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ImposterBaker.shader
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ImposterBaker.shader
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Shader "IMP/ImposterBaker"
{
Properties
{
}
SubShader
{
ZTest LEqual
ZWrite on
Cull off
// pixels only pass (used for min max frame computation)
Pass
{
Blend one one
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
return output;
}
float4 frag(Varyings input) : SV_Target
{
return 1;
}
ENDHLSL
}
// alpha copy
Pass
{
Blend one one
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_AlphaMap);
SAMPLER(SamplerState_Point_Clamp);
float4 _Channels;
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = input.uv;
return output;
}
float4 frag(Varyings input) : SV_Target
{
float alpha = SAMPLE_TEXTURE2D_LOD(_AlphaMap, SamplerState_Point_Clamp, input.uv, 0).a;
return alpha * _Channels;
}
ENDHLSL
}
// depth copy
Pass
{
Blend one one
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_DepthMap);
SAMPLER(SamplerState_Point_Clamp);
float4 _Channels;
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = input.uv;
return output;
}
float4 frag(Varyings input) : SV_Target
{
float depth = SAMPLE_TEXTURE2D_LOD(_DepthMap, SamplerState_Point_Clamp, input.uv, 0).r;
return depth * _Channels;
}
ENDHLSL
}
// merge normals + depth
Pass
{
Blend one zero
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
SAMPLER(SamplerState_Point_Clamp);
TEXTURE2D(_NormalMap);
float4 _NormalMap_ST;
float4 _NormalMap_TexelSize;
TEXTURE2D(_DepthMap);
float4 _DepthMap_ST;
float4 _DepthMap_TexelSize;
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = TRANSFORM_TEX(input.uv, _NormalMap);
return output;
}
float4 frag(Varyings input) : SV_Target
{
float3 normalSample = SAMPLE_TEXTURE2D_LOD(_NormalMap, SamplerState_Point_Clamp, input.uv, 0).rgb;
float depthSample = SAMPLE_TEXTURE2D_LOD(_DepthMap, SamplerState_Point_Clamp, input.uv, 0).r;
float3 unpackedNormal = UnpackNormal(normalSample) * 0.5 + 0.5;
return float4(unpackedNormal, depthSample);
}
ENDHLSL
}
// dilate pass (super slow - might explode computer)
Pass
{
Blend one one
HLSLPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
SAMPLER(SamplerState_Point_Clamp);
TEXTURE2D(_MainTex);
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
TEXTURE2D(_DilateMask);
float4 _DilateMask_ST;
float4 _DilateMask_TexelSize;
float4 _Channels;
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
return output;
}
float4 frag(Varyings input) : SV_Target
{
// Pixel colour
float4 outColor = SAMPLE_TEXTURE2D_LOD(_MainTex, SamplerState_Point_Clamp, input.uv, 0);
float mask = SAMPLE_TEXTURE2D_LOD(_DilateMask, SamplerState_Point_Clamp, input.uv, 0).r;
if (mask > 0) return outColor;
float minDistance = sqrt(_MainTex_TexelSize.z * _MainTex_TexelSize.z + _MainTex_TexelSize.w * _MainTex_TexelSize.w);
float4 closestColor = outColor;
float2 uv = input.uv;
UNITY_LOOP
for (int i = 0; i < _MainTex_TexelSize.z; ++i)
{
UNITY_LOOP
for (int j = 0; j < _MainTex_TexelSize.z; ++j)
{
float2 sampleUV = float2(i, j) * _MainTex_TexelSize.xy;
if (sampleUV.x == uv.x && sampleUV.y == uv.y) continue;
float texelDistance = distance(sampleUV, input.uv);
float4 sample = SAMPLE_TEXTURE2D_LOD(_MainTex, SamplerState_Point_Clamp, sampleUV, 0);
float sampleMask = SAMPLE_TEXTURE2D_LOD(_DilateMask, SamplerState_Point_Clamp, sampleUV, 0).r;
if (sampleMask > 0 && texelDistance < minDistance)
{
minDistance = texelDistance;
closestColor = sample;
}
}
}
outColor = lerp(outColor, closestColor, _Channels);
return outColor;
}
ENDHLSL
}
}
}