ToriaAssets/Sources/Shaders/Beautify.cginc

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2026-05-19 12:20:15 +02:00
// Copyright 2016-2020 Ramiro Oliva (Kronnect) - All Rights Reserved.
#include "UnityCG.cginc"
#include "BeautifyAdvancedParams.cginc"
#include "BeautifyOrtho.cginc"
#if defined(BEAUTIFY_ACES_FITTED)
#include "BeautifyACESFitted.cginc"
#define tmoFilmicACES ACESFitted
#endif
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
uniform sampler2D _OverlayTex;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_ScreenLum);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BloomTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_EALumSrc);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_EAHist);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CompareTex);
uniform sampler2D _LUTTex;
uniform float4 _MainTex_TexelSize;
uniform float4 _MainTex_ST;
uniform float4 _BloomTex_TexelSize;
uniform float4 _ColorBoost; // x = Brightness, y = Contrast, z = Saturate, w = Daltonize;
uniform float4 _Sharpen;
uniform float4 _Dither;
uniform float4 _FXColor;
uniform float4 _TintColor;
uniform float4 _Outline;
uniform float4 _Dirt; // x = brightness based, y = intensity, z = threshold, w = bloom contribution
uniform float4 _Bloom;
uniform float4 _CompareParams;
uniform float _SharpenDepthFallOff;
#if BEAUTIFY_VIGNETTING || BEAUTIFY_VIGNETTING_MASK
uniform float4 _Vignetting;
uniform float _VignettingAspectRatio;
uniform sampler2D _VignettingMask;
#endif
#if BEAUTIFY_FRAME || BEAUTIFY_FRAME_MASK
uniform float4 _Frame;
uniform sampler2D _FrameMask;
#endif
uniform float4 _BokehData;
uniform float4 _BokehData2;
uniform float4 _EyeAdaptation;
uniform float3 _Purkinje;
#if BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT || BEAUTIFY_DEPTH_OF_FIELD
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DoFTex);
uniform float4 _DoFTex_TexelSize;
#endif
#if BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT
uniform sampler2D _DepthTexture;
uniform sampler2D _DofExclusionTexture;
#endif
#if defined(BEAUTIFY_EDGE_AA)
uniform float2 _AntialiasData;
#endif
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float4 depthUV : TEXCOORD1;
#if BEAUTIFY_DIRT || BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT || BEAUTIFY_VIGNETTING || BEAUTIFY_VIGNETTING_MASK || BEAUTIFY_FRAME || BEAUTIFY_FRAME_MASK
float2 uvNonStereo: TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct v2fCompare {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float2 uvNonStereo: TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct v2fCross {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float2 uv1: TEXCOORD1;
float2 uv2: TEXCOORD2;
float2 uv3: TEXCOORD3;
float2 uv4: TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2fCompare vertCompare(appdata v) {
v2fCompare o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uvNonStereo = v.texcoord;
return o;
}
v2fCross vertCross(appdata v) {
v2fCross o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
float3 offsets = _MainTex_TexelSize.xyx * half3(1.75,1.75,0);
#if UNITY_SINGLE_PASS_STEREO
offsets.x *= 2.0;
#endif
o.uv1 = UnityStereoScreenSpaceUVAdjust(v.texcoord - offsets.zy, _MainTex_ST);
o.uv2 = UnityStereoScreenSpaceUVAdjust(v.texcoord - offsets.xz, _MainTex_ST);
o.uv3 = UnityStereoScreenSpaceUVAdjust(v.texcoord + offsets.xz, _MainTex_ST);
o.uv4 = UnityStereoScreenSpaceUVAdjust(v.texcoord + offsets.zy, _MainTex_ST);
return o;
}
v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.depthUV = float4(o.uv, 0, 0);
#if BEAUTIFY_DIRT || BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT || BEAUTIFY_VIGNETTING || BEAUTIFY_VIGNETTING_MASK || BEAUTIFY_FRAME || BEAUTIFY_FRAME_MASK
o.uvNonStereo = v.texcoord;
#endif
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0) {
// Depth texture is inverted WRT the main texture
o.depthUV.y = 1.0 - o.depthUV.y;
#if BEAUTIFY_DIRT || BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT || BEAUTIFY_VIGNETTING || BEAUTIFY_VIGNETTING_MASK || BEAUTIFY_FRAME || BEAUTIFY_FRAME_MASK
o.uvNonStereo.y = 1.0 - o.uvNonStereo.y;
#endif
}
#endif
return o;
}
inline float getLuma(float3 rgb) {
const float3 lum = float3(0.299, 0.587, 0.114);
return dot(rgb, lum);
}
float3 getNormal(float depth, float depth1, float depth2, float2 offset1, float2 offset2) {
float3 p1 = float3(offset1, depth1 - depth);
float3 p2 = float3(offset2, depth2 - depth);
float3 normal = cross(p1, p2);
return normalize(normal);
}
float getRandom(float2 uv) {
return frac(sin(_Time.y + dot(uv, float2(12.9898, 78.233)))* 43758.5453);
}
float getCoc(v2f i) {
#if BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT
float depthTex = DecodeFloatRGBA(tex2Dlod(_DepthTexture, float4(i.uvNonStereo, 0, 0)));
float exclusionDepth = DecodeFloatRGBA(tex2Dlod(_DofExclusionTexture, float4(i.uvNonStereo, 0, 0)));
//float depth = BEAUTIFY_GET_DEPTH_01(UNITY_SAMPLE_DEPTH(SAMPLE_RAW_DEPTH_TEXTURE_LOD(_CameraDepthTexture, i.depthUV)));
float depth = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV));
depth = min(depth, depthTex);
if (exclusionDepth < depth) return 0;
depth *= _ProjectionParams.z;
#else
//float depth = BEAUTIFY_GET_DEPTH_EYE(UNITY_SAMPLE_DEPTH(SAMPLE_RAW_DEPTH_TEXTURE_LOD(_CameraDepthTexture, i.depthUV)));
float depth = LinearEyeDepth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV));
#endif
float xd = abs(depth - _BokehData.x) - _BokehData2.x * (depth < _BokehData.x);
return 0.5 * _BokehData.y * xd/depth; // radius of CoC
}
#if !defined(BEAUTIFY_ACES_FITTED)
inline float3 tmoFilmicACES(float3 x) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return (x * (A * x + B) ) / (x * (C * x + D) + E);
}
#endif
void beautifyPass(v2f i, inout float3 rgbM) {
float3 uvInc = float3(_MainTex_TexelSize.x, _MainTex_TexelSize.y, 0);
float depthS = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV - uvInc.zyzz));
float depthW = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV - uvInc.xzzz));
float depthE = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV + uvInc.xzzz));
float depthN = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV + uvInc.zyzz));
float lumaM = getLuma(rgbM);
#if !BEAUTIFY_NIGHT_VISION && !BEAUTIFY_THERMAL_VISION
#if !defined(BEAUTIFY_DITHER_FINAL) && defined(BEAUTIFY_ENABLE_DITHER)
float3 dither = dot(float2(171.0, 231.0), i.uv * _ScreenParams.xy).xxx;
dither = frac(dither / float3(103.0, 71.0, 97.0)) - 0.5.xxx;
rgbM *= 1.0 + step(_Dither.y, depthW) * _Dither.x * dither;
#endif
#if BEAUTIFY_DALTONIZE
float3 rgb0 = 1.0.xxx - saturate(rgbM.rgb);
rgbM.r *= 1.0 + rgbM.r * rgb0.g * rgb0.b * _ColorBoost.w;
rgbM.g *= 1.0 + rgbM.g * rgb0.r * rgb0.b * _ColorBoost.w;
rgbM.b *= 1.0 + rgbM.b * rgb0.r * rgb0.g * _ColorBoost.w;
rgbM *= lumaM / (getLuma(rgbM) + 0.0001);
#endif
float maxDepth = max(depthN, depthS);
maxDepth = max(maxDepth, depthW);
maxDepth = max(maxDepth, depthE);
float minDepth = min(depthN, depthS);
minDepth = min(minDepth, depthW);
minDepth = min(minDepth, depthE);
float dDepth = maxDepth - minDepth + 0.00001;
float lumaDepth = saturate(_Sharpen.y / dDepth);
float3 rgbS = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv - uvInc.zy).rgb;
float3 rgbW = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv - uvInc.xz).rgb;
float3 rgbE = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv + uvInc.xz).rgb;
float3 rgbN = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv + uvInc.zy).rgb;
float lumaN = getLuma(rgbN);
float lumaE = getLuma(rgbE);
float lumaW = getLuma(rgbW);
float lumaS = getLuma(rgbS);
float maxLuma = max(lumaN,lumaS);
maxLuma = max(maxLuma, lumaW);
maxLuma = max(maxLuma, lumaE);
float minLuma = min(lumaN,lumaS);
minLuma = min(minLuma, lumaW);
minLuma = min(minLuma, lumaE) - 0.000001;
float lumaPower = 2.0 * lumaM - minLuma - maxLuma;
float lumaAtten = saturate(_Sharpen.w / (maxLuma - minLuma));
#if defined(BEAUTIFY_EDGE_AA)
if (dDepth > _AntialiasData.y) {
float2 n = float2(lumaS - lumaN, lumaW - lumaE);
n *= _MainTex_TexelSize.xy * _AntialiasData.x;
float3 rgbA = 0.5 * (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv + n * (1.0 / 3.0 - 0.5)).rgb + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv + n * (2.0 / 3.0 - 0.5)).rgb);
float3 rgbB = rgbA * 0.5 + 0.25 * (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv + n * (0.0 / 3.0 - 0.5)).rgb + UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv + n * (3.0 / 3.0 - 0.5)).rgb);
float lumaB = getLuma(rgbB);
if (lumaB < minLuma || lumaB > maxLuma) rgbM = rgbA; else rgbM = rgbB;
}
#endif
#if defined(BEAUTIFY_DEPTH_BASED_SHARPEN)
float depthDist = _Dither.w / abs(depthW - _Dither.z);
float depthClamp = depthDist > 1.0;
depthClamp = max(depthClamp, saturate(_SharpenDepthFallOff * depthDist));
#else
float depthClamp = 1.0;
#endif
#if defined(BEAUTIFY_ENABLE_CORE_EFFECT)
rgbM *= 1.0 + clamp(lumaPower * lumaAtten * lumaDepth * _Sharpen.x, -_Sharpen.z, _Sharpen.z) * depthClamp;
#endif
#if BEAUTIFY_DEPTH_OF_FIELD || BEAUTIFY_DEPTH_OF_FIELD_TRANSPARENT
float4 dofPix = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DoFTex, i.uv);
#if UNITY_COLORSPACE_GAMMA
dofPix.rgb = LinearToGammaSpace(dofPix.rgb);
#endif
if (_DoFTex_TexelSize.z < _MainTex_TexelSize.z) {
float CoC = getCoc(i);
dofPix.a = lerp(CoC, dofPix.a, _DoFTex_TexelSize.z / _MainTex_TexelSize.z);
}
rgbM = lerp(rgbM, dofPix.rgb, saturate(dofPix.a));
#endif
#endif // night & thermal vision exclusion
#if BEAUTIFY_NIGHT_VISION
//float depth = BEAUTIFY_GET_DEPTH_01(UNITY_SAMPLE_DEPTH(SAMPLE_RAW_DEPTH_TEXTURE_LOD(_CameraDepthTexture, i.depthUV)));
float depth = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV));
// float3 normalNW = getNormal(depth, depthN, depthW, uvInc.zy, -uvInc.xz); // According to Unity QA this causes issues in Mali G71 GPU due to a hardware problem
float3 normalNW = getNormal(depth, depthN, depthW, uvInc.zy, float2(-uvInc.x, -uvInc.z));
#endif
#if BEAUTIFY_OUTLINE
#if !defined(BEAUTIFY_OUTLINE_SOBEL)
#if !BEAUTIFY_NIGHT_VISION
//float depth = BEAUTIFY_GET_DEPTH_01(UNITY_SAMPLE_DEPTH(SAMPLE_RAW_DEPTH_TEXTURE_LOD(_CameraDepthTexture, i.depthUV)));
float depth = Linear01Depth(BEAUTIFY_DEPTH_LOD(_CameraDepthTexture, i.depthUV));
// float3 normalNW = getNormal(depth, depthN, depthW, uvInc.zy, -uvInc.xz); // According to Unity QA this causes issues in Mali G71 GPU due to a hardware problem
float3 normalNW = getNormal(depth, depthN, depthW, uvInc.zy, float2(-uvInc.x, -uvInc.z));
#endif
float3 normalSE = getNormal(depth, depthS, depthE, -uvInc.zy, uvInc.xz);
float dnorm = dot(normalNW, normalSE);
rgbM = lerp(rgbM, _Outline.rgb, (float)(dnorm < _Outline.a));
#else
float4 uv4 = float4(i.uv, 0, 0);
#if BEAUTIFY_NIGHT_VISION || BEAUTIFY_THERMAL_VISION
float3 rgbS = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 - uvInc.zyzz).rgb;
float3 rgbN = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 + uvInc.zyzz).rgb;
float3 rgbW = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 - uvInc.xzzz).rgb;
float3 rgbE = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 + uvInc.xzzz).rgb;
#endif
float3 rgbSW = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 - uvInc.xyzz).rgb; // was tex2Dlod
float3 rgbNE = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 + uvInc.xyzz).rgb;
float3 rgbSE = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 + float4( uvInc.x, -uvInc.y, 0, 0)).rgb;
float3 rgbNW = SAMPLE_RAW_DEPTH_TEXTURE_LOD(_MainTex, uv4 + float4(-uvInc.x, uvInc.y, 0, 0)).rgb;
float3 gx = rgbSW * -1.0;
gx += rgbSE * 1.0;
gx += rgbW * -2.0;
gx += rgbE * 2.0;
gx += rgbNW * -1.0;
gx += rgbNE * 1.0;
float3 gy = rgbSW * -1.0;
gy += rgbS * -2.0;
gy += rgbSE * -1.0;
gy += rgbNW * 1.0;
gy += rgbN * 2.0;
gy += rgbNE * 1.0;
float olColor = (length(gx * gx + gy * gy) - _Outline.a) > 0.0;
rgbM = lerp(rgbM, _Outline.rgb, olColor);
#endif
#endif
#if UNITY_COLORSPACE_GAMMA
rgbM = GammaToLinearSpace(rgbM);
#endif
#if BEAUTIFY_BLOOM
rgbM += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BloomTex, i.uv).rgb * _Bloom.xxx;
#endif
#if BEAUTIFY_DIRT
float3 scrLum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ScreenLum, i.uv).rgb;
#if BEAUTIFY_BLOOM
scrLum *= _Dirt.www;
#endif
float4 dirt = tex2D(_OverlayTex, i.uvNonStereo);
rgbM += saturate(0.5.xxx - _Dirt.zzz + scrLum) * dirt.rgb * _Dirt.y;
#endif
#if BEAUTIFY_NIGHT_VISION
lumaM = getLuma(rgbM); // updates luma
float nvbase = saturate(normalNW.z - 0.8); // minimum ambient self radiance (useful for pitch black)
nvbase += lumaM; // adds current lighting
nvbase *= nvbase * (0.5 + nvbase); // increase contrast
rgbM = nvbase * _FXColor.rgb;
rgbM *= frac(floor(i.uv.y*_ScreenParams.y)*0.25)>0.4; // scan lines
rgbM *= 1.0 + getRandom(i.uv) * 0.3 - 0.15; // noise
#endif
#if BEAUTIFY_THERMAL_VISION
lumaM = getLuma(rgbM); // updates luma
float3 tv0 = lerp(float3(0.0,0.0,1.0), float3(1.0,1.0,0.0), lumaM * 2.0);
float3 tv1 = lerp(float3(1.0,1.0,0.0), float3(1.0,0.0,0.0), lumaM * 2.0 - 1.0);
rgbM = lerp(tv0, tv1, (float)(lumaM >= 0.5));
rgbM *= 0.2 + frac(floor(i.uv.y*_ScreenParams.y)*0.25)>0.4; // scan lines
rgbM *= 1.0 + getRandom(i.uv) * 0.2 - 0.1; // noise
#endif
#if BEAUTIFY_EYE_ADAPTATION || BEAUTIFY_PURKINJE
float4 avgLum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EAHist, 0.5.xx);
#endif
#if BEAUTIFY_EYE_ADAPTATION
float srcLum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EALumSrc, 0.5.xx).r;
float diff = srcLum / (avgLum.r + 0.0001);
#if defined(BEAUTIFY_EYE_ADAPTATION_DYNAMIC_RANGE)
float pixLum = log(1.0 + getLuma(rgbM));
diff = pow(pixLum / (avgLum.r + 0.0001), abs(diff-1.0));
#endif
diff = clamp(diff, _EyeAdaptation.x, _EyeAdaptation.y);
rgbM = rgbM * diff;
#endif
#if BEAUTIFY_TONEMAP_ACES
rgbM *= _ColorBoost.x;
rgbM = tmoFilmicACES(rgbM);
#endif
#if UNITY_COLORSPACE_GAMMA
rgbM = LinearToGammaSpace(rgbM);
#endif
#if defined(BEAUTIFY_USE_PROCEDURAL_SEPIA)
float3 sepia = float3(
dot(rgbM, float3(0.393, 0.769, 0.189)),
dot(rgbM, float3(0.349, 0.686, 0.168)),
dot(rgbM, float3(0.272, 0.534, 0.131))
);
rgbM = lerp(rgbM, sepia, _FXColor.a);
#elif BEAUTIFY_LUT
#if !UNITY_COLORSPACE_GAMMA
rgbM = LinearToGammaSpace(rgbM);
#endif
const float3 lutST = float3(1.0/1024, 1.0/32, 32-1);
float3 lookUp = saturate(rgbM) * lutST.zzz;
lookUp.xy = lutST.xy * (lookUp.xy + 0.5);
float slice = floor(lookUp.z);
lookUp.x += slice * lutST.y;
float2 lookUpNextSlice = float2(lookUp.x + lutST.y, lookUp.y);
float3 lut = lerp(tex2D(_LUTTex, lookUp.xy).rgb, tex2D(_LUTTex, lookUpNextSlice).rgb, lookUp.z - slice);
rgbM = lerp(rgbM, lut, _FXColor.a);
#if !UNITY_COLORSPACE_GAMMA
rgbM = GammaToLinearSpace(rgbM);
#endif
#endif
#if defined(BEAUTIFY_ENABLE_COLOR_TWEAKS)
float maxComponent = max(rgbM.r, max(rgbM.g, rgbM.b));
float minComponent = min(rgbM.r, min(rgbM.g, rgbM.b));
float sat = saturate(maxComponent - minComponent);
rgbM *= 1.0 + _ColorBoost.z * (1.0 - sat) * (rgbM - getLuma(rgbM));
rgbM = lerp(rgbM, rgbM * _TintColor.rgb, _TintColor.a);
rgbM = (rgbM - 0.5.xxx) * _ColorBoost.y + 0.5.xxx;
#if !BEAUTIFY_TONEMAP_ACES
rgbM *= _ColorBoost.x;
#endif
#endif
#if BEAUTIFY_PURKINJE
lumaM = getLuma(rgbM);
float3 shifted = saturate(float3(lumaM / (1.0 + _Purkinje.x * 1.14), lumaM, lumaM * (1.0 + _Purkinje.x * 2.99)));
rgbM = lerp(shifted, rgbM, saturate(exp(avgLum.g) - _Purkinje.y));
#endif
#if BEAUTIFY_VIGNETTING
float2 vd = float2(i.uvNonStereo.x - 0.5, (i.uvNonStereo.y - 0.5) * _VignettingAspectRatio);
rgbM = lerp(rgbM, lumaM * _Vignetting.rgb, saturate(_Purkinje.z + _Vignetting.a * dot(vd, vd)));
#elif BEAUTIFY_VIGNETTING_MASK
float2 vd = float2(i.uvNonStereo.x - 0.5, (i.uvNonStereo.y - 0.5) * _VignettingAspectRatio);
float vmask = tex2D(_VignettingMask, i.uvNonStereo).a;
rgbM = lerp(rgbM, lumaM * _Vignetting.rgb, saturate(_Purkinje.z + vmask * _Vignetting.a * dot(vd, vd)));
#endif
#if BEAUTIFY_FRAME
rgbM = lerp(rgbM, _Frame.rgb, saturate( (max(abs(i.uvNonStereo.x - 0.5), abs(i.uvNonStereo.y - 0.5)) - _Frame.a) * 50.0));
#elif BEAUTIFY_FRAME_MASK
float4 frameMask = tex2D(_FrameMask, i.uvNonStereo);
float3 frameColor = lerp(_Frame.rgb, frameMask.rgb * _Frame.rgb, frameMask.a);
rgbM = lerp(rgbM, frameColor, saturate( (max(abs(i.uvNonStereo.x - 0.5), abs(i.uvNonStereo.y - 0.5)) - _Frame.a) * 50.0));
#endif
#if !BEAUTIFY_NIGHT_VISION && !BEAUTIFY_THERMAL_VISION && defined(BEAUTIFY_DITHER_FINAL) && defined(BEAUTIFY_ENABLE_DITHER)
float3 dither = dot(float2(171.0, 231.0), i.uv * _ScreenParams.xy).xxx;
dither = frac(dither / float3(103.0, 71.0, 97.0)) - 0.5.xxx;
rgbM *= 1.0 + step(_Dither.y, depthW) * _Dither.x * dither;
#endif
}
float4 fragBeautify (v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if BEAUTIFY_THERMAL_VISION
i.uv.x += 0.0009 * sin(_Time.z + i.uv.y * 20.0) / (1.0 + 10.0 * dot(i.uv - 0.5.xx, i.uv.xy - 0.5.xx)); // wave animation
#endif
float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
beautifyPass(i, pixel.rgb);
return pixel;
}
float4 fragCompare (v2fCompare i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// separator line + antialias
float2 dd = i.uvNonStereo - 0.5.xx;
float co = dot(_CompareParams.xy, dd);
float dist = distance( _CompareParams.xy * co, dd );
float4 aa = saturate( (_CompareParams.w - dist) / abs(_MainTex_TexelSize.y) );
float4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
float4 pixelNice = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CompareTex, i.uv);
// are we on the beautified side?
float t = dot(dd, _CompareParams.yz) > 0;
pixel = lerp(pixel, pixelNice, t);
return pixel + aa;
}