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@RoyLab
Created April 14, 2017 07:51
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Save RoyLab/e383b3d7119d14376bc18d4f7b9f3111 to your computer and use it in GitHub Desktop.
my bokeh splatting shader
/*
DX11 Bokeh splatting
basic algorithm:
* find bright spots
* verify high frequency (otherwise dont care)
* if possitive, replace with black pixel and add to append buffer
* blend bokeh texture sprites via append buffer on top of blurred buffer
*/
Shader "Hidden/DepthOfField/BokehSplatting2"
{
Properties
{
_MainTex("", 2D) = "white" {}
_MainTex2 ("", 2D) = "white" {}
_BlurredColor ("", 2D) = "white" {}
_FgCocMask ("", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#define BOKEH_ZERO_VEC (float4(0,0,0,0))
#define BOKEH_ONE_VEC (float4(1,1,1,1))
float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth (textureBokehMaxRadius)
float4 _MainTex_TexelSize;
float3 _Screen; // legend: rcp_width, rcp_height, internalBlurWidth (textureBokehMaxRadius)
float _SpawnHeuristic;
float _AddressEdge;
float _MinCoc;
sampler2D_float _CameraDepthTexture;
sampler2D _BlurredColor;
sampler2D _MainTex;
sampler2D _FgCocMask;
struct appendStruct {
float3 pos;
float4 color;
};
struct gs_out {
float4 pos : SV_POSITION;
float3 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float4 misc : TEXCOORD2;
};
// TODO: activate border clamp tex sampler state instead?
inline float4 clampBorderColor(float2 uv)
{
#if 1
if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC;
if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC;
#endif
return BOKEH_ONE_VEC;
}
struct vs_out {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float cocOverlap : TEXCOORD2;
};
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv_flip : TEXCOORD0;
float2 uv : TEXCOORD1;
};
AppendStructuredBuffer<appendStruct> pointBufferOutput1 : register(u1);
AppendStructuredBuffer<appendStruct> pointBufferOutput2 : register(u2);
StructuredBuffer<appendStruct> pointBuffer;
vs_out vertApply (uint id : SV_VertexID)
{
vs_out o = (vs_out)0;
float2 pos = pointBuffer[id].pos.xy ;
o.pos = float4(pos * 2.0 - 1.0, 0, 1);
o.color = pointBuffer[id].color;
#if UNITY_UV_STARTS_AT_TOP
o.pos.y *= -1;
#endif
o.cocOverlap = pointBuffer[id].pos.z;
return o;
}
v2f vertCollect (appdata v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
o.uv_flip = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if(_MainTex_TexelSize.y<0)
o.uv_flip.y = 1.0-o.uv_flip.y;
if(_MainTex_TexelSize.y<0)
o.pos.y *= -1.0;
#endif
return o;
}
[maxvertexcount(4)]
void geom (point vs_out input[1], inout TriangleStream<gs_out> outStream)
{
// NEW ENERGY CONSERVATION:
//float2 scale2 = _BokehParams.ww * abs(input[0].color.aa) * _BokehParams.xx;
float scale2 = _BokehParams.w * abs(input[0].color.a) * _BokehParams.x; // coc(normed) * coc_scale * max_coc
float4 offs = 0;
offs.xy = float2(9.0, 9.0) + 2.0f * floor(scale2 + float2(0.5,0.5));
float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));;
float2 f2 = offs.xy / rs;
float energyAdjustment = (_BokehParams.y) / (offs.x*offs.y);
offs.xy *= _Screen.xy;
float coc01 = (input[0].color.a)*0.5 + 0.5;
gs_out output;
output.pos = input[0].pos + offs*float4(-1,1,0,0);
output.misc = float4(f2, coc01,0);
output.uv = float3(0, 1, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1,1,0,0);
output.misc = float4(f2, coc01,0);
output.uv = float3(1, 1, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(-1,-1,0,0);
output.misc = float4(f2, coc01,0);
output.uv = float3(0, 0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
output.pos = input[0].pos + offs*float4(1,-1,0,0);
output.misc = float4(f2, coc01,0);
output.uv = float3(1, 0, input[0].cocOverlap);
output.color = input[0].color * energyAdjustment;
outStream.Append (output);
outStream.RestartStrip();
}
float4 collectBrightPixel(half2 uv)
{
half4 c = tex2D (_MainTex, uv);
half coc = abs(c.a);
half lumc = Luminance (c.rgb);
half4 cblurred = tex2D (_BlurredColor, uv);
half cocBlurred = abs(cblurred.a);
half lumblurred = Luminance (cblurred.rgb);
half fgCoc = -min(c.a,0.0h);
[branch]
if (coc > _MinCoc && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic)
//if (coc > 0.2)
{
appendStruct append = (appendStruct)0;
append.pos = float3(uv, fgCoc);
append.color.rgba = half4(c.rgb * saturate(coc*4), c.a);
if (c.a <= 0) // background
pointBufferOutput1.Append(append);
else
pointBufferOutput2.Append(append);
c = half4(c.rgb * saturate(1-coc*4), c.a);
//return float4(1, 0, 0, 1);
}
return c;
}
ENDCG
SubShader
{
// pass 0: bokeh splatting
Pass {
ZWrite Off ZTest Always Cull Off
BlendOp Add, Add
Blend DstAlpha One, Zero One
ColorMask RGBA
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag
fixed4 frag (gs_out i) : SV_Target
{
float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale
return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv);
}
ENDCG
}
// pass 1: append buffer "collect"
Pass
{
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vertCollect
#pragma fragment frag
#pragma target 5.0
float4 frag (v2f i) : SV_Target
{
return collectBrightPixel(i.uv);
}
ENDCG
}
// pass 2: bokeh splatting with pencil map
Pass{
ZWrite Off ZTest Always Cull Off
BlendOp Add, Add
Blend DstAlpha One, One Zero
ColorMask RGB
CGPROGRAM
#pragma target 5.0
#pragma vertex vertApply
#pragma geometry geom
#pragma fragment frag2
fixed4 frag2(gs_out i) : SV_Target
{
float2 uv = i.uv.xy;
//float3 sample_color = tex2D(_MainTex, uv.xy).rgb;
float2 uv2 = uv * 2 - 1;
float dist = sqrt(dot(uv2, uv2));
dist = pow(dist, _AddressEdge);
float coc01 = i.misc.z;
float3 sample_color = tex2D(_MainTex, float2(coc01, dist));
sample_color = GammaToLinearSpace(sample_color);
sample_color = pow(sample_color, 1);
return float4(i.color.rgb, 1) * float4(sample_color, 1) * clampBorderColor(uv);
//return float4(sample_color, 1);
}
ENDCG
}
}
Fallback Off
}
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