#ifndef HBAO_DEINTERLEAVING_INCLUDED #define HBAO_DEINTERLEAVING_INCLUDED #include "HBAO_Common.cginc" struct DeinterleavedOutput { float4 Z00 : SV_Target0; float4 Z10 : SV_Target1; float4 Z01 : SV_Target2; float4 Z11 : SV_Target3; }; DeinterleavedOutput DeinterleaveDepth_Frag(Varyings input) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); DeinterleavedOutput o; float2 pos = floor(input.uv * _DeinterleavedAO_TexelSize.zw) * 4.0; float2 uv00 = (pos + _Deinterleave_Offset00 + 0.5) * _ReinterleavedAO_TexelSize.xy; float2 uv10 = (pos + _Deinterleave_Offset10 + 0.5) * _ReinterleavedAO_TexelSize.xy; float2 uv01 = (pos + _Deinterleave_Offset01 + 0.5) * _ReinterleavedAO_TexelSize.xy; float2 uv11 = (pos + _Deinterleave_Offset11 + 0.5) * _ReinterleavedAO_TexelSize.xy; o.Z00 = FetchRawDepth(uv00).rrrr; o.Z10 = FetchRawDepth(uv10).rrrr; o.Z01 = FetchRawDepth(uv01).rrrr; o.Z11 = FetchRawDepth(uv11).rrrr; return o; } DeinterleavedOutput DeinterleaveNormals_Frag(Varyings input) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); DeinterleavedOutput o; float2 pos = floor(input.uv * _DeinterleavedAO_TexelSize.zw) * 4.0; float2 uv00 = (pos + _Deinterleave_Offset00 + 0.5) * _ReinterleavedAO_TexelSize.xy; float2 uv10 = (pos + _Deinterleave_Offset10 + 0.5) * _ReinterleavedAO_TexelSize.xy; float2 uv01 = (pos + _Deinterleave_Offset01 + 0.5) * _ReinterleavedAO_TexelSize.xy; float2 uv11 = (pos + _Deinterleave_Offset11 + 0.5) * _ReinterleavedAO_TexelSize.xy; o.Z00 = float4(FetchViewNormals(uv00, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0); o.Z10 = float4(FetchViewNormals(uv10, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0); o.Z01 = float4(FetchViewNormals(uv01, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0); o.Z11 = float4(FetchViewNormals(uv11, _ReinterleavedAO_TexelSize.xy) * 0.5 + 0.5, 0); return o; } half4 ReinterleaveAO_Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 offset = fmod(floor(input.uv * _ReinterleavedAO_TexelSize.zw), 4.0); float2 uv = (floor(input.uv * _DeinterleavedAO_TexelSize.zw) + (offset * _DeinterleavedAO_TexelSize.zw) + 0.5) * _ReinterleavedAO_TexelSize.xy; return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv); } #endif // HBAO_DEINTERLEAVING_INCLUDED