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ZHGD_Web/Assets/Art/Art Plugins/Horizon Based Ambient Occlusion/Shaders/HBAO_Blur.cginc

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//----------------------------------------------------------------------------------
//
// Copyright (c) 2014, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
#ifndef HBAO_BLUR_INCLUDED
#define HBAO_BLUR_INCLUDED
#include "HBAO_Common.cginc"
#if COLOR_BLEEDING
inline void FetchAoAndDepth(float2 uv, inout half4 ao, inout float depth) {
ao = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);
depth = LinearizeDepth(FetchRawDepth(uv));
}
inline float CrossBilateralWeight(float r, float d, float d0) {
const float BlurSigma = (float)KERNEL_RADIUS * 0.5;
const float BlurFalloff = 1.0 / (2.0*BlurSigma*BlurSigma);
float dz = (d0 - d) * _BlurSharpness;
return exp2(-r*r*BlurFalloff - dz*dz);
}
inline void ProcessSample(float4 ao, float z, float r, float d0, inout half4 totalAO, inout float totalW) {
float w = CrossBilateralWeight(r, d0, z);
totalW += w;
totalAO += w * ao;
}
inline void ProcessRadius(float2 uv0, float2 deltaUV, float d0, inout half4 totalAO, inout float totalW) {
half4 ao;
float z;
float2 uv;
UNITY_UNROLL
for (int r = 1; r <= KERNEL_RADIUS; r++) {
uv = uv0 + r * deltaUV;
FetchAoAndDepth(uv, ao, z);
ProcessSample(ao, z, r, d0, totalAO, totalW);
}
}
inline half4 ComputeBlur(float2 uv0, float2 deltaUV) {
half4 totalAO;
float depth;
FetchAoAndDepth(uv0, totalAO, depth);
float totalW = 1.0;
ProcessRadius(uv0, -deltaUV, depth, totalAO, totalW);
ProcessRadius(uv0, deltaUV, depth, totalAO, totalW);
totalAO /= totalW;
return totalAO;
}
#else
inline void FetchAoAndDepth(float2 uv, inout half ao, inout float2 depth) {
float3 aod = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv).rga;
ao = aod.z;
depth = aod.xy;
}
inline float CrossBilateralWeight(float r, float d, float d0) {
const float BlurSigma = (float)KERNEL_RADIUS * 0.5;
const float BlurFalloff = 1.0 / (2.0*BlurSigma*BlurSigma);
float dz = (d0 - d) * _ProjectionParams.z * _BlurSharpness;
return exp2(-r*r*BlurFalloff - dz*dz);
}
inline void ProcessSample(float2 aoz, float r, float d0, inout half totalAO, inout float totalW) {
float w = CrossBilateralWeight(r, d0, aoz.y);
totalW += w;
totalAO += w * aoz.x;
}
inline void ProcessRadius(float2 uv0, float2 deltaUV, float d0, inout half totalAO, inout float totalW) {
half ao;
float z;
float2 d, uv;
UNITY_UNROLL
for (int r = 1; r <= KERNEL_RADIUS; r++) {
uv = uv0 + r * deltaUV;
FetchAoAndDepth(uv, ao, d);
z = DecodeFloatRG(d);
ProcessSample(float2(ao, z), r, d0, totalAO, totalW);
}
}
inline float4 ComputeBlur(float2 uv0, float2 deltaUV) {
half totalAO;
float2 depth;
FetchAoAndDepth(uv0, totalAO, depth);
float d0 = DecodeFloatRG(depth);
float totalW = 1.0;
ProcessRadius(uv0, -deltaUV, d0, totalAO, totalW);
ProcessRadius(uv0, deltaUV, d0, totalAO, totalW);
totalAO /= totalW;
return float4(depth, 1.0, totalAO);
}
#endif // COLOR_BLEEDING
float4 Blur_Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return ComputeBlur(input.uv, _BlurDeltaUV);
}
#endif // HBAO_BLUR_INCLUDED