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ZHGD_Web/Assets/Art/Art Plugins/Horizon Based Ambient Occlusion/Shaders/HBAO_AO.cginc
2025-07-13 23:16:20 +08:00

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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_AO_INCLUDED
#define HBAO_AO_INCLUDED
#include "UnityCG.cginc"
#include "HBAO_Common.cginc"
inline float3 FetchLayerViewPos(float2 uv) {
uv = clamp(uv, 0, 1 - _Input_TexelSize.xy * 0.5); // uv guard
float depth = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_DepthTex, uv));
#if ORTHOGRAPHIC_PROJECTION
return float3((uv * _UVToView[unity_StereoEyeIndex].xy + _UVToView[unity_StereoEyeIndex].zw), depth);
#else
return float3((uv * _UVToView[unity_StereoEyeIndex].xy + _UVToView[unity_StereoEyeIndex].zw) * depth, depth);
#endif
}
inline float Falloff(float distanceSquare) {
// 1 scalar mad instruction
return distanceSquare * _NegInvRadius2 + 1.0;
}
inline float ComputeAO(float3 P, float3 N, float3 S) {
float3 V = S - P;
float VdotV = dot(V, V);
float NdotV = dot(N, V) * rsqrt(VdotV);
// Use saturate(x) instead of max(x,0.f) because that is faster on Kepler
return saturate(NdotV - _AngleBias) * saturate(Falloff(VdotV));
}
inline float2 RotateDirections(float2 dir, float2 rot) {
return float2(dir.x * rot.x - dir.y * rot.y,
dir.x * rot.y + dir.y * rot.x);
}
inline float InterleavedGradientNoise(float2 screenPos) {
// http://www.iryoku.com/downloads/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v18.pptx (slide 123)
float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
return frac(magic.z * frac(dot(screenPos, magic.xy)));
}
inline float2 FetchNoise(float2 screenPos) {
#if INTERLEAVED_GRADIENT_NOISE
// Use Jorge Jimenez's IGN noise and GTAO spatial offsets distribution
// https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf (slide 93)
return float2(InterleavedGradientNoise(screenPos), UNITY_SAMPLE_TEX2D(_NoiseTex, screenPos / 4.0).g);
#else
// (cos(alpha), sin(alpha), jitter)
return UNITY_SAMPLE_TEX2D(_NoiseTex, screenPos / 4.0).rg;
#endif
}
float4 AO_Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#ifdef DEINTERLEAVED
float3 P = FetchLayerViewPos(input.uv);
#else
float3 P = FetchViewPos(input.uv);
#endif
#ifndef DEBUG_VIEWNORMALS
clip(_MaxDistance - P.z);
#endif
#if ORTHOGRAPHIC_PROJECTION
float stepSize = min(_Radius[unity_StereoEyeIndex], _MaxRadiusPixels) / (STEPS + 1.0);
#else
float stepSize = min((_Radius[unity_StereoEyeIndex] / P.z), _MaxRadiusPixels) / (STEPS + 1.0);
#endif
#ifdef DEINTERLEAVED
float3 N = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_NormalsTex, input.uv).rgb * 2.0 - 1.0;
float2 rand = _Jitter; // angle, jitter
#else
float3 N = FetchViewNormals(input.uv, _AO_TexelSize.xy, P);
float2 rand = FetchNoise(input.uv * _AO_TexelSize.zw); // angle, jitter
#endif
const float alpha = 2.0 * UNITY_PI / DIRECTIONS;
float ao = 0;
#if COLOR_BLEEDING
static float2 cbUVs[DIRECTIONS * STEPS];
static float cbContribs[DIRECTIONS * STEPS];
#endif
UNITY_UNROLL
for (int d = 0; d < DIRECTIONS; ++d) {
float angle = alpha * (float(d) + rand.x + _TemporalParams.x);
// Compute normalized 2D direction
float cosA, sinA;
sincos(angle, sinA, cosA);
float2 direction = float2(cosA, sinA);
// Jitter starting sample within the first step
float rayPixels = (frac(rand.y + _TemporalParams.y) * stepSize + 1.0);
UNITY_UNROLL
for (int s = 0; s < STEPS; ++s) {
#ifdef DEINTERLEAVED
float2 snappedUV = round(rayPixels * direction) * _DeinterleavedAO_TexelSize.xy + input.uv;
float3 S = FetchLayerViewPos(snappedUV);
#else
float2 snappedUV = round(rayPixels * direction) * _Input_TexelSize.xy + input.uv;
float3 S = FetchViewPos(snappedUV);
#endif
rayPixels += stepSize;
float contrib = ComputeAO(P, N, S);
#if OFFSCREEN_SAMPLES_CONTRIBUTION
float2 offscreenAmount = _OffscreenSamplesContrib * (snappedUV - saturate(snappedUV) != 0 ? 1 : 0);
contrib = max(contrib, offscreenAmount.x);
contrib = max(contrib, offscreenAmount.y);
#endif
ao += contrib;
#if COLOR_BLEEDING
int sampleIdx = d * s;
cbUVs[sampleIdx] = snappedUV;
cbContribs[sampleIdx] = contrib;
#endif
}
}
#ifdef DEBUG_VIEWNORMALS
N = float3(N.x, -N.y, N.z);
return float4(N * 0.5 + 0.5, 1);
#else
#if COLOR_BLEEDING
half3 col = half3(0, 0, 0);
UNITY_UNROLL
for (int s = 0; s < DIRECTIONS * STEPS; s += 2) {
half3 emission = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, cbUVs[s]).rgb;
half average = (emission.x + emission.y + emission.z) / 3;
half scaledAverage = saturate((average - _ColorBleedBrightnessMaskRange.x) / (_ColorBleedBrightnessMaskRange.y - _ColorBleedBrightnessMaskRange.x + 1e-6));
half maskMultiplier = 1 - (scaledAverage * _ColorBleedBrightnessMask);
col += emission * cbContribs[s] * maskMultiplier;
}
#if DEFERRED_SHADING
half3 albedo = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraGBufferTexture0, input.uv).rgb * 0.8 + 0.2;
albedo *= _AlbedoMultiplier;
#else
half3 albedo = half3(1, 1, 1);
#endif
float4 aoOutput = float4(col, ao);
#else
float aoOutput = ao;
#endif
// apply bias multiplier
aoOutput *= (_AOmultiplier / (STEPS * DIRECTIONS));
float fallOffStart = _MaxDistance - _DistanceFalloff;
float distFactor = saturate((P.z - fallOffStart) / (_MaxDistance - fallOffStart));
#if COLOR_BLEEDING
//aoOutput.rgb = saturate(1 - lerp(dot(aoOutput.rgb, 0.333).xxx, aoOutput.rgb * albedo, _ColorBleedSaturation));
aoOutput.rgb = saturate(lerp(dot(aoOutput.rgb, 0.333).xxx, aoOutput.rgb * albedo, _ColorBleedSaturation));
aoOutput = lerp(saturate(float4(aoOutput.rgb, 1 - aoOutput.a)), float4(0, 0, 0, 1), distFactor);
return aoOutput;
#else
aoOutput = lerp(saturate(1 - aoOutput), 1, distFactor);
return float4(EncodeFloatRG(saturate(P.z * (1.0 / _ProjectionParams.z))), 1.0, aoOutput);
#endif
#endif // DEBUG_VIEWNORMALS
}
#endif // HBAO_AO_INCLUDED