123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401 |
- #ifndef UNIVERSAL_SSAO_INCLUDED
- #define UNIVERSAL_SSAO_INCLUDED
- // Includes
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
- // Textures & Samplers
- TEXTURE2D_X(_BaseMap);
- TEXTURE2D_X(_ScreenSpaceOcclusionTexture);
- SAMPLER(sampler_BaseMap);
- SAMPLER(sampler_ScreenSpaceOcclusionTexture);
- // Params
- float4 _BlurOffset;
- float4 _SSAOParams;
- float4 _SourceSize;
- // SSAO Settings
- #define INTENSITY _SSAOParams.x
- #define RADIUS _SSAOParams.y
- #define DOWNSAMPLE _SSAOParams.z
- // GLES2: In many cases, dynamic looping is not supported.
- #if defined(SHADER_API_GLES) && !defined(SHADER_API_GLES3)
- #define SAMPLE_COUNT 3
- #else
- #define SAMPLE_COUNT _SSAOParams.w
- #endif
- // Function defines
- #define SCREEN_PARAMS GetScaledScreenParams()
- #define SAMPLE_BASEMAP(uv) SAMPLE_TEXTURE2D_X(_BaseMap, sampler_BaseMap, UnityStereoTransformScreenSpaceTex(uv));
- #define SAMPLE_BASEMAP_R(uv) SAMPLE_TEXTURE2D_X(_BaseMap, sampler_BaseMap, UnityStereoTransformScreenSpaceTex(uv)).r;
- // Constants
- // kContrast determines the contrast of occlusion. This allows users to control over/under
- // occlusion. At the moment, this is not exposed to the editor because it's rarely useful.
- static const float kContrast = 0.6;
- // The constant below controls the geometry-awareness of the bilateral
- // filter. The higher value, the more sensitive it is.
- static const float kGeometryCoeff = 0.8;
- // The constants below are used in the AO estimator. Beta is mainly used for suppressing
- // self-shadowing noise, and Epsilon is used to prevent calculation underflow. See the
- // paper (Morgan 2011 http://goo.gl/2iz3P) for further details of these constants.
- static const float kBeta = 0.002;
- #define EPSILON 1.0e-4
- float4 PackAONormal(float ao, float3 n)
- {
- return float4(ao, n * 0.5 + 0.5);
- }
- float3 GetPackedNormal(float4 p)
- {
- return p.gba * 2.0 - 1.0;
- }
- float GetPackedAO(float4 p)
- {
- return p.r;
- }
- float EncodeAO(float x)
- {
- #if UNITY_COLORSPACE_GAMMA
- return 1.0 - max(LinearToSRGB(1.0 - saturate(x)), 0.0);
- #else
- return x;
- #endif
- }
- float CompareNormal(float3 d1, float3 d2)
- {
- return smoothstep(kGeometryCoeff, 1.0, dot(d1, d2));
- }
- float2 GetScreenSpacePosition(float2 uv)
- {
- return uv * SCREEN_PARAMS.xy * DOWNSAMPLE;
- }
- // Trigonometric function utility
- float2 CosSin(float theta)
- {
- float sn, cs;
- sincos(theta, sn, cs);
- return float2(cs, sn);
- }
- // Pseudo random number generator with 2D coordinates
- float UVRandom(float u, float v)
- {
- float f = dot(float2(12.9898, 78.233), float2(u, v));
- return frac(43758.5453 * sin(f));
- }
- // Sample point picker
- float3 PickSamplePoint(float2 uv, float randAddon, int index)
- {
- float2 positionSS = GetScreenSpacePosition(uv);
- float gn = InterleavedGradientNoise(positionSS, index);
- float u = frac(UVRandom(0.0, index + randAddon) + gn) * 2.0 - 1.0;
- float theta = (UVRandom(1.0, index + randAddon) + gn) * TWO_PI;
- return float3(CosSin(theta) * sqrt(1.0 - u * u), u);
- }
- float RawToLinearDepth(float rawDepth)
- {
- #if defined(_ORTHOGRAPHIC)
- #if UNITY_REVERSED_Z
- return ((_ProjectionParams.z - _ProjectionParams.y) * (1.0 - rawDepth) + _ProjectionParams.y);
- #else
- return ((_ProjectionParams.z - _ProjectionParams.y) * (rawDepth) + _ProjectionParams.y);
- #endif
- #else
- return LinearEyeDepth(rawDepth, _ZBufferParams);
- #endif
- }
- float SampleAndGetLinearDepth(float2 uv)
- {
- float rawDepth = SampleSceneDepth(uv.xy).r;
- return RawToLinearDepth(rawDepth);
- }
- float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31)
- {
- #if defined(_ORTHOGRAPHIC)
- float3 viewPos = float3(((uv.xy * 2.0 - 1.0 - p13_31) * p11_22), depth);
- #else
- float3 viewPos = float3(depth * ((uv.xy * 2.0 - 1.0 - p13_31) * p11_22), depth);
- #endif
- return viewPos;
- }
- // Try reconstructing normal accurately from depth buffer.
- // Low: DDX/DDY on the current pixel
- // Medium: 3 taps on each direction | x | * | y |
- // High: 5 taps on each direction: | z | x | * | y | w |
- // https://atyuwen.github.io/posts/normal-reconstruction/
- // https://wickedengine.net/2019/09/22/improved-normal-reconstruction-from-depth/
- float3 ReconstructNormal(float2 uv, float depth, float3 vpos, float2 p11_22, float2 p13_31)
- {
- #if defined(_RECONSTRUCT_NORMAL_LOW)
- return normalize(cross(ddy(vpos), ddx(vpos)));
- #else
- float2 delta = _SourceSize.zw * 2.0;
- // Sample the neighbour fragments
- float2 lUV = float2(-delta.x, 0.0);
- float2 rUV = float2( delta.x, 0.0);
- float2 uUV = float2(0.0, delta.y);
- float2 dUV = float2(0.0, -delta.y);
- float3 l1 = float3(uv + lUV, 0.0); l1.z = SampleAndGetLinearDepth(l1.xy); // Left1
- float3 r1 = float3(uv + rUV, 0.0); r1.z = SampleAndGetLinearDepth(r1.xy); // Right1
- float3 u1 = float3(uv + uUV, 0.0); u1.z = SampleAndGetLinearDepth(u1.xy); // Up1
- float3 d1 = float3(uv + dUV, 0.0); d1.z = SampleAndGetLinearDepth(d1.xy); // Down1
- // Determine the closest horizontal and vertical pixels...
- // horizontal: left = 0.0 right = 1.0
- // vertical : down = 0.0 up = 1.0
- #if defined(_RECONSTRUCT_NORMAL_MEDIUM)
- uint closest_horizontal = l1.z > r1.z ? 0 : 1;
- uint closest_vertical = d1.z > u1.z ? 0 : 1;
- #else
- float3 l2 = float3(uv + lUV * 2.0, 0.0); l2.z = SampleAndGetLinearDepth(l2.xy); // Left2
- float3 r2 = float3(uv + rUV * 2.0, 0.0); r2.z = SampleAndGetLinearDepth(r2.xy); // Right2
- float3 u2 = float3(uv + uUV * 2.0, 0.0); u2.z = SampleAndGetLinearDepth(u2.xy); // Up2
- float3 d2 = float3(uv + dUV * 2.0, 0.0); d2.z = SampleAndGetLinearDepth(d2.xy); // Down2
- const uint closest_horizontal = abs( (2.0 * l1.z - l2.z) - depth) < abs( (2.0 * r1.z - r2.z) - depth) ? 0 : 1;
- const uint closest_vertical = abs( (2.0 * d1.z - d2.z) - depth) < abs( (2.0 * u1.z - u2.z) - depth) ? 0 : 1;
- #endif
- // Calculate the triangle, in a counter-clockwize order, to
- // use based on the closest horizontal and vertical depths.
- // h == 0.0 && v == 0.0: p1 = left, p2 = down
- // h == 1.0 && v == 0.0: p1 = down, p2 = right
- // h == 1.0 && v == 1.0: p1 = right, p2 = up
- // h == 0.0 && v == 1.0: p1 = up, p2 = left
- // Calculate the view space positions for the three points...
- float3 P1;
- float3 P2;
- if (closest_vertical == 0)
- {
- P1 = closest_horizontal == 0 ? l1 : d1;
- P2 = closest_horizontal == 0 ? d1 : r1;
- }
- else
- {
- P1 = closest_horizontal == 0 ? u1 : r1;
- P2 = closest_horizontal == 0 ? l1 : u1;
- }
- P1 = ReconstructViewPos(P1.xy, P1.z, p11_22, p13_31);
- P2 = ReconstructViewPos(P2.xy, P2.z, p11_22, p13_31);
- // Use the cross product to calculate the normal...
- return normalize(cross(P2 - vpos, P1 - vpos));
- #endif
- }
- void SampleDepthNormalView(float2 uv, float2 p11_22, float2 p13_31, out float depth, out float3 normal, out float3 vpos)
- {
- depth = SampleAndGetLinearDepth(uv);
- vpos = ReconstructViewPos(uv, depth, p11_22, p13_31);
- #if defined(_SOURCE_DEPTH_NORMALS)
- normal = SampleSceneNormals(uv);
- #else
- normal = ReconstructNormal(uv, depth, vpos, p11_22, p13_31);
- #endif
- }
- float3x3 GetCoordinateConversionParameters(out float2 p11_22, out float2 p13_31)
- {
- float3x3 camProj = (float3x3)unity_CameraProjection;
- p11_22 = rcp(float2(camProj._11, camProj._22));
- p13_31 = float2(camProj._13, camProj._23);
- return camProj;
- }
- // Distance-based AO estimator based on Morgan 2011
- // "Alchemy screen-space ambient obscurance algorithm"
- // http://graphics.cs.williams.edu/papers/AlchemyHPG11/
- float4 SSAO(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = input.uv;
- // Parameters used in coordinate conversion
- float2 p11_22, p13_31;
- float3x3 camProj = GetCoordinateConversionParameters(p11_22, p13_31);
- // Get the depth, normal and view position for this fragment
- float depth_o;
- float3 norm_o;
- float3 vpos_o;
- SampleDepthNormalView(uv, p11_22, p13_31, depth_o, norm_o, vpos_o);
- // This was added to avoid a NVIDIA driver issue.
- float randAddon = uv.x * 1e-10;
- float rcpSampleCount = rcp(SAMPLE_COUNT);
- float ao = 0.0;
- for (int s = 0; s < int(SAMPLE_COUNT); s++)
- {
- #if defined(SHADER_API_D3D11)
- // This 'floor(1.0001 * s)' operation is needed to avoid a DX11 NVidia shader issue.
- s = floor(1.0001 * s);
- #endif
- // Sample point
- float3 v_s1 = PickSamplePoint(uv, randAddon, s);
- // Make it distributed between [0, _Radius]
- v_s1 *= sqrt((s + 1.0) * rcpSampleCount ) * RADIUS;
- v_s1 = faceforward(v_s1, -norm_o, v_s1);
- float3 vpos_s1 = vpos_o + v_s1;
- // Reproject the sample point
- float3 spos_s1 = mul(camProj, vpos_s1);
- #if defined(_ORTHOGRAPHIC)
- float2 uv_s1_01 = clamp((spos_s1.xy + 1.0) * 0.5, 0.0, 1.0);
- #else
- float2 uv_s1_01 = clamp((spos_s1.xy * rcp(vpos_s1.z) + 1.0) * 0.5, 0.0, 1.0);
- #endif
- // Depth at the sample point
- float depth_s1 = SampleAndGetLinearDepth(uv_s1_01);
- // Relative position of the sample point
- float3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1, p11_22, p13_31);
- float3 v_s2 = vpos_s2 - vpos_o;
- // Estimate the obscurance value
- float a1 = max(dot(v_s2, norm_o) - kBeta * depth_o, 0.0);
- float a2 = dot(v_s2, v_s2) + EPSILON;
- ao += a1 * rcp(a2);
- }
- // Intensity normalization
- ao *= RADIUS;
- // Apply contrast
- ao = PositivePow(ao * INTENSITY * rcpSampleCount, kContrast);
- return PackAONormal(ao, norm_o);
- }
- // Geometry-aware separable bilateral filter
- half4 Blur(float2 uv, float2 delta) : SV_Target
- {
- float4 p0 = SAMPLE_BASEMAP(uv );
- float4 p1a = SAMPLE_BASEMAP(uv - delta * 1.3846153846);
- float4 p1b = SAMPLE_BASEMAP(uv + delta * 1.3846153846);
- float4 p2a = SAMPLE_BASEMAP(uv - delta * 3.2307692308);
- float4 p2b = SAMPLE_BASEMAP(uv + delta * 3.2307692308);
- #if defined(BLUR_SAMPLE_CENTER_NORMAL)
- #if defined(_SOURCE_DEPTH_NORMALS)
- float3 n0 = SampleSceneNormals(uv);
- #else
- float2 p11_22, p13_31;
- float3x3 camProj = GetCoordinateConversionParameters(p11_22, p13_31);
- // Get the depth, normal and view position for this fragment
- float depth_o;
- float3 n0;
- float3 vpos_o;
- SampleDepthNormalView(uv, p11_22, p13_31, depth_o, n0, vpos_o);
- #endif
- #else
- float3 n0 = GetPackedNormal(p0);
- #endif
- float w0 = 0.2270270270;
- float w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.3162162162;
- float w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.3162162162;
- float w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.0702702703;
- float w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.0702702703;
- float s;
- s = GetPackedAO(p0) * w0;
- s += GetPackedAO(p1a) * w1a;
- s += GetPackedAO(p1b) * w1b;
- s += GetPackedAO(p2a) * w2a;
- s += GetPackedAO(p2b) * w2b;
- s *= rcp(w0 + w1a + w1b + w2a + w2b);
- return PackAONormal(s, n0);
- }
- // Geometry-aware bilateral filter (single pass/small kernel)
- float BlurSmall(float2 uv, float2 delta)
- {
- float4 p0 = SAMPLE_BASEMAP(uv );
- float4 p1 = SAMPLE_BASEMAP(uv + float2(-delta.x, -delta.y));
- float4 p2 = SAMPLE_BASEMAP(uv + float2( delta.x, -delta.y));
- float4 p3 = SAMPLE_BASEMAP(uv + float2(-delta.x, delta.y));
- float4 p4 = SAMPLE_BASEMAP(uv + float2( delta.x, delta.y));
- float3 n0 = GetPackedNormal(p0);
- float w0 = 1.0;
- float w1 = CompareNormal(n0, GetPackedNormal(p1));
- float w2 = CompareNormal(n0, GetPackedNormal(p2));
- float w3 = CompareNormal(n0, GetPackedNormal(p3));
- float w4 = CompareNormal(n0, GetPackedNormal(p4));
- float s;
- s = GetPackedAO(p0) * w0;
- s += GetPackedAO(p1) * w1;
- s += GetPackedAO(p2) * w2;
- s += GetPackedAO(p3) * w3;
- s += GetPackedAO(p4) * w4;
- return s *= rcp(w0 + w1 + w2 + w3 + w4);
- }
- half4 HorizontalBlur(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = input.uv;
- float2 delta = float2(_SourceSize.z * rcp(DOWNSAMPLE) * 2.0, 0.0);
- return Blur(uv, delta);
- }
- half4 VerticalBlur(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = input.uv;
- float2 delta = float2(0.0, _SourceSize.w * rcp(DOWNSAMPLE) * 2.0);
- return Blur(uv, delta);
- }
- half4 FinalBlur(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 uv = input.uv;
- float2 delta = _SourceSize.zw * rcp(DOWNSAMPLE);
- return 1.0 - BlurSmall(uv, delta );
- }
- #endif //UNIVERSAL_SSAO_INCLUDED
|