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70 lines
2.7 KiB
70 lines
2.7 KiB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
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#pragma kernel KMain
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#pragma multi_compile _ ENABLE_ALPHA
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#pragma multi_compile _ HIGH_QUALITY
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#pragma multi_compile _ FORCE_POINT_SAMPLING
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CBUFFER_START(cb0)
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float4 _Params;
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float4 _Params2;
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float4 _Params3;
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CBUFFER_END
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#define NumRings _Params.x
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#define MaxCoCRadius _Params.y
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#define Anamorphism _Params.z
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#define MaxCoCMipLevel _Params2.x
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#define MaxColorMip _Params2.y
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#define OneOverResScale _Params2.z
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#define ResScale _Params2.w
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#define AdaptiveSamplingWeights _Params3.xy
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// Outpute texture
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RW_TEXTURE2D_X(CTYPE, _OutputTexture);
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#define GROUP_RES 8u
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#define GROUP_SIZE (GROUP_RES * GROUP_RES)
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl"
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[numthreads(GROUP_RES, GROUP_RES, 1)]
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void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
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PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId.xy), _PostProcessScreenSize.zw, uint2(GROUP_RES, GROUP_RES));
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SampleData centerSample;
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centerSample.color = GetColorSample(posInputs.positionSS, 0);
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centerSample.CoC = GetCoCRadius(posInputs.positionSS);
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int tileClass = GetTileClass(posInputs.positionSS);
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if (tileClass != FAST_DEFOCUS_TILE)
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{
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// Early exit: these tiles will be computed at full res in the combine pass
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// This might create small artifacts during upscale of the half-res tiles (bilinear fetch at the border picks unblurred values and this might be visible), so it's disabled in high quality mode
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_OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE)centerSample.color;
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return;
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}
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DoFTile tileData;
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LoadTileData(posInputs.positionSS, centerSample, NumRings, tileData);
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float4 outColor;
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float outAlpha;
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DoFGatherRings(posInputs, tileData, centerSample, outColor, outAlpha);
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#ifdef ENABLE_ALPHA
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ComposeAlpha(outColor, centerSample.color.xyz, outAlpha);
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#endif
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_OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE) outColor;
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}
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