mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-10 01:02:55 +01:00
250 lines
4.8 KiB
Plaintext
250 lines
4.8 KiB
Plaintext
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Shader "Hidden/BlurShadowmap" {
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Bloom ("Bloom (RGB)", 2D) = "black" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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half4 _TexelSize;
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struct v2f_tap
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{
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float4 pos : SV_POSITION;
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half2 uv20 : TEXCOORD0;
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half2 uv21 : TEXCOORD1;
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half2 uv22 : TEXCOORD2;
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half2 uv23 : TEXCOORD3;
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};
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v2f_tap vert4Tap ( appdata_img v )
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{
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v2f_tap o;
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o.pos = v.vertex;
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o.uv20 = v.texcoord + _TexelSize.xy;
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o.uv21 = v.texcoord + _TexelSize.xy * half2(-0.5, -0.5);
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o.uv22 = v.texcoord + _TexelSize.xy * half2( 0.5, -0.5);
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o.uv23 = v.texcoord + _TexelSize.xy * half2(-0.5, 0.5);
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return o;
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}
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// TODO: consolidate with the above, but make sure both area and dir shadows work
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v2f_tap vert4TapDir ( appdata_img v )
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{
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v2f_tap o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv20 = v.texcoord + _TexelSize.xy;
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o.uv21 = v.texcoord + _TexelSize.xy * half2(-0.5, -0.5);
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o.uv22 = v.texcoord + _TexelSize.xy * half2( 0.5, -0.5);
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o.uv23 = v.texcoord + _TexelSize.xy * half2(-0.5, 0.5);
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return o;
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}
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float4 _ZParams;
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float _ESMExponent;
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Texture2D _Shadowmap;
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SamplerComparisonState sampler_Shadowmap;
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// To get a sampler, which doesn't do comparison
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Texture2D _ShadowmapDummy;
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SamplerState sampler_ShadowmapDummy;
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#define VSM 1
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float4 fragDownsampleFromShadowmapFormat ( v2f_tap i ) : SV_Target
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{
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float4 z;
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z.r = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv20).r;
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z.g = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv21).r;
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z.b = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv22).r;
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z.a = _Shadowmap.Sample(sampler_ShadowmapDummy, i.uv23).r;
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// The texture contains just 0. But we need to sample it somewhere for Unity to initialize the corresponding sampler.
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z.r += _ShadowmapDummy.Sample(sampler_ShadowmapDummy, 0).a;
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#if UNITY_REVERSED_Z
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z = 1.0 - z;
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#endif
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// Transform to linear z, 0 at near, 1 at far
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z = z * 2 - 1;
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z = _ZParams.x * (z + 1.0) / (z + _ZParams.y);
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#if VSM
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// TODO: this is wrong. We can't average/blur z values before converting to VSM.
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// This doesn't affect m, but affects m * m, so I should swap those two lines.
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float m = dot(z, 0.25);
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return float4(m, m * m, 0, 0);
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#else
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z = exp(_ESMExponent * z);
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return dot(z, 0.25);
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#endif
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}
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sampler2D _DirShadowmap;
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float4 fragDownsampleFromShadowmapFormatDir ( v2f_tap i ) : SV_Target
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{
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float4 z;
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z.r = tex2D (_DirShadowmap, i.uv20).r;
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z.g = tex2D (_DirShadowmap, i.uv21).r;
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z.b = tex2D (_DirShadowmap, i.uv22).r;
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z.a = tex2D (_DirShadowmap, i.uv23).r;
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// return z.r;
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// Transform to linear z, 0 at near, 1 at far
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// z = z * 2 - 1;
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// z = _ZParams.x * (z + 1.0) / (z + _ZParams.y);
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#if 1
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// float m = dot(z, 0.25);
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// return float4(m, m * m, 0, 0);
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float4 z2 = z * z;
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return float4(dot(z, 0.25), dot(z2, 0.25), 0, 0);
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#else
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//z = exp(_ESMExponent * z);
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z = exp(40.0 * z);
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return dot(z, 0.25);
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#endif
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}
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sampler2D _MainTex;
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float4 fragDownsample ( v2f_tap i ) : SV_Target
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{
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float4 color = tex2D (_MainTex, i.uv20);
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color += tex2D (_MainTex, i.uv21);
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color += tex2D (_MainTex, i.uv22);
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color += tex2D (_MainTex, i.uv23);
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return color * 0.25;
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}
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struct v2f
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{
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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half2 offs : TEXCOORD1;
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};
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float _BlurSize;
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v2f vertBlurHorizontal (appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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//o.pos = v.vertex;
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o.uv = v.texcoord;
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o.offs = _TexelSize.xy * half2(1.0, 0.0) * _BlurSize;
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return o;
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}
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v2f vertBlurVertical (appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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//o.pos = v.vertex;
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o.uv = v.texcoord;
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o.offs = _TexelSize.xy * half2(0.0, 1.0) * _BlurSize;
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return o;
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}
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float4 fragBlur8(v2f i) : SV_Target
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{
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//half2 coords = i.uv.xy;
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half2 coords = i.uv.xy - i.offs * 5.0;
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float4 color = 0;
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for(int k = 0; k < 11; k++)
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{
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color += tex2D(_MainTex, coords);
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coords += i.offs;
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}
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return color/11.0;
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}
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ENDCG
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SubShader {
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ZTest Off Cull Off ZWrite Off Blend Off
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// 0
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Pass
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{
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CGPROGRAM
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#pragma vertex vert4Tap
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#pragma fragment fragDownsampleFromShadowmapFormat
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ENDCG
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}
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// 1
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Pass
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{
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CGPROGRAM
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#pragma vertex vert4Tap
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#pragma fragment fragDownsample
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ENDCG
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}
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// 2
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Pass {
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ZTest Always
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Cull Off
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CGPROGRAM
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#pragma vertex vertBlurVertical
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#pragma fragment fragBlur8
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ENDCG
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}
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// 3
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Pass {
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ZTest Always
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Cull Off
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CGPROGRAM
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#pragma vertex vertBlurHorizontal
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#pragma fragment fragBlur8
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ENDCG
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}
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// 4
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Pass
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{
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CGPROGRAM
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#pragma vertex vert4TapDir
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#pragma fragment fragDownsampleFromShadowmapFormatDir
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ENDCG
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}
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// 5
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Pass
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{
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CGPROGRAM
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#pragma vertex vert4TapDir
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#pragma fragment fragDownsample
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ENDCG
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}
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}
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FallBack Off
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}
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