208 lines
6.1 KiB
HLSL
208 lines
6.1 KiB
HLSL
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//////////////////////////////////////////////////////
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// MK Glow Upsample //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2021 All rights reserved. //
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//////////////////////////////////////////////////////
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#ifndef MK_GLOW_UPSAMPLE
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#define MK_GLOW_UPSAMPLE
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#include "../Inc/Common.hlsl"
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#ifdef MK_BLOOM
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_BloomTex)
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_HigherMipBloomTex)
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#ifdef COMPUTE_SHADER
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UNIFORM_RWTEXTURE_2D(_BloomTargetTex)
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#else
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uniform float _BloomSpread;
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uniform float2 _BloomTex_TexelSize;
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uniform float2 _HigherMipBloomTex_TexelSize;
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#endif
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#endif
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#ifdef MK_LENS_FLARE
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_LensFlareTex)
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#ifdef COMPUTE_SHADER
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UNIFORM_RWTEXTURE_2D(_LensFlareTargetTex)
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#else
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uniform float2 _LensFlareTex_TexelSize;
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uniform float _LensFlareSpread;
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#endif
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#endif
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#ifdef MK_GLARE
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#ifdef COMPUTE_SHADER
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#ifdef MK_GLARE_1
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UNIFORM_RWTEXTURE_2D(_Glare0TargetTex)
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#endif
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#ifdef MK_GLARE_2
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UNIFORM_RWTEXTURE_2D(_Glare1TargetTex)
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#endif
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#ifdef MK_GLARE_3
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UNIFORM_RWTEXTURE_2D(_Glare2TargetTex)
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#endif
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#ifdef MK_GLARE_4
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UNIFORM_RWTEXTURE_2D(_Glare3TargetTex)
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#endif
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#else
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uniform float2 _Glare0Tex_TexelSize;
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uniform float2 _ResolutionScale;
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uniform half4 _GlareScattering; // 0 1 2 3
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uniform half4 _GlareDirection01; // 0 1
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uniform half4 _GlareDirection23; // 2 3
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uniform float4 _GlareOffset; // 0 1 2 3
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#endif
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#ifdef MK_GLARE_1
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare0Tex)
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#endif
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#ifdef MK_GLARE_2
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare1Tex)
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#endif
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#ifdef MK_GLARE_3
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare2Tex)
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#endif
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#ifdef MK_GLARE_4
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UNIFORM_SAMPLER_AND_TEXTURE_2D(_Glare3Tex)
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#endif
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#endif
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#ifndef COMPUTE_SHADER
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#if defined(MK_BLOOM) && defined(MK_LENS_FLARE)
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#define VERT_GEO_OUTPUT VertGeoOutputPlus
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#define BLOOM_SPREAD uv0.zw
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#define LENS_FLARE_SPREAD uv1.xy
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#elif defined(MK_BLOOM) || defined(MK_LENS_FLARE)
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#define VERT_GEO_OUTPUT VertGeoOutputAdvanced
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#define BLOOM_SPREAD uv0.zw
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#define LENS_FLARE_SPREAD uv0.zw
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#else
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#define VERT_GEO_OUTPUT VertGeoOutputSimple
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#endif
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VERT_GEO_OUTPUT vert (VertexInputOnlyPosition i0)
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{
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VERT_GEO_OUTPUT o;
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UNITY_SETUP_INSTANCE_ID(i0);
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INITIALIZE_STRUCT(VERT_GEO_OUTPUT, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformMeshPos(i0.vertex);
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o.uv0.xy = SetMeshUV(i0.vertex.xy);
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#ifdef MK_BLOOM
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o.BLOOM_SPREAD = BLOOM_TEXEL_SIZE * _BloomSpread;
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = LENS_FLARE_TEXEL_SIZE * _LensFlareSpread;
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#endif
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return o;
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}
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#ifdef GEOMETRY_SHADER
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[maxvertexcount(3)]
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void geom(point VertexInputEmpty i0[1], inout TriangleStream<VERT_GEO_OUTPUT> tristream)
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{
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VERT_GEO_OUTPUT o;
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INITIALIZE_STRUCT(VERT_GEO_OUTPUT, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(i0[0], o);
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#ifdef MK_BLOOM
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float2 bloomSpread = BLOOM_TEXEL_SIZE * _BloomSpread;
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#endif
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#ifdef MK_LENS_FLARE
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float2 lensFlareSpread = LENS_FLARE_TEXEL_SIZE * _LensFlareSpread;
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#endif
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o.pos = TransformMeshPos(SCREEN_VERTICES[0]);
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o.uv0.xy = SetMeshUV(o.pos.xy);
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#ifdef MK_BLOOM
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o.BLOOM_SPREAD = bloomSpread;
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = lensFlareSpread;
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#endif
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tristream.Append(o);
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o.pos = TransformMeshPos(SCREEN_VERTICES[1]);
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o.uv0.xy = SetMeshUV(o.pos.xy);
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#ifdef MK_BLOOM
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o.BLOOM_SPREAD = bloomSpread;
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = lensFlareSpread;
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#endif
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tristream.Append(o);
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o.pos = TransformMeshPos(SCREEN_VERTICES[2]);
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o.uv0.xy = SetMeshUV(o.pos.xy);
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#ifdef MK_BLOOM
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o.BLOOM_SPREAD = bloomSpread;
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#endif
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#ifdef MK_LENS_FLARE
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o.LENS_FLARE_SPREAD = lensFlareSpread;
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#endif
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tristream.Append(o);
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}
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#endif
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#endif
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#ifdef COMPUTE_SHADER
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#define HEADER [numthreads(8,8,1)] void Upsample (uint2 id : SV_DispatchThreadID)
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#else
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#define HEADER FragmentOutputAuto frag (VERT_GEO_OUTPUT o)
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#endif
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HEADER
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(o);
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#ifndef COMPUTE_SHADER
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FragmentOutputAuto fO;
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INITIALIZE_STRUCT(FragmentOutputAuto, fO);
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#endif
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#ifdef MK_BLOOM
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half4 bloom = 0;
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bloom = UpsampleHQ(PASS_TEXTURE_2D(_BloomTex, sampler_linear_clamp_BloomTex), BLOOM_UV, BLOOM_UPSAMPLE_SPREAD);
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#if defined(MK_RENDER_PRIORITY_QUALITY)
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bloom += half4(SampleTex2DBicubic(PASS_TEXTURE_2D(_HigherMipBloomTex, sampler_linear_clamp_HigherMipBloomTex), BLOOM_UV, HIGHER_MIP_BLOOM_TEXEL_SIZE).rgb, 0);
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#else
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bloom += half4(SampleTex2D(PASS_TEXTURE_2D(_HigherMipBloomTex, sampler_linear_clamp_HigherMipBloomTex), BLOOM_UV).rgb, 0);
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#endif
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BLOOM_RENDER_TARGET = bloom;
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#endif
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#ifdef MK_LENS_FLARE
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LENS_FLARE_RENDER_TARGET = UpsampleMQ(PASS_TEXTURE_2D(_LensFlareTex, sampler_linear_clamp_LensFlareTex), LENS_FLARE_UV, LENS_FLARE_UPSAMPLE_SPREAD);
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#endif
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//TODO: move texcoordcalculation to vertexshader
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#ifdef MK_GLARE
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#ifdef MK_GLARE_1
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GLARE0_RENDER_TARGET = GaussianBlur1D(PASS_TEXTURE_2D(_Glare0Tex, sampler_linear_clamp_Glare0Tex), GLARE_UV, GLARE0_TEXEL_SIZE * RESOLUTION_SCALE, GLARE0_SCATTERING, GLARE0_DIRECTION, GLARE0_OFFSET);
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#endif
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#ifdef MK_GLARE_2
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GLARE1_RENDER_TARGET = GaussianBlur1D(PASS_TEXTURE_2D(_Glare1Tex, sampler_linear_clamp_Glare1Tex), GLARE_UV, GLARE0_TEXEL_SIZE * RESOLUTION_SCALE, GLARE1_SCATTERING, GLARE1_DIRECTION, GLARE1_OFFSET);
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#endif
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#ifdef MK_GLARE_3
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GLARE2_RENDER_TARGET = GaussianBlur1D(PASS_TEXTURE_2D(_Glare2Tex, sampler_linear_clamp_Glare2Tex), GLARE_UV, GLARE0_TEXEL_SIZE * RESOLUTION_SCALE, GLARE2_SCATTERING, GLARE2_DIRECTION, GLARE2_OFFSET);
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#endif
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#ifdef MK_GLARE_4
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GLARE3_RENDER_TARGET = GaussianBlur1D(PASS_TEXTURE_2D(_Glare3Tex, sampler_linear_clamp_Glare3Tex), GLARE_UV, GLARE0_TEXEL_SIZE * RESOLUTION_SCALE, GLARE3_SCATTERING, GLARE3_DIRECTION, GLARE3_OFFSET);
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#endif
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#endif
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#ifndef COMPUTE_SHADER
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return fO;
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#endif
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}
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#endif
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