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#ifndef HBAO_COMPOSITE_INCLUDED
#define HBAO_COMPOSITE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "HBAO_Common.hlsl"
inline half4 FetchOcclusion(float2 uv) {
uv *= _HistoryBuffer_RTHandleScale.xy;
return SAMPLE_TEXTURE2D_X(_HBAOTex, sampler_LinearClamp, uv * _TargetScale.zw);
}
inline half4 FetchSceneColor(float2 uv) {
//return LOAD_TEXTURE2D_X(_MainTex, positionSS); // load not supported on GLES2
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_PointClamp, uv);
}
inline half3 MultiBounceAO(float visibility, half3 albedo) {
half3 a = 2.0404 * albedo - 0.3324;
half3 b = -4.7951 * albedo + 0.6417;
half3 c = 2.7552 * albedo + 0.6903;
float x = visibility;
return max(x, ((x * a + b) * x + c) * x);
}
float4 Composite_Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
//uint2 positionSS = input.uv * _ScreenSize.xy;
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
half4 ao = FetchOcclusion(uv);
ao.a = saturate(pow(abs(ao.a), _Intensity));
#if LIT_AO
half3 aoColor = ao.aaa;
half4 col = ao.aaaa;
#else
half3 aoColor = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), ao.a);
half4 col = FetchSceneColor(uv);
#if MULTIBOUNCE
aoColor = lerp(aoColor, MultiBounceAO(ao.a, lerp(col.rgb, _BaseColor.rgb, _BaseColor.rgb)), _MultiBounceInfluence);
#endif
col.rgb *= aoColor;
#if COLOR_BLEEDING
//col.rgb += 1 - ao.rgb;
col.rgb += ao.rgb;
#endif
#endif // LIT_AO
#if DEBUG_AO
col.rgb = aoColor;
#elif DEBUG_COLORBLEEDING && COLOR_BLEEDING
//col.rgb = 1 - ao.rgb;
col.rgb = ao.rgb;
#elif DEBUG_NOAO_AO || DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY
if (uv.x <= 0.4985) {
#if DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY
col = FetchSceneColor(uv);
#endif // DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY
return col;
}
if (uv.x > 0.4985 && uv.x < 0.5015) {
return half4(0, 0, 0, 1);
}
#if DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY
col.rgb = aoColor;
#endif // DEBUG_AO_AOONLY) || DEBUG_NOAO_AOONLY
#endif // DEBUG_AO
return col;
}
#endif // HBAO_COMPOSITE_INCLUDED