114 lines
3.9 KiB
Plaintext
114 lines
3.9 KiB
Plaintext
Shader "Hidden/MOITComposite"
|
|
{
|
|
Properties
|
|
{
|
|
[Toggle] _CATCHBIASERRORS ("Catch Bias Errors", Float) = 0 // set this on if you see bloom fireflies and are not able to fix it with the other controls / are scared to see it again in build
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
// The Blit.hlsl file provides the vertex shader (Vert),
|
|
// the input structure (Attributes), and the output structure (Varyings)
|
|
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
|
|
|
#ifdef _MOMENT_SINGLE_PRECISION
|
|
TEXTURE2D_FLOAT(_B0);
|
|
#else
|
|
TEXTURE2D_HALF(_B0);
|
|
#endif
|
|
//TEXTURE2D(_MOIT); // _MOIT is _BlitTexture since we don't need to sample screen tex (alpha blended)
|
|
|
|
// sampler_PointClamp sampler_LinearClamp
|
|
#define singleSampler sampler_LinearClamp
|
|
|
|
half4 MOITComposite(Varyings input) : SV_Target
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
//float4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
|
half4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
|
#ifdef _MOMENT_SINGLE_PRECISION
|
|
float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
|
#else
|
|
half b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
|
#endif
|
|
moit.rgb /= moit.a;
|
|
|
|
#if _CATCHBIASERRORS_ON
|
|
// catch negative color values when alpha is very close to 1 (>0.99)
|
|
// TODO: explore why the non shader graph tmpro shader writes negatives values in moit texture (in game view only)
|
|
return half4(max(moit.rgb, 0.0), exp(-b0));
|
|
#else
|
|
return half4(moit.rgb, exp(-b0));
|
|
#endif
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
|
|
|
|
ZWrite Off Cull Off
|
|
Pass
|
|
{
|
|
Name "Composite"
|
|
|
|
ZTest Always
|
|
Blend OneMinusSrcAlpha SrcAlpha
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment MOITComposite
|
|
|
|
#pragma shader_feature _CATCHBIASERRORS_ON
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Pass
|
|
// {
|
|
// Name "CompositeFrameBuffer"
|
|
//
|
|
// ZTest Always
|
|
// Blend OneMinusSrcAlpha SrcAlpha
|
|
//
|
|
// HLSLPROGRAM
|
|
//
|
|
// #pragma vertex Vert
|
|
// #pragma fragment MOITCompositeFB
|
|
//
|
|
// #pragma shader_feature _CATCHBIASERRORS_ON
|
|
//
|
|
// FRAMEBUFFER_INPUT_X_FLOAT(0);
|
|
//
|
|
// half4 MOITCompositeFB(Varyings input) : SV_Target
|
|
// {
|
|
// UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
//
|
|
// //float4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
|
// //float4 moit = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy);
|
|
// half4 moit = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy);
|
|
// #ifdef _MOMENT_SINGLE_PRECISION
|
|
// float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
|
// #else
|
|
// half b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
|
// #endif
|
|
// moit.rgb /= moit.a;
|
|
//
|
|
// #if _CATCHBIASERRORS_ON
|
|
// // catch negative color values when alpha is very close to 1 (>0.99)
|
|
// // TODO: explore why the non shader graph tmpro shader writes negatives values in moit texture (in game view only)
|
|
// return half4(max(moit.rgb, 0.0), exp(-b0));
|
|
// #else
|
|
// return half4(moit.rgb, exp(-b0));
|
|
// #endif
|
|
// }
|
|
//
|
|
// ENDHLSL
|
|
// }
|
|
}
|
|
}
|