#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl" #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel ComputeSlowTiles #pragma multi_compile _ ENABLE_ALPHA #define GROUP_RES 8u #define GROUP_SIZE (GROUP_RES * GROUP_RES) CBUFFER_START(cb0) float4 _Params; float4 _Params2; CBUFFER_END #define NumRings _Params.x #define MaxCoCRadius _Params.y #define Anamorphism _Params.z // Here we write the final output RW_TEXTURE2D_X(CTYPE, _OutputTexture); #define ResScale 1.0f #define OneOverResScale 1.0f #define MaxColorMip 0.0 #define AdaptiveSamplingWeights _Params2.xy #define BlurResolution _Params2.z #define InvBlurResolution _Params2.w #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl" [numthreads(GROUP_RES, GROUP_RES, 1)] void ComputeSlowTiles(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId.xy), _PostProcessScreenSize.zw, uint2(GROUP_RES, GROUP_RES)); CTYPE output = GetColorSample(posInputs.positionSS, 0); int tileClass = GetTileClass(posInputs.positionSS); if (tileClass == SLOW_INFOCUS_TILE) { SampleData centerSample; centerSample.color = output; centerSample.CoC = GetCoCRadius(posInputs.positionSS); DoFTile tileData; LoadTileData(posInputs.positionSS, centerSample, NumRings, tileData); float4 outColor; float outAlpha; DoFGatherRings(posInputs, tileData, centerSample, outColor, outAlpha); output.xyz = outColor.xyz; #ifdef ENABLE_ALPHA ComposeAlpha(output, centerSample.color.xyz, outAlpha); #endif } _OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE)output; }