Added Fog and other fixes
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#include "Hash.hlsl"
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// > for free assets, to avoid including the entire toolkit.
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|
||||
// Mirza: https://www.shadertoy.com/view/wXyfD1.
|
||||
|
||||
void GetTextureAspectRatio_float(Texture2D tex, out float output1D, out float2 output2D)
|
||||
{
|
||||
// Get texture dimensions.
|
||||
|
||||
uint width;
|
||||
uint height;
|
||||
|
||||
tex.GetDimensions(width, height);
|
||||
|
||||
float height_f = height;
|
||||
|
||||
output1D = 1.0;
|
||||
output2D = 1.0;
|
||||
|
||||
if (width < height)
|
||||
{
|
||||
output1D = width / height_f;
|
||||
output2D.y = output1D;
|
||||
}
|
||||
else if (height < width)
|
||||
{
|
||||
output1D = height_f / width;
|
||||
output2D.x = output1D;
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------
|
||||
|
||||
// Function wrapper for interleaved gradient noise.
|
||||
// UV is in 'pixel space', which is *= texture resolution.
|
||||
|
||||
float InterleavedGradientNoise(float2 uvPS)
|
||||
{
|
||||
return InterleavedGradientNoise(uvPS, (_Time.y * 60.0) % 60);
|
||||
}
|
||||
|
||||
// -- for Shader Graph.
|
||||
|
||||
void InterleavedGradientNoise_float(float2 uvPS, out float output)
|
||||
{
|
||||
output = InterleavedGradientNoise(uvPS);
|
||||
}
|
||||
void InterleavedGradientNoise_float(float2 uvPS, uint frame, out float output)
|
||||
{
|
||||
output = InterleavedGradientNoise(uvPS, frame);
|
||||
}
|
||||
|
||||
// Basic box blur for Unity.
|
||||
|
||||
// If texelSize is correct, radius is in pixels,
|
||||
// otherwise it's in UV space (relative, scale).
|
||||
|
||||
// -- pixel [or texel] space vs. uv, normalized space.
|
||||
|
||||
// Relative is better, because it will automatically be correct across resolutions.
|
||||
|
||||
// For relative radius scaling, pass (1.0, 1.0) for texelSize (you can also set x or y to be aspect ratio-corrected).
|
||||
// If you don't apply aspect ratio correction to texelSize, you can also apply it to the 2D radius before passing it in.
|
||||
|
||||
void BoxBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, float noise, out float4 output)
|
||||
{
|
||||
// Initialize.
|
||||
|
||||
output = 0.0;
|
||||
|
||||
// If no blur, return current pixel as-is.
|
||||
|
||||
if (radius.x <= 0.0 && radius.y <= 0.0)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
|
||||
return;
|
||||
}
|
||||
|
||||
// Pre-calculations, setup.
|
||||
|
||||
float totalWeight = 0.0;
|
||||
radius *= texelSize / quality;
|
||||
|
||||
// Noise.
|
||||
|
||||
float2 textureResolution;
|
||||
|
||||
tex.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
|
||||
float2 pixelCoordinates;
|
||||
bool applyNoise = noise != 0.0;
|
||||
|
||||
if (applyNoise)
|
||||
{
|
||||
pixelCoordinates = uv * textureResolution;
|
||||
}
|
||||
|
||||
// Blur (average) the pixels around current pixel.
|
||||
// Force loop required for when radius == 0.0 (used as a bool check).
|
||||
|
||||
[loop]
|
||||
for (int y = -quality; y <= quality; y++)
|
||||
{
|
||||
[loop]
|
||||
for (int x = -quality; x <= quality; x++)
|
||||
{
|
||||
// Offset from current pixel.
|
||||
|
||||
float2 pixelOffset = float2(x, y);
|
||||
|
||||
if (applyNoise)
|
||||
{
|
||||
// Random value between [0.0, 1.0].
|
||||
// Time-variable, via 'interleavedGradientNoise'.
|
||||
|
||||
float3 randomInput = float3(pixelCoordinates + pixelOffset, noise);
|
||||
|
||||
// -0.5 to center.
|
||||
|
||||
float2 randomPointInUnitSquare = Random2DFrom3D(randomInput) - 0.5;
|
||||
|
||||
// Add centered noise to pixel offset.
|
||||
|
||||
pixelOffset += randomPointInUnitSquare;
|
||||
}
|
||||
|
||||
// Ignore pixels outside radius from current pixel.
|
||||
|
||||
// Could also just > x, rather than >= x...
|
||||
|
||||
// >= cuts off outliers, which is *maybe* better.
|
||||
// > provides a more circular clip.
|
||||
|
||||
// It's a preference...
|
||||
|
||||
float distanceFromCenter = length(pixelOffset);
|
||||
|
||||
if (clip && distanceFromCenter > quality)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Use either a constant of 1.0, or normalized radial distance weighting.
|
||||
|
||||
float weight;
|
||||
|
||||
if (radial)
|
||||
{
|
||||
float normalizedDistance = distanceFromCenter / quality;
|
||||
float inverseNormalizedDistance = 1.0 - normalizedDistance;
|
||||
|
||||
// Saturate, in case of NOT using clip. Otherwise: when using radial without clip,
|
||||
// it will not be in range because it's a square sampling area.
|
||||
|
||||
// That being said, there's no reason to not use clip when using radial.
|
||||
// Because the output will be identical, yet slower from more samples.
|
||||
|
||||
if (!clip)
|
||||
{
|
||||
inverseNormalizedDistance = saturate(inverseNormalizedDistance);
|
||||
}
|
||||
|
||||
weight = inverseNormalizedDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
// Convert from pixel coordinate space to normalized UV space.
|
||||
// 'texel' = "texture element" or "texture pixel".
|
||||
|
||||
float2 uvOffset = pixelOffset * radius;
|
||||
|
||||
// Sample and accumulate colour from current pixel, with weight.
|
||||
|
||||
output += SAMPLE_TEXTURE2D(tex, samplerState, uv + uvOffset) * weight;
|
||||
|
||||
// Box blur weight is always a constant 1.0.
|
||||
|
||||
//totalWeight++;
|
||||
|
||||
// Or, if you're using a custom weight (Gauss, Radial)...
|
||||
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize accumulated blur colour by iterations and return.
|
||||
|
||||
output /= totalWeight;
|
||||
}
|
||||
|
||||
// Convenience-- includes noise as a bool/toggle.
|
||||
|
||||
void BoxBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, bool noise, out float4 output)
|
||||
{
|
||||
if (noise)
|
||||
{
|
||||
float2 textureResolution;
|
||||
tex.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
|
||||
float2 uvPS = uv * textureResolution;
|
||||
|
||||
float interleavedGradientNoise = InterleavedGradientNoise(uvPS);
|
||||
|
||||
BoxBlur_float(tex, uv, texelSize, samplerState, quality, radius, clip, radial, interleavedGradientNoise, output);
|
||||
}
|
||||
else
|
||||
{
|
||||
BoxBlur_float(tex, uv, texelSize, samplerState, quality, radius, clip, radial, 0.0, output);
|
||||
}
|
||||
}
|
||||
|
||||
void BoxBlur_DepthAware_float(Texture2D tex, Texture2D depthTex, Texture2D customDepthTex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, float noise, out float4 output)
|
||||
{
|
||||
// Initialize.
|
||||
|
||||
output = 0.0;
|
||||
|
||||
// If no blur, return current pixel as-is.
|
||||
|
||||
if (radius.x <= 0.0 && radius.y <= 0.0)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
|
||||
return;
|
||||
}
|
||||
|
||||
// Pre-calculations, setup.
|
||||
|
||||
float totalWeight = 0.0;
|
||||
radius *= texelSize / quality;
|
||||
|
||||
// Noise.
|
||||
|
||||
float2 textureResolution;
|
||||
|
||||
tex.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
|
||||
float2 pixelCoordinates;
|
||||
bool applyNoise = noise != 0.0;
|
||||
|
||||
if (applyNoise)
|
||||
{
|
||||
pixelCoordinates = uv * textureResolution;
|
||||
}
|
||||
|
||||
float centerDepth = SAMPLE_DEPTH_TEXTURE(depthTex, samplerState, uv);
|
||||
|
||||
// Blur (average) the pixels around current pixel.
|
||||
// Force loop required for when radius == 0.0 (used as a bool check).
|
||||
|
||||
[loop]
|
||||
for (int y = -quality; y <= quality; y++)
|
||||
{
|
||||
[loop]
|
||||
for (int x = -quality; x <= quality; x++)
|
||||
{
|
||||
// Offset from current pixel.
|
||||
|
||||
float2 pixelOffset = float2(x, y);
|
||||
|
||||
if (applyNoise)
|
||||
{
|
||||
// Random value between [0.0, 1.0].
|
||||
// Time-variable, via 'interleavedGradientNoise'.
|
||||
|
||||
float3 randomInput = float3(pixelCoordinates + pixelOffset, noise);
|
||||
|
||||
// -0.5 to center.
|
||||
|
||||
float2 randomPointInUnitSquare = Random2DFrom3D(randomInput) - 0.5;
|
||||
|
||||
// Add centered noise to pixel offset.
|
||||
|
||||
pixelOffset += randomPointInUnitSquare;
|
||||
}
|
||||
|
||||
// Ignore pixels outside radius from current pixel.
|
||||
|
||||
// Could also just > x, rather than >= x...
|
||||
|
||||
// >= cuts off outliers, which is *maybe* better.
|
||||
// > provides a more circular clip.
|
||||
|
||||
// It's a preference...
|
||||
|
||||
float distanceFromCenter = length(pixelOffset);
|
||||
|
||||
if (clip && distanceFromCenter > quality)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Convert from pixel coordinate space to normalized UV space.
|
||||
// 'texel' = "texture element" or "texture pixel".
|
||||
|
||||
float2 uvOffset = pixelOffset * radius;
|
||||
float2 sampleUV = uv + uvOffset;
|
||||
|
||||
float depth = SAMPLE_DEPTH_TEXTURE(depthTex, samplerState, sampleUV);
|
||||
float customDepth = SAMPLE_DEPTH_TEXTURE(customDepthTex, samplerState, sampleUV);
|
||||
|
||||
//float3 depthPositionWS = ComputeWorldSpacePosition(sampleUV, depth, UNITY_MATRIX_I_VP);
|
||||
//float distanceFromCameraToDepthPositionWS = length(_WorldSpaceCameraPos - depthPositionWS);
|
||||
|
||||
// If depth closer to camera.
|
||||
|
||||
if (customDepth < depth) // lol, it worked.
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
|
||||
return;
|
||||
}
|
||||
|
||||
// Use either a constant of 1.0, or normalized radial distance weighting.
|
||||
|
||||
float weight;
|
||||
|
||||
if (radial)
|
||||
{
|
||||
float normalizedDistance = distanceFromCenter / quality;
|
||||
float inverseNormalizedDistance = 1.0 - normalizedDistance;
|
||||
|
||||
// Saturate, in case of NOT using clip. Otherwise: when using radial without clip,
|
||||
// it will not be in range because it's a square sampling area.
|
||||
|
||||
// That being said, there's no reason to not use clip when using radial.
|
||||
// Because the output will be identical, yet slower from more samples.
|
||||
|
||||
if (!clip)
|
||||
{
|
||||
inverseNormalizedDistance = saturate(inverseNormalizedDistance);
|
||||
}
|
||||
|
||||
weight = inverseNormalizedDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
// Sample and accumulate colour from current pixel, with weight.
|
||||
|
||||
output += SAMPLE_TEXTURE2D(tex, samplerState, sampleUV) * weight;
|
||||
|
||||
// Box blur weight is always a constant 1.0.
|
||||
|
||||
//totalWeight++;
|
||||
|
||||
// Or, if you're using a custom weight (Gauss, Radial)...
|
||||
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize accumulated blur colour by iterations and return.
|
||||
|
||||
output /= totalWeight;
|
||||
}
|
||||
|
||||
// Box blur with clipping and smoothing, +animated noise to hide lower sample iteration artifacts.
|
||||
// Faster and uglier (more noisy) than the double-loop box blur. May want to use a blue noise texture later.
|
||||
|
||||
void NoiseBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, out float4 output)
|
||||
{
|
||||
// Initialize.
|
||||
|
||||
output = 0.0;
|
||||
|
||||
// If no blur, return current pixel as-is.
|
||||
|
||||
if (radius.x <= 0.0 && radius.y <= 0.0)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
|
||||
return;
|
||||
}
|
||||
|
||||
// Pre-calculations, setup.
|
||||
|
||||
// Need non-zero for division later,
|
||||
// as low sample counts may result in zero total weight.
|
||||
|
||||
float totalWeight = 0.0001;
|
||||
radius *= texelSize * 2.0;
|
||||
|
||||
// Noise.
|
||||
|
||||
float2 textureResolution;
|
||||
|
||||
tex.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
|
||||
float2 pixelCoordinates = uv * textureResolution;
|
||||
float interleavedGradientNoise = InterleavedGradientNoise(pixelCoordinates, (_Time.y * 60.0) % 60);
|
||||
|
||||
// Accumulation loop, for blur.
|
||||
|
||||
[loop]
|
||||
for (int i = 0; i < quality; i++)
|
||||
{
|
||||
// Randomized per fragment (pixel), and per-iteration.
|
||||
// Noise (blue, IGN...) fixes directionality bias, skew.
|
||||
|
||||
float2 randomInput = (pixelCoordinates + i) + interleavedGradientNoise;
|
||||
|
||||
// -0.5 to center.
|
||||
|
||||
float2 randomPointInUnitSquare = Random2DFrom2D(randomInput) - 0.5;
|
||||
|
||||
// Radial clipping.
|
||||
|
||||
float distanceToCenter = length(randomPointInUnitSquare);
|
||||
|
||||
if (clip && distanceToCenter > 0.5)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Radial weighting, fading out towards the edges.
|
||||
|
||||
float weight;
|
||||
|
||||
if (radial)
|
||||
{
|
||||
weight = (0.5 - distanceToCenter) * 2.0;
|
||||
|
||||
// Saturate, in case of NOT using clip.
|
||||
|
||||
if (!clip)
|
||||
{
|
||||
weight = saturate(weight);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
float2 uvOffset = randomPointInUnitSquare * radius;
|
||||
|
||||
// Accumulate, sum.
|
||||
|
||||
output += SAMPLE_TEXTURE2D(tex, samplerState, uv + uvOffset) * weight;
|
||||
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Average, 'normalize'.
|
||||
|
||||
output /= totalWeight;
|
||||
}
|
||||
|
||||
// Box blur with clipping and smoothing, +animated noise to hide lower sample iteration artifacts.
|
||||
// Faster and uglier (more noisy) than the double-loop box blur. May want to use a blue noise texture later.
|
||||
|
||||
void NoiseCircleBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, out float4 output)
|
||||
{
|
||||
// Initialize.
|
||||
|
||||
output = 0.0;
|
||||
|
||||
// If no blur, return current pixel as-is.
|
||||
|
||||
if (radius.x <= 0.0 && radius.y <= 0.0)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
|
||||
return;
|
||||
}
|
||||
|
||||
// Pre-calculations, setup.
|
||||
|
||||
radius *= texelSize;
|
||||
radius /= 2.0;
|
||||
|
||||
// Noise.
|
||||
|
||||
float2 textureResolution;
|
||||
|
||||
tex.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
|
||||
float2 pixelCoordinates = uv * textureResolution;
|
||||
|
||||
float frame = (_Time.y * 60.0) % 60;
|
||||
float interleavedGradientNoise = InterleavedGradientNoise(pixelCoordinates, frame);
|
||||
|
||||
float stepSize = 1.0 / float(quality);
|
||||
|
||||
// Accumulation loop, for blur.
|
||||
|
||||
for (int i = 0; i < quality; i++)
|
||||
{
|
||||
// Loop progress.
|
||||
|
||||
float t = i * stepSize;
|
||||
|
||||
// Noise value -> disk/circle offset.
|
||||
|
||||
float angle = interleavedGradientNoise + t;
|
||||
float2 randomPointOnUnitCircle = PointOnUnitCircle(angle * TAU);
|
||||
|
||||
float2 randomPointInUnitSquare = Random2DFrom3D(
|
||||
float3(pixelCoordinates, interleavedGradientNoise + i));
|
||||
|
||||
// -0.5 to center.
|
||||
|
||||
randomPointInUnitSquare -= 0.5;
|
||||
|
||||
// Combine circle and square noise.
|
||||
|
||||
float2 noise = randomPointOnUnitCircle + randomPointInUnitSquare;
|
||||
|
||||
// Scale to blur radius.
|
||||
|
||||
float2 uvOffset = noise * radius;
|
||||
|
||||
// Gather, sum.
|
||||
|
||||
output += SAMPLE_TEXTURE2D(tex, samplerState, uv + uvOffset);
|
||||
}
|
||||
|
||||
// Average, 'normalize'.
|
||||
|
||||
output /= quality;
|
||||
}
|
||||
|
||||
// LOD-based blur.
|
||||
// TO-DO: add LOD mixing/blending as a separate stand-alone function?
|
||||
|
||||
void LODBlur_float(
|
||||
|
||||
Texture2D lodTexture, Texture2D rawTexture,
|
||||
float2 uvSS, float2 texelSize, float2 renderResolution,
|
||||
|
||||
SamplerState samplerState,
|
||||
|
||||
int blurQuality, float blurRadius, float blurDilateRadius,
|
||||
|
||||
float lodPower, float noise,
|
||||
|
||||
out float4 output)
|
||||
{
|
||||
// Calculate LOD from radius, with power shaping for control.
|
||||
|
||||
float lodRaw = log2(max(blurRadius * renderResolution.y, 1e-5));
|
||||
|
||||
if (lodRaw > 0.0)
|
||||
{
|
||||
lodRaw = pow(lodRaw, lodPower);
|
||||
}
|
||||
|
||||
int lodA = floor(lodRaw);
|
||||
|
||||
// I noticed 'snapping' (of apparent LOD) under normal texture distortion when 0.0 blur,
|
||||
// which would trigger instant return of texture sample as-is.
|
||||
|
||||
// Hence, I moved this from start of the the function, to here, immediately after I have the LOD.
|
||||
// I can return the LOD'd sample instead of a 'raw' sample.
|
||||
|
||||
if (blurRadius == 0.0)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, uvSS, lodA); return;
|
||||
}
|
||||
|
||||
int lodB = lodA + 1;
|
||||
|
||||
float lodBlend = frac(lodRaw);
|
||||
|
||||
float lodBlendRaw = saturate(lodRaw);
|
||||
bool blendRaw = lodRaw < 1.0;
|
||||
|
||||
blendRaw = false;
|
||||
|
||||
// Scale radius by output render resolution and input mip texture resolution.
|
||||
|
||||
float2 textureResolution;
|
||||
|
||||
lodTexture.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
float renderResolutionOverTextureResolution = renderResolution / textureResolution;
|
||||
|
||||
blurRadius *= renderResolutionOverTextureResolution * (2.0 + blurDilateRadius);
|
||||
|
||||
// Blur.
|
||||
|
||||
output = 0.0;
|
||||
|
||||
float step = 1.0 / blurQuality;
|
||||
//float step = 1.0 / max(1.0, (blurQuality - (noise != 0.0 ? 0 : 1)));
|
||||
|
||||
// TO-DO: Adjust LOD UV offset by the appropriate LOD texel size, so it's always centered.
|
||||
// Else, it tends to move top-right with higher LODs...
|
||||
|
||||
[loop]
|
||||
for (int i = 0; i < blurQuality; i++)
|
||||
{
|
||||
float2 sampleUV = uvSS;
|
||||
|
||||
if (noise != 0.0)
|
||||
{
|
||||
float t = i * step;
|
||||
t += step * noise;
|
||||
|
||||
float angle = t * TAU;
|
||||
|
||||
float2 randomPoint = PointOnUnitCircle(angle);
|
||||
randomPoint *= texelSize;
|
||||
|
||||
float2 uvOffset = randomPoint * blurRadius;
|
||||
|
||||
sampleUV += uvOffset;
|
||||
}
|
||||
|
||||
float4 sampleB = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodB);
|
||||
|
||||
float4 sample;
|
||||
|
||||
if (!blendRaw)
|
||||
{
|
||||
float4 sampleA = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodA);
|
||||
sample = lerp(sampleA, sampleB, lodBlend);
|
||||
}
|
||||
else
|
||||
{
|
||||
float4 sampleRaw = SAMPLE_TEXTURE2D(rawTexture, samplerState, sampleUV);
|
||||
sample = lerp(sampleRaw, sampleB, lodBlendRaw);
|
||||
}
|
||||
|
||||
output += sample;
|
||||
}
|
||||
|
||||
output /= blurQuality;
|
||||
}
|
||||
|
||||
void LODBlur_DepthAware_float(
|
||||
|
||||
Texture2D lodTexture, Texture2D rawTexture,
|
||||
Texture2D depthTexure, Texture2D customDepthTexure,
|
||||
|
||||
float2 uvSS, float2 texelSize, float2 renderResolution,
|
||||
|
||||
SamplerState samplerState,
|
||||
|
||||
int blurQuality, float blurRadius, float blurDilateRadius,
|
||||
|
||||
float lodPower, float noise,
|
||||
|
||||
out float4 output)
|
||||
{
|
||||
// Calculate LOD from radius, with power shaping for control.
|
||||
|
||||
float lodRaw = log2(max(blurRadius * renderResolution.y, 1e-5));
|
||||
|
||||
if (lodRaw > 0.0)
|
||||
{
|
||||
lodRaw = pow(lodRaw, lodPower);
|
||||
}
|
||||
|
||||
int lodA = floor(lodRaw);
|
||||
|
||||
// I noticed 'snapping' (of apparent LOD) under normal texture distortion when 0.0 blur,
|
||||
// which would trigger instant return of texture sample as-is.
|
||||
|
||||
// Hence, I moved this from start of the the function, to here, immediately after I have the LOD.
|
||||
// I can return the LOD'd sample instead of a 'raw' sample.
|
||||
|
||||
if (blurRadius == 0.0)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, uvSS, lodA);
|
||||
return;
|
||||
}
|
||||
|
||||
int lodB = lodA + 1;
|
||||
|
||||
float lodBlend = frac(lodRaw);
|
||||
|
||||
float lodBlendRaw = saturate(lodRaw);
|
||||
bool blendRaw = lodRaw < 1.0;
|
||||
|
||||
blendRaw = false;
|
||||
|
||||
// Scale radius by output render resolution and input mip texture resolution.
|
||||
|
||||
float2 textureResolution;
|
||||
|
||||
lodTexture.GetDimensions(textureResolution.x, textureResolution.y);
|
||||
float renderResolutionOverTextureResolution = renderResolution / textureResolution;
|
||||
|
||||
blurRadius *= renderResolutionOverTextureResolution * (2.0 + blurDilateRadius);
|
||||
|
||||
// Blur.
|
||||
|
||||
output = 0.0;
|
||||
|
||||
float step = 1.0 / blurQuality;
|
||||
|
||||
[loop]
|
||||
for (int i = 0; i < blurQuality; i++)
|
||||
{
|
||||
float2 sampleUV = uvSS;
|
||||
|
||||
if (noise != 0.0)
|
||||
{
|
||||
float t = i * step;
|
||||
t += step * noise;
|
||||
|
||||
float angle = t * TAU;
|
||||
|
||||
float2 randomPoint = PointOnUnitCircle(angle);
|
||||
randomPoint *= texelSize;
|
||||
|
||||
float2 uvOffset = randomPoint * blurRadius;
|
||||
|
||||
sampleUV += uvOffset;
|
||||
}
|
||||
|
||||
// Depth test.
|
||||
|
||||
float depth = SAMPLE_DEPTH_TEXTURE(depthTexure, samplerState, sampleUV);
|
||||
float customDepth = SAMPLE_DEPTH_TEXTURE(customDepthTexure, samplerState, sampleUV);
|
||||
|
||||
// If depth closer to camera.
|
||||
|
||||
if (customDepth < depth)
|
||||
{
|
||||
output = SAMPLE_TEXTURE2D(rawTexture, samplerState, uvSS);
|
||||
return;
|
||||
}
|
||||
|
||||
float4 sampleB = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodB);
|
||||
|
||||
float4 sample;
|
||||
|
||||
if (!blendRaw)
|
||||
{
|
||||
float4 sampleA = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodA);
|
||||
sample = lerp(sampleA, sampleB, lodBlend);
|
||||
}
|
||||
else
|
||||
{
|
||||
float4 sampleRaw = SAMPLE_TEXTURE2D(rawTexture, samplerState, sampleUV);
|
||||
sample = lerp(sampleRaw, sampleB, lodBlendRaw);
|
||||
}
|
||||
|
||||
output += sample;
|
||||
}
|
||||
|
||||
output /= blurQuality;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
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guid: e1cef759db2f35f4982fbc961ae6fb84
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ShaderIncludeImporter:
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||||
externalObjects: {}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 277702
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packageName: AERO - Volumetric Fog and Mist
|
||||
packageVersion: 1.8.0
|
||||
assetPath: Assets/Mirza/_VFXToolkit/_Demo/Shaders/_HLSL/Functions.hlsl
|
||||
uploadId: 933120
|
||||
@@ -0,0 +1,66 @@
|
||||
|
||||
#ifndef VFXTOOLKIT_DEMO_HASH_HLSL
|
||||
#define VFXTOOLKIT_DEMO_HASH_HLSL
|
||||
|
||||
// --------------------------------------------------
|
||||
|
||||
// Hash function(s), by David Hoskins:
|
||||
// > https://www.shadertoy.com/view/4djSRW
|
||||
|
||||
// 1 in, 1 out.
|
||||
|
||||
float Random1DFrom1D(float p)
|
||||
{
|
||||
p = frac(p * 0.1031);
|
||||
|
||||
p *= p + 33.33;
|
||||
p *= p + p;
|
||||
|
||||
return frac(p);
|
||||
}
|
||||
|
||||
// 1 in, 2 out.
|
||||
|
||||
float2 Random2DFrom1D(float p)
|
||||
{
|
||||
float3 p3 = frac(p * float3(0.1031, 0.1030, 0.0973));
|
||||
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return frac((p3.xx + p3.yz) * p3.zy);
|
||||
|
||||
}
|
||||
|
||||
// 2 in, 1 out.
|
||||
|
||||
float Random1DFrom2D(float2 p)
|
||||
{
|
||||
float3 p3 = frac(float3(p.xyx) * 0.1031);
|
||||
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return frac((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
// 2 in, 2 out.
|
||||
|
||||
float2 Random2DFrom2D(float2 p)
|
||||
{
|
||||
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
|
||||
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return frac((p3.xx + p3.yz) * p3.zy);
|
||||
|
||||
}
|
||||
|
||||
// 3 in, 2 out.
|
||||
|
||||
float2 Random2DFrom3D(float3 p3)
|
||||
{
|
||||
p3 = frac(p3 * float3(0.1031, 0.1030, 0.0973));
|
||||
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return frac((p3.xx + p3.yz) * p3.zy);
|
||||
}
|
||||
|
||||
// --------------------------------------------------
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
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guid: a528a5789541c2d47a59ec97aaa4036c
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 277702
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packageName: AERO - Volumetric Fog and Mist
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packageVersion: 1.8.0
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||||
assetPath: Assets/Mirza/_VFXToolkit/_Demo/Shaders/_HLSL/Hash.hlsl
|
||||
uploadId: 933120
|
||||
@@ -0,0 +1,59 @@
|
||||
|
||||
// Mirza: https://www.shadertoy.com/view/Dl3fRl
|
||||
|
||||
#define FLAT_TOP_HEXAGON
|
||||
|
||||
// MB: This special right-angle triangle (30-60-90°) is just half an equilateral ('regular') triangle (all sides = 60°).
|
||||
|
||||
// https://en.wikipedia.org/wiki/Equilateral_triangle
|
||||
|
||||
#ifdef FLAT_TOP_HEXAGON
|
||||
#define tsnTriangleRatio float2(sqrt(3.0), 1.0)
|
||||
#else
|
||||
#define tsnTriangleRatio float2(1.0, sqrt(3.0))
|
||||
#endif
|
||||
|
||||
void Hex_float(float2 p, out float output)
|
||||
{
|
||||
p = abs(p);
|
||||
|
||||
#ifdef FLAT_TOP_HEXAGON
|
||||
output = max(dot(p, tsnTriangleRatio * 0.5), p.y);
|
||||
#else
|
||||
output = max(dot(p, tsnTriangleRatio * 0.5), p.x);
|
||||
#endif
|
||||
}
|
||||
|
||||
// xy = 2D distance in each cell. Use with Hex() to get hexagon shape.
|
||||
// zw = hexagonal-quantized UV coordinates (cell ID).
|
||||
|
||||
// MB: See, https://andrewhungblog.wordpress.com/2018/07/28/shader-art-tutorial-hexagonal-grids/
|
||||
|
||||
// Essentially rows of points, where every other row is shifted.
|
||||
// https://blender.stackexchange.com/questions/161701/how-to-do-uv-indexing-in-hexagonal-pattern
|
||||
|
||||
void HexLattice_float(float2 uv, out float2 cellDistance, out float2 cellUV, out float cell)
|
||||
{
|
||||
// MB: Using round (vs. floor), removing need for + 0.5.
|
||||
|
||||
#ifdef FLAT_TOP_HEXAGON
|
||||
float4 hexCenter = round(float4(uv, uv - float2(1.0, 0.5)) / tsnTriangleRatio.xyxy);
|
||||
#else
|
||||
float4 hexCenter = round(float4(uv, uv - float2(0.5, 1.0)) / tsnTriangleRatio.xyxy);
|
||||
#endif
|
||||
|
||||
float4 offset = float4(uv - (hexCenter.xy * tsnTriangleRatio), uv - ((hexCenter.zw + 0.5) * tsnTriangleRatio));
|
||||
|
||||
if (dot(offset.xy, offset.xy) < dot(offset.zw, offset.zw))
|
||||
{
|
||||
cellDistance = offset.xy;
|
||||
cellUV = hexCenter.xy;
|
||||
}
|
||||
else
|
||||
{
|
||||
cellDistance = offset.zw;
|
||||
cellUV = hexCenter.zw + 0.5;
|
||||
}
|
||||
|
||||
Hex_float(cellDistance, cell);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
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||||
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||||
assetPath: Assets/Mirza/_VFXToolkit/_Demo/Shaders/_HLSL/Hex.hlsl
|
||||
uploadId: 933120
|
||||
@@ -0,0 +1,8 @@
|
||||
|
||||
#ifndef VFXTOOLKIT_DEMO_ROTATION_HLSL
|
||||
#define VFXTOOLKIT_DEMO_ROTATION_HLSL
|
||||
|
||||
// ...
|
||||
|
||||
|
||||
#endif
|
||||
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||||
fileFormatVersion: 2
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assetBundleName:
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assetBundleVariant:
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serializedVersion: 1
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packageName: AERO - Volumetric Fog and Mist
|
||||
packageVersion: 1.8.0
|
||||
assetPath: Assets/Mirza/_VFXToolkit/_Demo/Shaders/_HLSL/Rotation.hlsl
|
||||
uploadId: 933120
|
||||
Reference in New Issue
Block a user