Shader "Hidden/HDRP/ApplyDistortion" { Properties { [HideInInspector] _StencilRef("_StencilRef", Int) = 2 [HideInInspector] _StencilMask("_StencilMask", Int) = 2 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma editor_sync_compilation #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURE2D_X(_DistortionTexture); CBUFFER_START(cb) float4 _Size; int _RoughDistortion; CBUFFER_END struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // We use a bias when fetching distortion source pixels // This avoid artifacts when a distortion is overlapped by an opaque object const float _FetchBias = 0.9; // Get distortion values float4 encodedDistortion = LOAD_TEXTURE2D_X(_DistortionTexture, input.positionCS.xy); float2 distortion; float distortionBlur; bool distortionIsSourceValid; DecodeDistortion(encodedDistortion, distortion, distortionBlur, distortionIsSourceValid); int2 distortedEncodedDistortionId = input.positionCS.xy + int2(distortion); // Reject distortion if we try to fetch a pixel out of the buffer if (any(distortedEncodedDistortionId < 0) || any(distortedEncodedDistortionId > int2(_Size.xy))) { // In this case we keep the blur, but we offset don't distort the uv coords. distortion = 0.0f; } // We fetch a second time the _DistortionTexture for the at the distorded coordinate // Then we check if this pixels is in the distorded mask (eg: behind any distorted object) // Otherwise we reject the distortion float2 distordedDistortion; float distordedDistortionBlur; bool distordedIsSourceValid; float4 encodedDistordedDistortion = LOAD_TEXTURE2D_X(_DistortionTexture, distortedEncodedDistortionId); DecodeDistortion(encodedDistordedDistortion, distordedDistortion, distordedDistortionBlur, distordedIsSourceValid); if (!distordedIsSourceValid) { // In this case we keep the blur, but we offset don't distort the uv coords. distortion = 0.0f; } // Get source pixel for distortion float2 distordedUV = float2(input.positionCS.xy + distortion * _FetchBias) * _Size.zw; float mip = (_ColorPyramidLodCount - 1) * saturate(distortionBlur) * _RoughDistortion; uint mipCeiled = ceil(mip); int2 mipSize = int2(_Size.xy) >> mipCeiled; // Clamp to the max size that is safe on the lowest mip. Note we recompute the full size this way to account for the // rounding that can happen to sizes (and that _RTHandleScale won't represent correctly as we descend the mip chain) float2 maxCoord = (mipSize << mipCeiled) * _Size.zw; // Take of the half pixel for bilinear maxCoord -= 0.5 * rcp(mipSize); float2 uv = min(distordedUV, maxCoord) * _RTHandleScale.xy; float4 sampled = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv, mip); return sampled; } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Stencil { WriteMask [_StencilMask] ReadMask [_StencilMask] Ref [_StencilRef] Comp Equal Pass Zero // We can clear the bit since we won't need anymore. } ZWrite Off Blend Off Cull Off ZTest Less // Required for XR occlusion mesh optimization HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } Fallback Off }