2026-02-02 23:59:01 +08:00

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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"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(uint vertexID: SV_VertexID)
{
v2f o;
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
float4 pos = float4(uv * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
#ifdef UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
pos = ApplyPretransformRotation(pos);
#endif
#if UNITY_UV_STARTS_AT_TOP
uv = float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
#endif
o.vertex = pos;
o.uv = uv;
return o;
}
#ifdef _MOMENT_SINGLE_PRECISION
TEXTURE2D_FLOAT (_B0);
#else
TEXTURE2D_HALF(_B0);
#endif
// TEXTURE2D(_MOIT_Texture);
SAMPLER(sampler_LinearClamp);
TEXTURE2D_HALF(_MOIT);
SAMPLER(sampler_MOIT);
half4 MOITComposite(v2f input) : SV_Target
{
half4 moit = SAMPLE_TEXTURE2D(_MOIT, sampler_MOIT, input.uv);
#ifdef _MOMENT_SINGLE_PRECISION
float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.uv).r;
#else
half b0 = SAMPLE_TEXTURE2D(_B0, sampler_LinearClamp, input.uv).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(max(0,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 enable_d3d11_debug_symbols
#pragma multi_compile_fragment _MOMENT_HALF_PRECISION __MOMENT_SINGLE_PRECISION
#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
// }
}
}