag            #pragma target 3.5#pragma exclude_renderers gles#pragma multi_compile __ ENVIROURP				fixed4 verticalFrag(v2f input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);                return BilateralBlur(input, int2(0, 1), _QuarterResDepthBuffer, sampler_QuarterResDepthBuffer, QUARTER_RES_BLUR_KERNEL_SIZE, _QuarterResDepthBuffer_TexelSize.xy);			}			ENDCG		}		// pass 10 - downsample depth to half (fallback for DX10)		Pass		{						CGPROGRAM			#pragma vertex vertHalfDepth			#pragma fragment frag			#pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP				v2fDownsample vertHalfDepth(appdata v)			{				return vertDownsampleDepth(v, _CameraDepthTexture_TexelSize);			}			float4 frag(v2fDownsample input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);				float depth = DownsampleDepth(input, _CameraDepthTexture, sampler_CameraDepthTexture);				return float4(depth,depth,depth,depth);			} 			ENDCG		}		// pass 11 - downsample depth to quarter (fallback for DX10)		Pass		{			CGPROGRAM			#pragma vertex vertQuarterDepth			#pragma fragment frag			#pragma target 3.5			#pragma exclude_renderers gles			#pragma multi_compile __ ENVIROURP				v2fDownsample vertQuarterDepth(appdata v)			{				return vertDownsampleDepth(v, _HalfResDepthBuffer_TexelSize);			}			 			float4 frag(v2fDownsample input) : SV_Target			{				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);				float depth = DownsampleDepth(input, _HalfResDepthBuffer, sampler_HalfResDepthBuffer);				return float4(depth,depth,depth,depth);			}			ENDCG		}	}}
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