BITFALL/Assets/Plugins/_MK/MKGlow/Shaders/Inc/Debug.hlsl

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2023-10-20 19:31:12 +08:00
//////////////////////////////////////////////////////
// MK Glow Debug //
// //
// Created by Michael Kremmel //
// www.michaelkremmel.de //
// Copyright © 2021 All rights reserved. //
//////////////////////////////////////////////////////
#ifndef MK_GLOW_DEBUG
#define MK_GLOW_DEBUG
#include "../Inc/Common.hlsl"
#ifdef COMPUTE_SHADER
UNIFORM_RWTEXTURE_2D(_TargetTex)
#endif
#if defined(MK_DEBUG_RAW_BLOOM)
UNIFORM_SAMPLER_AND_TEXTURE_2D(_SourceTex)
#ifndef COMPUTE_SHADER
uniform float2 _SourceTex_TexelSize;
#ifndef MK_NATURAL
uniform half2 _BloomThreshold;
#endif
uniform half _LumaScale;
#endif
#elif defined(MK_DEBUG_RAW_LENS_FLARE)
UNIFORM_SAMPLER_AND_TEXTURE_2D(_SourceTex)
#ifndef COMPUTE_SHADER
uniform float2 _SourceTex_TexelSize;
uniform half2 _LensFlareThreshold;
uniform half _LumaScale;
#endif
#elif defined(MK_DEBUG_RAW_GLARE)
UNIFORM_SAMPLER_AND_TEXTURE_2D(_SourceTex)
#ifndef COMPUTE_SHADER
uniform float2 _SourceTex_TexelSize;
uniform half2 _GlareThreshold;
uniform half _LumaScale;
#endif
#elif defined(MK_DEBUG_LENS_FLARE)
#ifndef COMPUTE_SHADER
uniform float2 _ResolutionScale;
uniform float _LensFlareChromaticAberration;
uniform float2 _LensFlareTex_TexelSize;
#endif
UNIFORM_SAMPLER_AND_TEXTURE_2D(_LensFlareTex)
#elif defined(MK_DEBUG_GLARE)
#ifndef COMPUTE_SHADER
uniform float2 _ResolutionScale;
uniform float2 _Glare0Tex_TexelSize;
uniform half _GlareBlend;
uniform half _GlareGlobalIntensity;
uniform half4 _GlareIntensity; // 0 1 2 3
uniform half4 _GlareScattering; // 0 1 2 3
uniform half4 _GlareDirection01; // 0 1
uniform half4 _GlareDirection23; // 2 3
uniform float4 _GlareOffset; // 0 1 2 3
uniform float _Blooming;
#endif
#ifdef MK_GLARE_1
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare0Tex)
#endif
#ifdef MK_GLARE_2
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare1Tex)
#endif
#ifdef MK_GLARE_3
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare2Tex)
#endif
#ifdef MK_GLARE_4
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare3Tex)
#endif
#elif defined(MK_DEBUG_COMPOSITE)
UNIFORM_SAMPLER_AND_TEXTURE_2D(_SourceTex)
UNIFORM_SAMPLER_AND_TEXTURE_2D(_BloomTex)
#ifndef COMPUTE_SHADER
uniform float2 _BloomTex_TexelSize;
uniform half _BloomSpread;
uniform half _BloomIntensity;
uniform float _Blooming;
#endif
#ifdef MK_LENS_FLARE
UNIFORM_SAMPLER_AND_TEXTURE_2D(_LensFlareTex)
#ifndef COMPUTE_SHADER
uniform float2 _LensFlareTex_TexelSize;
uniform float _LensFlareChromaticAberration;
#endif
#endif
#ifdef MK_LENS_SURFACE
#ifndef COMPUTE_SHADER
uniform half _LensSurfaceDirtIntensity;
uniform half _LensSurfaceDiffractionIntensity;
uniform float4 _LensSurfaceDirtTex_ST;
#endif
UNIFORM_SAMPLER_AND_TEXTURE_2D_NO_SCALE(_LensSurfaceDirtTex)
UNIFORM_SAMPLER_AND_TEXTURE_2D_NO_SCALE(_LensSurfaceDiffractionTex)
#endif
#if defined(MK_LENS_FLARE) || defined(MK_GLARE)
#ifndef COMPUTE_SHADER
uniform float2 _ResolutionScale;
#endif
#endif
#ifdef MK_GLARE
#ifndef COMPUTE_SHADER
uniform float2 _Glare0Tex_TexelSize;
uniform half _GlareBlend;
uniform half _GlareGlobalIntensity;
uniform half4 _GlareIntensity; // 0 1 2 3
uniform half4 _GlareScattering; // 0 1 2 3
uniform half4 _GlareDirection01; // 0 1
uniform half4 _GlareDirection23; // 2 3
uniform float4 _GlareOffset; // 0 1 2 3
#endif
#ifdef MK_GLARE_1
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare0Tex)
#endif
#ifdef MK_GLARE_2
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare1Tex)
#endif
#ifdef MK_GLARE_3
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare2Tex)
#endif
#ifdef MK_GLARE_4
UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare3Tex)
#endif
#endif
#else
#ifndef COMPUTE_SHADER
uniform float2 _BloomTex_TexelSize;
#endif
UNIFORM_SAMPLER_AND_TEXTURE_2D(_BloomTex)
uniform half _BloomSpread;
uniform half _BloomIntensity;
uniform float _Blooming;
#endif
#ifndef COMPUTE_SHADER
#ifdef MK_DEBUG_COMPOSITE
#if defined(MK_LENS_SURFACE) && defined(MK_LENS_FLARE)
#define VertGeoOutput VertGeoOutputDouble
#define MK_LENS_SURFACE_DIFFRACTION_UV uv1.xy
#define LENS_FLARE_SPREAD uv1.zw
#elif defined(MK_LENS_SURFACE) || defined(MK_LENS_FLARE)
#define VertGeoOutput VertGeoOutputPlus
#define MK_LENS_SURFACE_DIFFRACTION_UV uv1.xy
#define LENS_FLARE_SPREAD uv1.xy
#else
#define VertGeoOutput VertGeoOutputAdvanced
#endif
#else
#if defined(MK_LENS_FLARE) || defined(MK_DEBUG_LENS_FLARE)
#define LENS_FLARE_SPREAD uv0.zw
#define VertGeoOutput VertGeoOutputAdvanced
#else
#define VertGeoOutput VertGeoOutputAdvanced
#endif
#endif
VertGeoOutput vert (VertexInputOnlyPosition i0)
{
VertGeoOutput o;
UNITY_SETUP_INSTANCE_ID(i0);
INITIALIZE_STRUCT(VertGeoOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = TransformMeshPos(i0.vertex);
#ifdef MK_LEGACY_BLIT
o.uv0.xy = i0.texcoord0;
#if UNITY_UV_STARTS_AT_TOP
#if defined(MK_DEBUG_RAW_BLOOM) || defined(MK_DEBUG_RAW_LENS_FLARE) || defined(MK_DEBUG_RAW_GLARE)
if (_SourceTex_TexelSize.y < 0)
o.uv0.xy = 1-o.uv0.xy;
#elif defined(MK_DEBUG_LENS_FLARE)
if (_LensFlareTex_TexelSize.y < 0)
o.uv0.xy = 1-o.uv0.xy;
#elif defined(MK_DEBUG_GLARE)
if (_Glare0Tex_TexelSize.y < 0)
o.uv0.xy = 1-o.uv0.xy;
#elif defined(MK_DEBUG_COMPOSITE)
if (_BloomTex_TexelSize.y < 0)
o.uv0.xy = 1-o.uv0.xy;
#else //MK_DEBUG_BLOOM
if (_BloomTex_TexelSize.y < 0)
o.uv0.xy = 1-o.uv0.xy;
#endif
#endif
#else
o.uv0.xy = SetMeshUV(o.pos.xy);
#endif
#if defined(MK_DEBUG_BLOOM) || defined(MK_DEBUG_COMPOSITE)
o.uv0.zw = BLOOM_TEXEL_SIZE * _BloomSpread;
#endif
#if defined(MK_DEBUG_COMPOSITE) && defined(MK_LENS_SURFACE)
o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
#endif
#if defined(MK_LENS_FLARE) && defined(MK_DEBUG_COMPOSITE) || defined(MK_DEBUG_LENS_FLARE)
o.LENS_FLARE_SPREAD = LENS_FLARE_TEXEL_SIZE * _LensFlareChromaticAberration * _ResolutionScale;
#endif
return o;
}
#ifdef GEOMETRY_SHADER
[maxvertexcount(3)]
void geom(point VertexInputEmpty i0[1], inout TriangleStream<VertGeoOutput> tristream)
{
VertGeoOutput o;
INITIALIZE_STRUCT(VertGeoOutput, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i0[0], o);
#if defined(MK_DEBUG_BLOOM) || defined(MK_DEBUG_COMPOSITE)
float2 bloomSpread = BLOOM_TEXEL_SIZE * _BloomSpread;
#endif
#if defined(MK_LENS_FLARE) && defined(MK_DEBUG_COMPOSITE) || defined(MK_DEBUG_LENS_FLARE)
float2 lensFlareSpread = LENS_FLARE_TEXEL_SIZE * _LensFlareChromaticAberration * _ResolutionScale;
#endif
o.pos = TransformMeshPos(SCREEN_VERTICES[0]);
o.uv0.xy = SetMeshUV(o.pos.xy);
#if defined(MK_DEBUG_BLOOM) || defined(MK_DEBUG_COMPOSITE)
o.uv0.zw = bloomSpread;
#endif
#if defined(MK_DEBUG_COMPOSITE) && defined(MK_LENS_SURFACE)
o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
#endif
#if defined(MK_LENS_FLARE) && defined(MK_DEBUG_COMPOSITE) || defined(MK_DEBUG_LENS_FLARE)
o.LENS_FLARE_SPREAD = lensFlareSpread;
#endif
tristream.Append(o);
o.pos = TransformMeshPos(SCREEN_VERTICES[1]);
o.uv0.xy = SetMeshUV(o.pos.xy);
#if defined(MK_DEBUG_BLOOM) || defined(MK_DEBUG_COMPOSITE)
o.uv0.zw = bloomSpread;
#endif
#if defined(MK_DEBUG_COMPOSITE) && defined(MK_LENS_SURFACE)
o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
#endif
#if defined(MK_LENS_FLARE) && defined(MK_DEBUG_COMPOSITE) || defined(MK_DEBUG_LENS_FLARE)
o.LENS_FLARE_SPREAD = lensFlareSpread;
#endif
tristream.Append(o);
o.pos = TransformMeshPos(SCREEN_VERTICES[2]);
o.uv0.xy = SetMeshUV(o.pos.xy);
#if defined(MK_DEBUG_BLOOM) || defined(MK_DEBUG_COMPOSITE)
o.uv0.zw = bloomSpread;
#endif
#if defined(MK_DEBUG_COMPOSITE) && defined(MK_LENS_SURFACE)
o.MK_LENS_SURFACE_DIFFRACTION_UV = LensSurfaceDiffractionUV(o.uv0.xy);
#endif
#if defined(MK_LENS_FLARE) && defined(MK_DEBUG_COMPOSITE) || defined(MK_DEBUG_LENS_FLARE)
o.LENS_FLARE_SPREAD = lensFlareSpread;
#endif
tristream.Append(o);
}
#endif
#endif
#if defined(MK_DEBUG_RAW_BLOOM) || defined(MK_DEBUG_RAW_LENS_FLARE) || defined(MK_DEBUG_RAW_GLARE)
#ifndef COMPUTE_SHADER
#define HEADER half4 frag (VertGeoOutput o) : SV_Target
#endif
#endif
#ifdef MK_DEBUG_RAW_BLOOM
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugRawBloom (uint2 id : SV_DispatchThreadID)
#endif
HEADER
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
#ifndef MK_NATURAL
RETURN_TARGET_TEX ConvertToColorSpace(half4(LuminanceThreshold(Presample(PASS_TEXTURE_2D(_SourceTex, sampler_linear_clamp_SourceTex), UV_0, SOURCE_TEXEL_SIZE).rgb, BLOOM_THRESHOLD, LUMA_SCALE), 1));
#else
RETURN_TARGET_TEX ConvertToColorSpace(half4(NaturalRel(Presample(PASS_TEXTURE_2D(_SourceTex, sampler_linear_clamp_SourceTex), UV_0, SOURCE_TEXEL_SIZE).rgb, LUMA_SCALE), 1));
#endif
}
#elif defined(MK_DEBUG_RAW_LENS_FLARE)
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugRawLensFlare (uint2 id : SV_DispatchThreadID)
#endif
HEADER
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
#ifdef MK_NATURAL
RETURN_TARGET_TEX ConvertToColorSpace(half4(NaturalRel(Presample(PASS_TEXTURE_2D(_SourceTex, sampler_linear_clamp_SourceTex), UV_0, SOURCE_TEXEL_SIZE).rgb, LUMA_SCALE), 1));
#else
RETURN_TARGET_TEX ConvertToColorSpace(half4(LuminanceThreshold(Presample(PASS_TEXTURE_2D(_SourceTex, sampler_linear_clamp_SourceTex), UV_0, SOURCE_TEXEL_SIZE).rgb, LENS_FLARE_THRESHOLD, LUMA_SCALE), 1));
#endif
}
#elif defined(MK_DEBUG_RAW_GLARE)
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugRawGlare (uint2 id : SV_DispatchThreadID)
#endif
HEADER
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
half screenFade = ScreenFade(UV_0, 0.75, 0.0);
#ifdef MK_NATURAL
RETURN_TARGET_TEX ConvertToColorSpace(half4(NaturalRel(Presample(PASS_TEXTURE_2D(_SourceTex, sampler_linear_clamp_SourceTex), UV_0, SOURCE_TEXEL_SIZE).rgb, LUMA_SCALE), 1) * screenFade);
#else
RETURN_TARGET_TEX ConvertToColorSpace(half4(LuminanceThreshold(Presample(PASS_TEXTURE_2D(_SourceTex, sampler_linear_clamp_SourceTex), UV_0, SOURCE_TEXEL_SIZE).rgb, GLARE_THRESHOLD, LUMA_SCALE), 1) * screenFade);
#endif
}
#elif defined(MK_DEBUG_GLARE)
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugGlare (uint2 id : SV_DispatchThreadID)
#else
#define HEADER half4 frag (VertGeoOutputSimple o) : SV_Target
#endif
HEADER
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
half4 glare = 0;
#ifdef MK_GLARE_1
glare = GaussianBlur1D(PASS_TEXTURE_2D(_Glare0Tex, sampler_linear_clamp_Glare0Tex), UV_0, GLARE0_TEX_TEXEL_SIZE * RESOLUTION_SCALE, GLARE0_SCATTERING, GLARE0_DIRECTION, GLARE0_OFFSET) * GLARE0_INTENSITY;
#endif
#ifdef MK_GLARE_2
glare += GaussianBlur1D(PASS_TEXTURE_2D(_Glare1Tex, sampler_linear_clamp_Glare1Tex), UV_0, GLARE0_TEX_TEXEL_SIZE * RESOLUTION_SCALE, GLARE1_SCATTERING, GLARE1_DIRECTION, GLARE1_OFFSET) * GLARE1_INTENSITY;
#endif
#ifdef MK_GLARE_3
glare += GaussianBlur1D(PASS_TEXTURE_2D(_Glare2Tex, sampler_linear_clamp_Glare2Tex), UV_0, GLARE0_TEX_TEXEL_SIZE * RESOLUTION_SCALE, GLARE2_SCATTERING, GLARE2_DIRECTION, GLARE2_OFFSET) * GLARE2_INTENSITY;
#endif
#ifdef MK_GLARE_4
glare += GaussianBlur1D(PASS_TEXTURE_2D(_Glare3Tex, sampler_linear_clamp_Glare3Tex), UV_0, GLARE0_TEX_TEXEL_SIZE * RESOLUTION_SCALE, GLARE3_SCATTERING, GLARE3_DIRECTION, GLARE3_OFFSET) * GLARE3_INTENSITY;
#endif
#ifdef MK_NATURAL
glare.rgb = max(0, lerp(half3(0,0,0), glare.rgb * 0.25, GLARE_GLOBAL_INTENSITY));
#else
glare *= GLARE_GLOBAL_INTENSITY;
#endif
glare.rgb = lerp(half3(0,0,0), glare.rgb, GLARE_BLEND);
#if defined(MK_RENDER_PRIORITY_BALANCED) || defined(MK_RENDER_PRIORITY_QUALITY)
glare.rgb = Blooming(glare.rgb, BLOOMING);
#endif
RETURN_TARGET_TEX ConvertToColorSpace(glare);
}
#elif defined(MK_DEBUG_LENS_FLARE)
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugLensFlare (uint2 id : SV_DispatchThreadID)
#else
#define HEADER half4 frag (VertGeoOutput o) : SV_Target
#endif
HEADER
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
RETURN_TARGET_TEX ConvertToColorSpace(SampleTex2DCircularChromaticAberration(PASS_TEXTURE_2D(_LensFlareTex, sampler_linear_clamp_LensFlareTex), UV_0, LENS_FLARE_CHROMATIC_ABERRATION));
}
#elif defined(MK_DEBUG_COMPOSITE)
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugComposite (uint2 id : SV_DispatchThreadID)
#else
#define HEADER half4 frag (VertGeoOutput o) : SV_Target
#endif
HEADER
{
#include "CompositeSample.hlsl"
}
#else
#ifdef COMPUTE_SHADER
#define HEADER [numthreads(8,8,1)] void DebugBloom (uint2 id : SV_DispatchThreadID)
#else
#define HEADER half4 frag (VertGeoOutput o) : SV_Target
#endif
HEADER
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
#ifdef MK_RENDER_PRIORITY_QUALITY
half4 g = UpsampleHQ(PASS_TEXTURE_2D(_BloomTex, sampler_linear_clamp_BloomTex), UV_0, BLOOM_TEXEL_SIZE * _BloomSpread);
#else
half4 g = SampleTex2D(PASS_TEXTURE_2D(_BloomTex, sampler_linear_clamp_BloomTex), UV_0);
#endif
#ifdef MK_NATURAL
g.rgb = lerp(half3(0,0,0), g.rgb, BLOOM_INTENSITY);
#else
g.rgb *= BLOOM_INTENSITY;
#endif
g.rgb = Blooming(g.rgb, BLOOMING);
RETURN_TARGET_TEX ConvertToColorSpace(g);
}
#endif
#endif