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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/SMAAEdgeDetection.azsl

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
struct VSOutputSMAAEdgeDetection
{
float4 m_position : SV_Position;
float2 m_texCoord : TEXCOORD0;
float4 m_offset[3] : TEXCOORD1;
};
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
Texture2D<float4> m_framebuffer;
Texture2D<float4> m_depthTexture;
// Information for render target.
// x = 1.0 / width
// y = 1.0 / height
// z = width
// w = height
float4 m_renderTargetMetrics;
// This is a threshold value for edge detection sensitivity. For details please check comment related to SMAA_THRESHOLD in SMAA.azsli.
float m_chromaThreshold;
// This is a threshold value for depth edge detection sensitivity. For details please check comment related to SMAA_DEPTH_THRESHOLD in SMAA.azsli.
float m_depthThreshold;
// This is a tweak value for the local contrast adaptation feature. For details please check comment related to SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR in SMAA.azsli.
float m_localContrastAdaptationFactor;
// This is a threshold value for predication feature. For details please check comment related to SMAA_PREDICATION_THRESHOLD in SMAA.azsli.
float m_predicationThreshold;
// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_SCALE in SMAA.azsli.
float m_predicationScale;
// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_STRENGTH in SMAA.azsli.
float m_predicationStrength;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
Sampler PointSampler
{
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
// Option shader variable to enable predication feature. This option value will be used instead of SMAA_PREDICATION define in SMAA.azsli.
option bool o_enablePredicationFeature = false;
// Option shader variable for the edge detection mode.
option enum class EdgeDetectionMode { Depth, Luma, Color } o_edgeDetectionMode = EdgeDetectionMode::Color;
// This macro being defined before being included in SMAA.azsli, we can control which function is enabled in SMAA.azsli
// This macro is intended to enable the edge detection functions only.
#define ATOM_SMAA_EDGE_DETECTION_PASS_IMPLEMENTATION_ENABLE
// Defining the elements below before including SMAA.azsli as they'll be used in it.
// - PassSrg SRG to be used for the edge detection implementation.
// - The option shader variables to be used for the edge detection implementation.
#include "SMAA.azsli"
VSOutputSMAAEdgeDetection MainVS(VSInput input)
{
VSOutputSMAAEdgeDetection OUT;
float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
OUT.m_texCoord = float2(posTex.z, posTex.w);
OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
SMAAEdgeDetectionVS(OUT.m_texCoord, OUT.m_offset);
return OUT;
}
PSOutput MainPS(VSOutputSMAAEdgeDetection IN)
{
PSOutput OUT = (PSOutput)0;
switch (o_edgeDetectionMode)
{
case EdgeDetectionMode::Depth:
OUT.m_color.xy = SMAADepthEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_depthTexture);
break;
case EdgeDetectionMode::Luma:
OUT.m_color.xy = SMAALumaEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_depthTexture);
break;
case EdgeDetectionMode::Color:
OUT.m_color.xy = SMAAColorEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_depthTexture);
break;
}
return OUT;
}