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July 20, 2020 07:40
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CAS implemntation with depth fade and depth edge masking. This is only a demonstration, not optimized.
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// LICENSE | |
// ======= | |
// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved. | |
// ------- | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation | |
// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, | |
// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the | |
// Software is furnished to do so, subject to the following conditions: | |
// ------- | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the | |
// Software. | |
// ------- | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE | |
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR | |
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE | |
//Initial port to ReShade: SLSNe https://gist.github.com/SLSNe/bbaf2d77db0b2a2a0755df581b3cf00c | |
//Optimizations by Marty McFly: | |
// vectorized math, even with scalar gcn hardware this should work | |
// out the same, order of operations has not changed | |
// For some reason, it went from 64 to 48 instructions, a lot of MOV gone | |
// Also modified the way the final window is calculated | |
// | |
// reordered min() and max() operations, from 11 down to 9 registers | |
// | |
// restructured final weighting, 49 -> 48 instructions | |
// | |
// delayed RCP to replace SQRT with RSQRT | |
// | |
// removed the saturate() from the control var as it is clamped | |
// by UI manager already, 48 -> 47 instructions | |
// | |
// replaced tex2D with tex2Doffset intrinsic (address offset by immediate integer) | |
// 47 -> 43 instructions | |
// 9 -> 8 registers | |
//Further modified by OopyDoopy and Lord of Lunacy: | |
// Changed wording in the UI for the existing variable and added a new variable and relevant code to adjust sharpening strength. | |
//Fix by Lord of Lunacy: | |
// Made the shader use a linear colorspace rather than sRGB, as recommended by the original AMD documentation from FidelityFX. | |
// | |
#include "ReShade.fxh" | |
#include "ReShadeUI.fxh" | |
texture TexColor : COLOR; | |
sampler sTexColor {Texture = TexColor; SRGBTexture = true;}; | |
uniform float Contrast < | |
ui_type = "slider"; | |
ui_label = "Contrast Adaptation"; | |
ui_tooltip = "Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening."; | |
ui_min = 0.0; ui_max = 1.0; | |
> = 0.0; | |
uniform float Sharpening < | |
ui_type = "drag"; | |
ui_label = "Sharpening intensity"; | |
ui_tooltip = "Adjusts sharpening intensity by averaging the original pixels to the sharpened result. 1.0 is the unmodified default."; | |
ui_min = 0.0; ui_max = 2.0; | |
> = 1.0; | |
uniform bool enable_depth < | |
ui_label = "Enable depth based adjustments.\nMake sure you have setup your depth buffer correctly."; | |
ui_category = "Sharpening: Depth"; | |
ui_category_closed = true; | |
> = false; | |
uniform bool enable_reverse < | |
ui_label = "Reverses the effect (sharpen far, or sharpen close)"; | |
ui_category = "Sharpening: Depth"; | |
> = true; | |
uniform bool display_depth < | |
ui_label = "Show depth texture"; | |
ui_category = "Sharpening: Depth"; | |
> = false; | |
uniform float depthStart < | |
ui_type = "slider"; | |
ui_label = "Change Depth Start Plane"; | |
ui_tooltip = "Change Depth Start Plane"; | |
ui_category = "Sharpening: Depth"; | |
ui_min = 0.0f; | |
ui_max = 1.0f; | |
> = 0.0; | |
uniform float depthEnd < | |
ui_type = "slider"; | |
ui_label = "Change Depth End Plane"; | |
ui_category = "Sharpening: Depth"; | |
ui_min = 0.0f; | |
ui_max = 1.0f; | |
> = 0.1; | |
uniform float depthCurve < | |
ui_label = "Depth Curve Adjustment"; | |
ui_tooltip = "Depth Curve Adjustment"; | |
ui_category = "Sharpening: Depth"; | |
ui_type = "slider"; | |
ui_min = 0.05; | |
ui_max = 8.0; | |
> = 1.0; | |
uniform bool EnableDepthMask < | |
ui_label = "Enable Edge Masking"; | |
ui_tooltip = "Depth high-pass mask switch"; | |
ui_category = "Sharpening: Depth Mask"; | |
ui_category_closed = true; | |
> = false; | |
uniform float Offset < __UNIFORM_SLIDER_FLOAT1 | |
ui_label = "Radius"; | |
ui_tooltip = "Depth Edge offset in pixels"; | |
ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; | |
ui_category = "Sharpening: Depth Mask"; | |
> = 0.1; | |
uniform int DepthMaskContrast < __UNIFORM_DRAG_INT1 | |
ui_label = "Edges mask strength"; | |
ui_tooltip = "Depth Edge mask amount"; | |
ui_min = 0; ui_max = 2000; ui_step = 1; | |
ui_category = "Sharpening: Depth Mask"; | |
> = 128; | |
uniform bool Preview < | |
ui_label = "Preview sharpen layer"; | |
ui_tooltip = "Preview sharpen layer and mask for adjustment.\n"; | |
ui_category = "Sharpening: Depth Mask"; | |
> = false; | |
texture depthTex | |
{ | |
Width = BUFFER_WIDTH; | |
Height = BUFFER_HEIGHT; | |
Format = R16F; | |
}; | |
sampler depthLinearSampler | |
{ | |
Texture = depthTex; | |
}; | |
float3 CASPass(float4 vpos : SV_Position, float2 texcoord : TexCoord, float4 offset[3] : TEXCOORD1) : SV_Target | |
{ | |
// fetch a 3x3 neighborhood around the pixel 'e', | |
// a b c | |
// d(e)f | |
// g h i | |
float3 a = tex2Doffset(sTexColor, texcoord, int2(-1, -1)).rgb; | |
float3 b = tex2Doffset(sTexColor, texcoord, int2(0, -1)).rgb; | |
float3 c = tex2Doffset(sTexColor, texcoord, int2(1, -1)).rgb; | |
float3 d = tex2Doffset(sTexColor, texcoord, int2(-1, 0)).rgb; | |
float3 e = tex2Doffset(sTexColor, texcoord, int2(0, 0)).rgb; | |
float3 f = tex2Doffset(sTexColor, texcoord, int2(1, 0)).rgb; | |
float3 g = tex2Doffset(sTexColor, texcoord, int2(-1, 1)).rgb; | |
float3 h = tex2Doffset(sTexColor, texcoord, int2(0, 1)).rgb; | |
float3 i = tex2Doffset(sTexColor, texcoord, int2(1, 1)).rgb; | |
// Soft min and max. | |
// a b c b | |
// d e f * 0.5 + d e f * 0.5 | |
// g h i h | |
// These are 2.0x bigger (factored out the extra multiply). | |
float3 mnRGB = min(min(min(d, e), min(f, b)), h); | |
float3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i))); | |
mnRGB += mnRGB2; | |
float3 mxRGB = max(max(max(d, e), max(f, b)), h); | |
float3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i))); | |
mxRGB += mxRGB2; | |
// Smooth minimum distance to signal limit divided by smooth max. | |
float3 rcpMRGB = rcp(mxRGB); | |
float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB); | |
// Shaping amount of sharpening. | |
ampRGB = rsqrt(ampRGB); | |
float peak = 8.0 - 3.0 * Contrast; | |
float3 wRGB = -rcp(ampRGB * peak); | |
float3 rcpWeightRGB = rcp(1.0 + 4.0 * wRGB); | |
float depth = 1; | |
float DepthMask = 1; | |
if(enable_depth) | |
{ | |
depth = ReShade::GetLinearizedDepth( texcoord ).x; | |
depth = smoothstep( 0, depthEnd, depth); | |
depth = pow( depth, depthCurve ); | |
depth = enable_reverse ? 1.0f - depth : depth; | |
} | |
if(EnableDepthMask) | |
{ | |
// Get pixel size | |
float2 Pixel = ReShade::PixelSize; | |
float2 DepthPixel = Pixel*Offset + Pixel; | |
Pixel *= Offset; | |
float2 NorSouWesEst[4] = { | |
float2(texcoord.x, texcoord.y + Pixel.y), | |
float2(texcoord.x, texcoord.y - Pixel.y), | |
float2(texcoord.x + Pixel.x, texcoord.y), | |
float2(texcoord.x - Pixel.x, texcoord.y) | |
}; | |
float2 DepthNorSouWesEst[4] = { | |
float2(texcoord.x, texcoord.y + DepthPixel.y), | |
float2(texcoord.x, texcoord.y - DepthPixel.y), | |
float2(texcoord.x + DepthPixel.x, texcoord.y), | |
float2(texcoord.x - DepthPixel.x, texcoord.y) | |
}; | |
DepthMask = 0.0; | |
[unroll]for(int s = 0; s < 4; s++) | |
{ | |
DepthMask += ReShade::GetLinearizedDepth(NorSouWesEst[s]) | |
+ ReShade::GetLinearizedDepth(DepthNorSouWesEst[s]); | |
} | |
DepthMask = 1.0 - DepthMask * 0.125 + ReShade::GetLinearizedDepth( texcoord ).x; | |
DepthMask = min(1.0, DepthMask) + 1.0 - max(1.0, DepthMask); | |
DepthMask = saturate(DepthMaskContrast * DepthMask + 1.0 - DepthMaskContrast); | |
float3 window = (b + d) + (f + h); | |
float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB); | |
outColor = lerp(e, outColor, Sharpening * depth * DepthMask); | |
outColor.xyz = display_depth * enable_depth ? depth : outColor.xyz; | |
if(Preview) // Preview mode ON | |
{ | |
return DepthMask * outColor.xyz; | |
} | |
return outColor; | |
} | |
// 0 w 0 | |
// Filter shape: w 1 w | |
// 0 w 0 | |
float3 window = (b + d) + (f + h); | |
float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB); | |
outColor = lerp(e, outColor, Sharpening * depth * DepthMask); | |
outColor.xyz = display_depth * enable_depth ? depth.xxx : outColor.xyz; | |
return outColor; | |
} | |
technique ContrastAdaptiveSharpenWithDepth | |
{ | |
pass | |
{ | |
VertexShader = PostProcessVS; | |
PixelShader = CASPass; | |
SRGBWriteEnable = true; | |
} | |
} |
looks much better with depth awareness. Good job!. AMD should officially add this to their FidelityFX libraries so when a game natively supports CAS it's also depth aware.
Yah, with sharpening, most of the time jagged edges become more pronounced, which sticks out the most. I would still want someone to make a better version of the code, as this is literally first time I am writing anything for reshade.
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looks much better with depth awareness. Good job!. AMD should officially add this to their FidelityFX libraries so when a game natively supports CAS it's also depth aware.