HoloprojStreaming/Assets/lilToon/Shader/Includes/lil_pass_forward_refblur.hlsl

72 lines
2.5 KiB
HLSL

#ifndef LIL_PASS_FORWARD_REFLACTION_BLUR_INCLUDED
#define LIL_PASS_FORWARD_REFLACTION_BLUR_INCLUDED
#include "lil_common.hlsl"
#include "lil_common_appdata.hlsl"
//------------------------------------------------------------------------------------------------------------------------------
// Structure
#if !defined(LIL_CUSTOM_V2F_MEMBER)
#define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7)
#endif
#define LIL_V2F_POSITION_CS
#define LIL_V2F_TEXCOORD0
struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv0 : TEXCOORD0;
LIL_CUSTOM_V2F_MEMBER(1,2,3,4,5,6,7,8)
LIL_VERTEX_INPUT_INSTANCE_ID
LIL_VERTEX_OUTPUT_STEREO
};
//------------------------------------------------------------------------------------------------------------------------------
// Shader
#include "lil_common_vert.hlsl"
#include "lil_common_frag.hlsl"
float4 frag(v2f input LIL_VFACE(facing)) : SV_Target
{
LIL_SETUP_INSTANCE_ID(input);
LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
lilFragData fd = lilInitFragData();
BEFORE_UNPACK_V2F
OVERRIDE_UNPACK_V2F
LIL_COPY_VFACE(fd.facing);
#if defined(LIL_FEATURE_REFLECTION)
BEFORE_ANIMATE_MAIN_UV
OVERRIDE_ANIMATE_MAIN_UV
float3 refractCol = 0;
float sum = 0;
fd.smoothness = _Smoothness;
#if defined(LIL_FEATURE_SmoothnessTex)
fd.smoothness *= LIL_SAMPLE_2D_ST(_SmoothnessTex, sampler_linear_repeat, fd.uvMain).r;
#endif
float perceptualRoughness = 1.0 - fd.smoothness;
float roughness = perceptualRoughness * perceptualRoughness;
#if !defined(LIL_LWTEX)
float2 bgRes = lilGetWidthAndHeight(_lilBackgroundTexture);
float aspect = bgRes.y / bgRes.x;
#else
float aspect = _lilBackgroundTexture_TexelSize.x * _lilBackgroundTexture_TexelSize.w;
#endif
float blurOffset = perceptualRoughness / sqrt(fd.positionSS.w) * aspect * (0.05 / LIL_REFRACTION_SAMPNUM);
for(int j = -LIL_REFRACTION_SAMPNUM; j <= LIL_REFRACTION_SAMPNUM; j++)
{
refractCol += LIL_GET_BG_TEX(fd.uvScn + float2(j*blurOffset,0), 0).rgb * LIL_REFRACTION_GAUSDIST(j);
sum += LIL_REFRACTION_GAUSDIST(j);
}
refractCol /= sum;
return float4(refractCol,1.0);
#else
float3 refractCol = LIL_GET_BG_TEX(fd.uvScn, 0).rgb;
return float4(refractCol,1.0);
#endif
}
#endif