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- #ifndef HBAO_COMPOSITE_INCLUDED
- #define HBAO_COMPOSITE_INCLUDED
- #include "UnityCG.cginc"
- #include "HBAO_Common.cginc"
- inline half4 FetchOcclusion(float2 uv) {
- return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HBAOTex, uv * _TargetScale.zw);
- }
- inline half4 FetchSceneColor(float2 uv) {
- return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);
- }
- inline half4 FetchGBuffer0(float2 uv) {
- return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_TempTex, uv);
- }
- inline half4 FetchGBuffer3(float2 uv) {
- return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);
- }
- inline half3 MultiBounceAO(float visibility, half3 albedo) {
- half3 a = 2.0404 * albedo - 0.3324;
- half3 b = -4.7951 * albedo + 0.6417;
- half3 c = 2.7552 * albedo + 0.6903;
- float x = visibility;
- return max(x, ((x * a + b) * x + c) * x);
- }
- half4 Composite_Frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- //uint2 positionSS = input.uv * _ScreenSize.xy;
- half4 ao = FetchOcclusion(input.uv);
- ao.a = saturate(pow(abs(ao.a), _Intensity));
- half3 aoColor = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), ao.a);
- half4 col = FetchSceneColor(input.uv);
- #if LIGHTING_LOG_ENCODED
- col.rgb = -log2(col.rgb);
- #endif
- #if MULTIBOUNCE
- aoColor = lerp(aoColor, MultiBounceAO(ao.a, lerp(col.rgb, _BaseColor.rgb, _BaseColor.rgb)), _MultiBounceInfluence);
- #endif
- col.rgb *= aoColor;
- #if COLOR_BLEEDING
- //col.rgb += 1 - ao.rgb;
- col.rgb += ao.rgb;
- #endif
- #if LIGHTING_LOG_ENCODED
- col.rgb = exp2(-col.rgb);
- #endif
- #if DEBUG_AO
- col.rgb = aoColor;
- #elif DEBUG_COLORBLEEDING && COLOR_BLEEDING
- //col.rgb = 1 - ao.rgb;
- col.rgb = ao.rgb;
- #elif DEBUG_NOAO_AO || DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY
- if (input.uv.x <= 0.4985) {
- #if DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY
- col = FetchSceneColor(input.uv);
- #endif // DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY
- return col;
- }
- if (input.uv.x > 0.4985 && input.uv.x < 0.5015) {
- return half4(0, 0, 0, 1);
- }
- #if DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY
- col.rgb = aoColor;
- #endif // DEBUG_AO_AOONLY) || DEBUG_NOAO_AOONLY
- #endif // DEBUG_AO
- return col;
- }
- struct CombinedOutput {
- half4 gbuffer0 : SV_Target0; // albedo (RGB), occlusion (A)
- half4 gbuffer3 : SV_Target1; // emission (RGB), unused(A)
- };
- CombinedOutput Composite_Lit_Frag(Varyings input)
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half4 ao = FetchOcclusion(input.uv);
- ao.a = saturate(pow(abs(ao.a), _Intensity));
- half3 aoColor = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), ao.a);
- half4 albedoOcc = FetchGBuffer0(input.uv);
- half4 emission = FetchGBuffer3(input.uv);
- #if LIGHTING_LOG_ENCODED
- emission.rgb = -log2(emission.rgb);
- #endif
- CombinedOutput o;
- o.gbuffer0 = half4(albedoOcc.rgb, albedoOcc.a * ao.a);
- o.gbuffer3 = half4(emission.rgb * lerp(aoColor, half3(1.0, 1.0, 1.0), saturate((emission.r + emission.g + emission.b) / 3)), emission.a);
- #if COLOR_BLEEDING
- //o.gbuffer3.rgb += 1 - ao.rgb;
- o.gbuffer3.rgb += ao.rgb;
- #endif
- #if LIGHTING_LOG_ENCODED
- o.gbuffer3.rgb = exp2(-o.gbuffer3.rgb);
- #endif
- return o;
- }
- #endif // HBAO_COMPOSITE_INCLUDED
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