DepthOfField.cginc
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#ifndef __DEPTH_OF_FIELD__
#define __DEPTH_OF_FIELD__
#include "UnityCG.cginc"
#include "Common.cginc"
#include "DiskKernels.cginc"
#define PREFILTER_LUMA_WEIGHT 1
sampler2D_float _CameraDepthTexture;
sampler2D_float _HistoryCoC;
float _HistoryWeight;
// Camera parameters
float _Distance;
float _LensCoeff; // f^2 / (N * (S1 - f) * film_width * 2)
float _MaxCoC;
float _RcpMaxCoC;
float _RcpAspect;
struct VaryingsDOF
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 uvAlt : TEXCOORD1;
};
// Common vertex shader with single pass stereo rendering support
VaryingsDOF VertDOF(AttributesDefault v)
{
half2 uvAlt = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0.0) uvAlt.y = 1.0 - uvAlt.y;
#endif
VaryingsDOF o;
o.pos = UnityObjectToClipPos(v.vertex);
#if defined(UNITY_SINGLE_PASS_STEREO)
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uvAlt = UnityStereoScreenSpaceUVAdjust(uvAlt, _MainTex_ST);
#else
o.uv = v.texcoord;
o.uvAlt = uvAlt;
#endif
return o;
}
// Prefilter: CoC calculation, downsampling and premultiplying.
#if defined(PREFILTER_TAA)
// TAA enabled: use MRT to update the history buffer in the same pass.
struct PrefilterOutput
{
half4 base : SV_Target0;
half4 history : SV_Target1;
};
#define PrefilterSemantics
#else
// No TAA
#define PrefilterOutput half4
#define PrefilterSemantics :SV_Target
#endif
PrefilterOutput FragPrefilter(VaryingsDOF i) PrefilterSemantics
{
float3 duv = _MainTex_TexelSize.xyx * float3(0.5, 0.5, -0.5);
// Sample source colors.
half3 c0 = tex2D(_MainTex, i.uv - duv.xy).rgb;
half3 c1 = tex2D(_MainTex, i.uv - duv.zy).rgb;
half3 c2 = tex2D(_MainTex, i.uv + duv.zy).rgb;
half3 c3 = tex2D(_MainTex, i.uv + duv.xy).rgb;
// Sample linear depths.
float d0 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvAlt - duv.xy));
float d1 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvAlt - duv.zy));
float d2 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvAlt + duv.zy));
float d3 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvAlt + duv.xy));
float4 depths = float4(d0, d1, d2, d3);
// Calculate the radiuses of CoCs at these sample points.
float4 cocs = (depths - _Distance) * _LensCoeff / depths;
cocs = clamp(cocs, -_MaxCoC, _MaxCoC);
#if defined(PREFILTER_TAA)
// Get the average with the history to avoid temporal aliasing.
half hcoc = tex2D(_HistoryCoC, i.uv).r;
cocs = lerp(cocs, hcoc, _HistoryWeight);
#endif
// Premultiply CoC to reduce background bleeding.
float4 weights = saturate(abs(cocs) * _RcpMaxCoC);
#if defined(PREFILTER_LUMA_WEIGHT)
// Apply luma weights to reduce flickering.
// References:
// http://gpuopen.com/optimized-reversible-tonemapper-for-resolve/
// http://graphicrants.blogspot.fr/2013/12/tone-mapping.html
weights.x *= 1.0 / (Max3(c0) + 1.0);
weights.y *= 1.0 / (Max3(c1) + 1.0);
weights.z *= 1.0 / (Max3(c2) + 1.0);
weights.w *= 1.0 / (Max3(c3) + 1.0);
#endif
// Weighted average of the color samples
half3 avg = c0 * weights.x + c1 * weights.y + c2 * weights.z + c3 * weights.w;
avg /= dot(weights, 1.0);
// Output CoC = average of CoCs
half cocmin = Min4(cocs);
half cocmax = Max4(cocs);
half coc = -cocmin > cocmax ? cocmin : cocmax;
// Premultiply CoC again.
avg *= smoothstep(0, _MainTex_TexelSize.y * 2, abs(coc));
#if defined(UNITY_COLORSPACE_GAMMA)
avg = GammaToLinearSpace(avg);
#endif
#if defined(PREFILTER_TAA)
PrefilterOutput output;
output.base = half4(avg, coc);
output.history = coc.xxxx;
return output;
#else
return half4(avg, coc);
#endif
}
// Bokeh filter with disk-shaped kernels
half4 FragBlur(VaryingsDOF i) : SV_Target
{
half4 samp0 = tex2D(_MainTex, i.uv);
half4 bgAcc = 0.0; // Background: far field bokeh
half4 fgAcc = 0.0; // Foreground: near field bokeh
UNITY_LOOP for (int si = 0; si < kSampleCount; si++)
{
float2 disp = kDiskKernel[si] * _MaxCoC;
float dist = length(disp);
float2 duv = float2(disp.x * _RcpAspect, disp.y);
half4 samp = tex2D(_MainTex, i.uv + duv);
// BG: Compare CoC of the current sample and the center sample
// and select smaller one.
half bgCoC = max(min(samp0.a, samp.a), 0.0);
// Compare the CoC to the sample distance.
// Add a small margin to smooth out.
const half margin = _MainTex_TexelSize.y * 2;
half bgWeight = saturate((bgCoC - dist + margin) / margin);
half fgWeight = saturate((-samp.a - dist + margin) / margin);
// Cut influence from focused areas because they're darkened by CoC
// premultiplying. This is only needed for near field.
fgWeight *= step(_MainTex_TexelSize.y, -samp.a);
// Accumulation
bgAcc += half4(samp.rgb, 1.0) * bgWeight;
fgAcc += half4(samp.rgb, 1.0) * fgWeight;
}
// Get the weighted average.
bgAcc.rgb /= bgAcc.a + (bgAcc.a == 0.0); // zero-div guard
fgAcc.rgb /= fgAcc.a + (fgAcc.a == 0.0);
// BG: Calculate the alpha value only based on the center CoC.
// This is a rather aggressive approximation but provides stable results.
bgAcc.a = smoothstep(_MainTex_TexelSize.y, _MainTex_TexelSize.y * 2.0, samp0.a);
// FG: Normalize the total of the weights.
fgAcc.a *= UNITY_PI / kSampleCount;
// Alpha premultiplying
half3 rgb = 0.0;
rgb = lerp(rgb, bgAcc.rgb, saturate(bgAcc.a));
rgb = lerp(rgb, fgAcc.rgb, saturate(fgAcc.a));
// Combined alpha value
half alpha = (1.0 - saturate(bgAcc.a)) * (1.0 - saturate(fgAcc.a));
return half4(rgb, alpha);
}
// Postfilter blur
half4 FragPostBlur(VaryingsDOF i) : SV_Target
{
// 9-tap tent filter
float4 duv = _MainTex_TexelSize.xyxy * float4(1, 1, -1, 0);
half4 c0 = tex2D(_MainTex, i.uv - duv.xy);
half4 c1 = tex2D(_MainTex, i.uv - duv.wy);
half4 c2 = tex2D(_MainTex, i.uv - duv.zy);
half4 c3 = tex2D(_MainTex, i.uv + duv.zw);
half4 c4 = tex2D(_MainTex, i.uv );
half4 c5 = tex2D(_MainTex, i.uv + duv.xw);
half4 c6 = tex2D(_MainTex, i.uv + duv.zy);
half4 c7 = tex2D(_MainTex, i.uv + duv.wy);
half4 c8 = tex2D(_MainTex, i.uv + duv.xy);
half4 acc = c0 * 1 + c1 * 2 + c2 * 1 +
c3 * 2 + c4 * 4 + c5 * 2 +
c6 * 1 + c7 * 2 + c8 * 1;
half aa =
c0.a * c0.a * 1 + c1.a * c1.a * 2 + c2.a * c2.a * 1 +
c3.a * c3.a * 2 + c4.a * c4.a * 4 + c5.a * c5.a * 2 +
c6.a * c6.a * 1 + c7.a * c7.a * 2 + c8.a * c8.a * 1;
half wb = 1.2;
half a = (wb * acc.a - aa) / (wb * 16 - acc.a);
acc /= 16;
half3 rgb = acc.rgb * (1 + saturate(acc.a - a));
return half4(rgb, a);
}
#endif // __DEPTH_OF_FIELD__