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155 lines
6.5 KiB
Plaintext
155 lines
6.5 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
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#include "DepthOfField.azsli"
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#include <viewsrg.srgi>
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ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
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{
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Texture2D<float4> m_InputColor;
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Texture2D<float4> m_InputDepth;
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Texture2D<float4> m_FrontResult_division2;
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Texture2D<float4> m_FrontResult_division4;
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Texture2D<float4> m_FrontResult_division8;
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Texture2D<float4> m_BackResult_division2;
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Texture2D<float4> m_BackResult_division4;
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Texture2D<float4> m_BackResult_division8;
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// scale / offset to convert DofFactor to blend ratio for back buffer.
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float2 m_backBlendFactorDivision2;
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float2 m_backBlendFactorDivision4;
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float2 m_backBlendFactorDivision8;
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// scale / offset to convert DofFactor to blend ratio for front buffer.
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float2 m_frontBlendFactorDivision2;
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float2 m_frontBlendFactorDivision4;
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float2 m_frontBlendFactorDivision8;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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}
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option enum class DepthOfFieldDebugColoring
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{
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Disabled,
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Enabled
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}
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o_dofMode = DepthOfFieldDebugColoring::Disabled;
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inline float3 ConvertDebugColor(float3 color, float3 debugColor)
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{
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switch(o_dofMode)
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{
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case DepthOfFieldDebugColoring::Disabled:
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{
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return color;
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}
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case DepthOfFieldDebugColoring::Enabled:
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{
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return color * debugColor;
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}
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}
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}
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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float4 readColor = (float4)0;
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float3 colorSum = (float3)0;
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// Combine from the back buffer to the front.
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////////////////////////////////////////////////////////////////////////
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// Background
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// Calculate the blend ratio.
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// On the background side, calculate the blend ratio from the depth value on the depth buffer.
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// The blend ratio can also be calculated from DofFactor on the blur buffer, but the depth buffer has a higher resolution.
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float depth = InvertDepth(PassSrg::m_InputDepth.Sample(PassSrg::LinearSampler, IN.m_texCoord).r);
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float far = ViewSrg::m_dof.m_cameraParameters.x;
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float near = ViewSrg::m_dof.m_cameraParameters.y;
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float focusDistance = ViewSrg::m_dof.m_cameraParameters.z;
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float dofFactor = ConvertDofFactor(depth, far, near, focusDistance);
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float blendBackDivision8 = ConvertBlend(dofFactor, PassSrg::m_backBlendFactorDivision8);
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float blendBackDivision4 = ConvertBlend(dofFactor, PassSrg::m_backBlendFactorDivision4);
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float blendBackDivision2 = ConvertBlend(dofFactor, PassSrg::m_backBlendFactorDivision2);
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// Buffer composition is done from back to front.
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// On the other hand, the blend ratio is a value from the center toward the back.
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// Therefore, when overlapping buffers, it is necessary to invert the blend ratio.
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float blendBackFromDiv8ToDiv4 = saturate(1.0f - blendBackDivision8);
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float blendBackFromDiv4ToDiv2 = saturate(1.0f - blendBackDivision4);
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float blendBackFromDiv2ToOriginal = saturate(1.0f - blendBackDivision2);
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// back Division8
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readColor = PassSrg::m_BackResult_division8.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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colorSum = ConvertDebugColor(readColor.rgb,float3(1, 0, 0));
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// back Division4
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readColor = PassSrg::m_BackResult_division4.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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readColor.rgb = ConvertDebugColor(readColor.rgb, float3(0.9, 0.5, 0));
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colorSum = lerp(colorSum, readColor.rgb, blendBackFromDiv8ToDiv4);
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// back Division2
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readColor = PassSrg::m_BackResult_division2.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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readColor.rgb = ConvertDebugColor(readColor.rgb, float3(0.7, 0.7, 0));
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colorSum = lerp(colorSum, readColor.rgb, blendBackFromDiv4ToDiv2);
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// original
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readColor = PassSrg::m_InputColor.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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readColor.rgb = ConvertDebugColor(readColor.rgb, float3(0, 1, 0));
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colorSum = lerp(colorSum, readColor.rgb, blendBackFromDiv2ToOriginal);
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// output original alpha
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OUT.m_color.a = readColor.a;
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////////////////////////////////////////////////////////////////////////
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// Foreground
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// Calculate the blend ratio.
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// On the foreground side, calculate the blend ratio from the alpha value (DofFactor) on the blurred buffer.
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// This alpha value is blurred, so can blur the front and back border.
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float4 readColorFrontDivision2 = PassSrg::m_FrontResult_division2.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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float4 readColorFrontDivision4 = PassSrg::m_FrontResult_division4.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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float4 readColorFrontDivision8 = PassSrg::m_FrontResult_division8.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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float blendFrontDivision2 = ConvertBlend(readColorFrontDivision2.a, PassSrg::m_frontBlendFactorDivision2);
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float blendFrontDivision4 = ConvertBlend(readColorFrontDivision4.a, PassSrg::m_frontBlendFactorDivision4);
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float blendFrontDivision8 = ConvertBlend(readColorFrontDivision8.a, PassSrg::m_frontBlendFactorDivision8);
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blendFrontDivision2 = max(0.0f, blendFrontDivision2);
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blendFrontDivision4 = max(0.0f, blendFrontDivision4);
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blendFrontDivision8 = max(0.0f, blendFrontDivision8);
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// The blend ratio used is subtracted from the previous buffer's blend ratio.
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// Because it blends the most blurred buffers.
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// The blend ratio of the frontmost buffer is used as is.
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blendFrontDivision2 = saturate(blendFrontDivision2 - blendFrontDivision4);
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blendFrontDivision4 = saturate(blendFrontDivision4 - blendFrontDivision8);
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blendFrontDivision8 = saturate(blendFrontDivision8);
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readColorFrontDivision2.rgb = ConvertDebugColor(readColorFrontDivision2.rgb, float3(0, 0.7, 0.7));
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readColorFrontDivision4.rgb = ConvertDebugColor(readColorFrontDivision4.rgb, float3(0, 0.5, 0.9));
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readColorFrontDivision8.rgb = ConvertDebugColor(readColorFrontDivision8.rgb, float3(0, 0, 1));
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colorSum = lerp(colorSum, readColorFrontDivision2.rgb, blendFrontDivision2);
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colorSum = lerp(colorSum, readColorFrontDivision4.rgb, blendFrontDivision4);
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colorSum = lerp(colorSum, readColorFrontDivision8.rgb, blendFrontDivision8);
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OUT.m_color.rgb = colorSum;
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return OUT;
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}
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