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5.0 KiB

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
}