Beautify addon
This commit is contained in:
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Shader "Hidden/Kronnect/EdgeFusion/EdgeFusion"
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{
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SubShader
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{
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ZTest Always
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ZWrite Off
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Cull Off
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Pass
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{
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Name "EdgeFusion Blend"
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex EFVertFullscreen
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#pragma fragment FragBlendEdges
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#pragma multi_compile_local_fragment _ EDGE_FUSION_INTRA_OBJECT EDGE_FUSION_CONCAVE_ONLY
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#pragma multi_compile_local_fragment _ EDGE_FUSION_ENABLE_JITTER
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#pragma multi_compile_local_fragment _ EDGE_FUSION_NOISE
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#pragma multi_compile_local_fragment _ EDGE_FUSION_MSAA_EDGE_FIX
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#pragma multi_compile_local_fragment _ EDGE_FUSION_ID_EXCLUSION
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#pragma multi_compile_local_fragment _ EDGE_FUSION_ANTI_FLICKER
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#include "EdgeFusionCommon.hlsl"
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#include "EdgeFusionBlendPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "EdgeFusion Debug"
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex EFVertFullscreen
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#pragma fragment FragDebug
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#pragma multi_compile_local_fragment _ EDGE_FUSION_INTRA_OBJECT EDGE_FUSION_CONCAVE_ONLY
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#include "EdgeFusionCommon.hlsl"
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#include "EdgeFusionDebugPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "EdgeFusion Compare"
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex EFVertFullscreen
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#pragma fragment FragCompare
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#include "EdgeFusionCommon.hlsl"
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#include "EdgeFusionComparePass.hlsl"
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 9f67763b8beefc748b2814c56b00cb54
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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+260
@@ -0,0 +1,260 @@
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#ifndef EDGE_FUSION_BLEND_LIB_INCLUDED
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#define EDGE_FUSION_BLEND_LIB_INCLUDED
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static const float2 sunflower_points[32] = {
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float2(-0.08756255f, 0.08021447f),
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float2(0.01468209f, -0.16729483f),
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float2(0.12514433f, 0.16322862f),
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float2(-0.23386945f, -0.04136821f),
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float2(0.22404494f, -0.14251905f),
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float2(-0.07551290f, 0.28090421f),
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float2(-0.14480914f, -0.27882118f),
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float2(0.31549522f, 0.11521835f),
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float2(-0.32929810f, 0.13592947f),
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float2(0.15916285f, -0.34012176f),
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float2(0.11787271f, 0.37579677f),
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float2(-0.35591507f, -0.20626006f),
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float2(0.41817273f, -0.09193410f),
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float2(-0.25554255f, 0.36348298f),
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float2(-0.05910422f, -0.45610320f),
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float2(0.36320827f, 0.30611232f),
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float2(-0.48920069f, 0.02022998f),
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float2(0.35711789f, -0.35537999f),
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float2(-0.02390958f, 0.51706675f),
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float2(-0.34025894f, -0.40774392f),
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float2(0.53932101f, 0.07256488f),
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float2(-0.45720732f, 0.31811294f),
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float2(0.12499574f, -0.55561858f),
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float2(0.28923687f, 0.50475690f),
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float2(-0.56566134f, -0.18046139f),
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float2(0.54967531f, -0.25396393f),
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float2(-0.23821633f, 0.56920574f),
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float2(-0.21267188f, -0.59128201f),
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float2(0.56606831f, 0.29750964f),
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float2(-0.62893715f, 0.16578581f),
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float2(0.35758678f, -0.55612960f),
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float2(0.11377869f, 0.66204563f)
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};
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inline float2 GetOffset(int index) {
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return sunflower_points[index];
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}
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float _JitterFrame;
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#define dot2(x) dot(x, x)
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float3 HashToColor(float x) {
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float3 v = frac(sin(float3(x, x * 1.37, x * 2.17)) * 4378.5453);
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return saturate(v);
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}
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float GetLuma(float3 rgb) {
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//const float3 lum = float3(0.2627, 0.6780, 0.0593); // Rec.2020 (HDR/wide gamut)
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//const float3 lum = float3(0.2126, 0.7152, 0.0722); // Rec709 (sRGB/HD)
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const float3 lum = float3(0.299, 0.587, 0.114); // Rec601 (SD/broadcast)
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return dot(rgb, lum);
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}
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float3 ColorLerp(float3 a, float3 b, float t) {
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#if UNITY_COLORSPACE_GAMMA
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a = SRGBToLinear(a);
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b = SRGBToLinear(b);
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#endif
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float3 c = lerp(a, b, t);
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#if UNITY_COLORSPACE_GAMMA
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c = LinearToSRGB(c);
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#endif
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return c;
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}
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float FindEdgeNeighbour(float2 uvA, out float2 neighbourUV) {
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neighbourUV = uvA;
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float4 oidA = SampleObjectData(uvA);
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if (abs(oidA.r) < 1e-6) return 0.0;
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float4 oidEdge = oidA;
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float2 edgeUV = uvA;
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float linearDepthA = LinearEyeDepth(oidA.y, _ZBufferParams);
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float compensatedDefaultRadius = _DefaultRadiusWorld * (1.0 + _DistanceCompensation * linearDepthA);
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float maxRadiusWorldSqr = compensatedDefaultRadius * compensatedDefaultRadius;
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float bestDistSqr = maxRadiusWorldSqr;
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#if EDGE_FUSION_ANTI_FLICKER
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float sumSoftW = 0.0;
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float2 accumEdgeUV = float2(0.0, 0.0);
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float3 accumEdgeWpos = float3(0.0, 0.0, 0.0);
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#endif
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float3 wposA = GetWorldPos(uvA, oidA.y);
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float3 edgeWpos = wposA;
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#if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY
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float3 normalA = GetNormal(oidA);
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bool edgeCanUseSameIds = normalA.x < 100.0;
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#endif
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float uvRadiusBase = GetRadiusUV(oidA, linearDepthA);
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float radiusLimit = MAX_SCREEN_RADIUS;
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float uvRadiusEff = (radiusLimit * uvRadiusBase) / (uvRadiusBase + radiusLimit + 1e-6);
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float aspectRatio = _SrcColorTexture_TexelSize.y / _SrcColorTexture_TexelSize.x;
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float2 uvRadiusSearch = float2(uvRadiusBase, uvRadiusBase * aspectRatio);
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#if EDGE_FUSION_ENABLE_JITTER
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float ca, sa;
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float2 pixel = uvA * _ScreenParams.xy;
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float jitter = InterleavedGradientNoise(pixel, _JitterFrame);
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float angle = jitter * 2.0 * 3.1415927;
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sincos(angle, sa, ca);
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float2 axisX = float2(ca, sa) * uvRadiusSearch;
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float2 axisY = float2(-sa, ca) * uvRadiusSearch;
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#endif
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float edgeFactor = 0.0;
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for (int d = 0; d < _SampleCount; d++) {
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float2 offset;
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float2 pdir = GetOffset(d);
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#if EDGE_FUSION_ENABLE_JITTER
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offset = axisX * pdir.x + axisY * pdir.y;
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#else
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offset = pdir * uvRadiusSearch;
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#endif
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float2 uvB = uvA + offset;
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if (uvB.x < 0.0 || uvB.x > 1.0 || uvB.y < 0.0 || uvB.y > 1.0) continue;
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float4 oidB = SampleObjectData(uvB);
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if (abs(oidB.r) < 1e-6) continue;
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// Check if it's a different valid object
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bool isSameObject = SameObjectIds(oidB, oidA);
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// If intra-object fusion is enabled, check for edges within the same object
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#if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY
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bool sameIds = isSameObject && edgeCanUseSameIds;
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if (sameIds) {
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float3 normalB = GetNormal(oidB);
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float normalDot = dot(normalA, normalB);
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isSameObject = normalDot >= NORMAL_THRESHOLD;
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}
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#endif
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if (isSameObject) continue;
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#if EDGE_FUSION_ID_EXCLUSION
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if (IsExcludedIdPair(oidA, oidB)) continue;
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#endif
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// Binary refine between center (uv) and this outer point (uvB)
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float2 a = uvA, b = uvB;
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for (int k = 0; k < _BinarySearchSteps; k++) {
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float2 m = (a + b) * 0.5;
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float4 oidM = SampleObjectData(m);
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// Check object ID sameness (inter-object edges)
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bool sameM = SameObjectIds(oidM, oidA);
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// For intra-object edges, check normal/depth discontinuities
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#if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY
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if (sameIds && sameM) {
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float3 normalM = GetNormal(oidM);
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sameM = dot(normalA, normalM) >= NORMAL_THRESHOLD;
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}
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#endif
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if (sameM) { a = m; } else { b = m; oidB = oidM; }
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}
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float3 wposB = GetWorldPos(b, oidB.y);
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float distSqr = dot2(wposB - wposA);
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if (distSqr >= maxRadiusWorldSqr) continue;
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#if EDGE_FUSION_ANTI_FLICKER
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float softW = 1.0 / (distSqr + 1e-10);
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sumSoftW += softW;
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accumEdgeUV += b * softW;
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accumEdgeWpos += wposB * softW;
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#else
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if (distSqr >= bestDistSqr) continue;
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#endif
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// Winner tracking drives oidEdge and the early-exit count. When anti-flicker is OFF, this is also where edgeUV/edgeWpos are set
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if (distSqr < bestDistSqr) {
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bestDistSqr = distSqr;
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oidEdge = oidB;
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#if !EDGE_FUSION_ANTI_FLICKER
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edgeUV = b;
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edgeWpos = wposB;
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#endif
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edgeFactor++;
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if (edgeFactor >= _EarlyExitHits) break;
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#if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY
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edgeCanUseSameIds = sameIds;
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#endif
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}
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}
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if (edgeFactor <= 0.0) return 0.0;
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#if EDGE_FUSION_ANTI_FLICKER
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// Replace edgeUV/edgeWpos with the weighted average and recompute bestDistSqr from the resolved edgeWpos
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edgeUV = accumEdgeUV / sumSoftW;
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edgeWpos = accumEdgeWpos / sumSoftW;
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bestDistSqr = dot2(edgeWpos - wposA);
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#endif
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#if EDGE_FUSION_NOISE
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float noise = SAMPLE_TEXTURE3D_LOD(_NoiseTex3D, sampler_LinearRepeat, wposA * NOISE_SCALE, 0).r;
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noise = smoothstep(0.5 - NOISE_CONTRAST, 0.5 + NOISE_CONTRAST, noise);
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noise *= NOISE_INTENSITY;
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edgeUV -= (uvA - edgeUV) * noise;
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#endif
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// Compute neighbour/mirrored pixel UV
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float2 deltaUV = edgeUV - uvA;
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neighbourUV = edgeUV + deltaUV;
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if (neighbourUV.x < 0.0 || neighbourUV.x > 1.0 || neighbourUV.y < 0.0 || neighbourUV.y > 1.0) return 0.0;
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float4 neighbourData = SampleObjectData(neighbourUV);
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// Is still different object?
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#if !EDGE_FUSION_INTRA_OBJECT && !EDGE_FUSION_CONCAVE_ONLY
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if (SameObjectIds(neighbourData, oidA)) return 0.0;
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#endif
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// Is still the edge object?
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if (!SameObjectIds(neighbourData, oidEdge)) return 0.0;
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// Check neighbour distance (real 3D, using the neighbour's own depth).
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float3 neighbourWpos = GetWorldPos(neighbourUV, neighbourData.y);
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float neighbourDistSqr = dot2(neighbourWpos - edgeWpos);
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// Distance falloff
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float neighbourLinearDepth = LinearEyeDepth(neighbourData.y, _ZBufferParams);
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float neighbourUvRadiusBase = GetRadiusUV(neighbourData, neighbourLinearDepth);
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float neighbourUvRadiusEff = (radiusLimit * neighbourUvRadiusBase) / (neighbourUvRadiusBase + radiusLimit + 1e-6);
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float falloffRadius = min(uvRadiusEff, neighbourUvRadiusEff);
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float reductionFactorSS = length(deltaUV) / falloffRadius;
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float reductionFactorWS = sqrt( max(bestDistSqr, neighbourDistSqr)) / compensatedDefaultRadius;
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edgeFactor = saturate(1.0 - max(reductionFactorSS, reductionFactorWS));
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// Concavity test
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#if EDGE_FUSION_CONCAVE_ONLY
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if (SameObjectIds(neighbourData, oidA)) {
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float3 normalNVS = GetNormal(neighbourData);
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float3 dVS = mul((float3x3)UNITY_MATRIX_V, neighbourWpos - wposA);
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float3 dnVS = normalNVS - normalA;
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float s = dot(dVS, dnVS);
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float nn = dot(dnVS, dnVS);
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const float epsilon = 0.0004;
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bool isConcave = (2.0 * s + epsilon * nn) < 0.0;
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if (!isConcave) return 0.0;
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}
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#endif
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return edgeFactor;
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}
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#endif // EDGE_FUSION_BLEND_LIB_INCLUDED
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+7
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: 3c0dbc0469bfe9f4faa064a164230120
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||||
ShaderIncludeImporter:
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||||
externalObjects: {}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,52 @@
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#ifndef EDGE_FUSION_BLEND_PASS_INCLUDED
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#define EDGE_FUSION_BLEND_PASS_INCLUDED
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#include "EdgeFusionBlendLibrary.hlsl"
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float4 FragBlendEdges(EFVaryings i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float2 uv = UnityStereoTransformScreenSpaceTex(i.texcoord);
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float4 c0 = SampleColor(uv);
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float2 uvSurfaceB;
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float edgeFactor = FindEdgeNeighbour(uv, uvSurfaceB);
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if (edgeFactor <= 0.0) return c0;
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#if EDGE_FUSION_MSAA_EDGE_FIX
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float2 dir = normalize(uvSurfaceB - uv) * _SrcColorTexture_TexelSize.xy * MSAA_FIX_POWER;
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c0 = SampleColor(uv - dir);
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float4 surf0 = SampleColor(uvSurfaceB + dir);
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#else
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float4 surf0 = SampleColor(uvSurfaceB);
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#endif
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float fallOff = 2;
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// screen-edge "vignette" fade
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float2 distUV = min(uv, 1.0 - uv);
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float edgeFade = min(distUV.x, distUV.y);
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float2 distUVB = min(uvSurfaceB, 1.0 - uvSurfaceB);
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float edgeFadeB = min(distUVB.x, distUVB.y);
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edgeFade = min(edgeFade, edgeFadeB);
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edgeFade = 1 - smoothstep(0, 0.05, edgeFade);
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fallOff += edgeFade * 4.0;
|
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||||
// avoid brightening shadows
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float lumaBase = GetLuma(c0.rgb);
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float invLuma2 = rcp(lumaBase * lumaBase + 1e-6);
|
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fallOff += clamp( SHADOW_PROTECTION * invLuma2, 0, 16);
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||||
// apply falloff
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float blendAmount = pow(edgeFactor, fallOff);
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||||
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// blend
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||||
blendAmount *= GLOBAL_INTENSITY * 0.5;
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||||
float3 blended = ColorLerp(c0.rgb, surf0.rgb, blendAmount);
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||||
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||||
return float4(blended, c0.a);
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||||
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||||
}
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||||
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||||
#endif // EDGE_FUSION_BLEND_PASS_INCLUDED
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||||
+7
@@ -0,0 +1,7 @@
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||||
fileFormatVersion: 2
|
||||
guid: 9b2c3aa5891859e42accbbf36354a1ae
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,190 @@
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#ifndef EDGE_FUSION_COMMON_INCLUDED
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||||
#define EDGE_FUSION_COMMON_INCLUDED
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
|
||||
TEXTURE2D_X(_ObjectIDTexture);
|
||||
TEXTURE2D_X(_SrcColorTexture);
|
||||
TEXTURE3D(_NoiseTex3D);
|
||||
TEXTURE2D_X(_CustomGroupTexture);
|
||||
|
||||
// Packed float parameters
|
||||
float4 _BlendData1; // x: GlobalIntensity, y: MaxBlendDistance, z: NormalThreshold, w: NoiseContrast
|
||||
float4 _BlendData2; // x: MaxScreenRadius, y: ShadowProtection, z: NoiseIntensity, w: NoiseScale
|
||||
|
||||
// Macros for accessing packed parameters
|
||||
#define GLOBAL_INTENSITY _BlendData1.x
|
||||
#define MAX_BLEND_DISTANCE _BlendData1.y
|
||||
#define NORMAL_THRESHOLD _BlendData1.z
|
||||
#define NOISE_CONTRAST _BlendData1.w
|
||||
#define MAX_SCREEN_RADIUS _BlendData2.x
|
||||
#define SHADOW_PROTECTION _BlendData2.y
|
||||
#define NOISE_INTENSITY _BlendData2.z
|
||||
#define NOISE_SCALE _BlendData2.w
|
||||
|
||||
float _DefaultRadiusWorld;
|
||||
float _RadiusScale;
|
||||
float _DistanceCompensation;
|
||||
int _SampleCount;
|
||||
int _BinarySearchSteps;
|
||||
int _EarlyExitHits;
|
||||
int _DebugMode;
|
||||
float _DepthDebugMultiplier;
|
||||
float4 _SrcColorTexture_TexelSize;
|
||||
float4 _CameraDepthTexture_TexelSize;
|
||||
float _MSAAFixPower;
|
||||
|
||||
#define MSAA_FIX_POWER _MSAAFixPower
|
||||
|
||||
inline float4 SampleColor(float2 uv) {
|
||||
return SAMPLE_TEXTURE2D_X_LOD(_SrcColorTexture, sampler_LinearClamp, uv, 0);
|
||||
}
|
||||
|
||||
inline float4 SampleObjectData(float2 uv) {
|
||||
return SAMPLE_TEXTURE2D_X_LOD(_ObjectIDTexture, sampler_PointClamp, uv, 0);
|
||||
}
|
||||
|
||||
inline bool SameObjectIds(float4 objA, float4 objB) {
|
||||
return abs(objA.r - objB.r) < 0.8;
|
||||
}
|
||||
|
||||
// Packing helpers: pack object ID and normalized radius into the red channel
|
||||
#define EF_PACK_QUANT 0.01
|
||||
|
||||
inline float PackObjectIdRadius(float objectId, float radius) {
|
||||
#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES) || defined(SHADER_API_WEBGPU)
|
||||
uint id = asuint(objectId);
|
||||
id = ((id >> 16) ^ id) * 0x45d9f3b;
|
||||
id = ((id >> 16) ^ id) * 0x45d9f3b;
|
||||
id = (id >> 16) ^ id;
|
||||
float baseId = float(id % 32u);
|
||||
#else
|
||||
float baseId = floor(objectId / EF_PACK_QUANT);
|
||||
baseId = fmod(baseId, 4096.0);
|
||||
#endif
|
||||
return baseId + radius;
|
||||
}
|
||||
|
||||
inline float UnpackIdFromPacked(float packed) {
|
||||
#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLES) || defined(SHADER_API_WEBGPU)
|
||||
return float(uint(floor(packed) + 0.5));
|
||||
#else
|
||||
return floor(packed) * EF_PACK_QUANT;
|
||||
#endif
|
||||
}
|
||||
|
||||
inline float UnpackRadiusFromPacked(float packed) {
|
||||
return frac(packed);
|
||||
}
|
||||
|
||||
float ConvertWorldRadiusToUV(float radius, float linearDepth) {
|
||||
radius *= (1.0 + _DistanceCompensation * linearDepth);
|
||||
float denom = lerp(max(linearDepth, 1.0), 1.0, unity_OrthoParams.w);
|
||||
return 0.5 * radius * unity_CameraProjection._m11 / denom;
|
||||
}
|
||||
|
||||
float GetRadiusUV(float4 objectData, float linearDepth) {
|
||||
float radius = UnpackRadiusFromPacked(objectData.r) * _RadiusScale;
|
||||
return ConvertWorldRadiusToUV(radius, linearDepth);
|
||||
}
|
||||
|
||||
float3 GetWorldPos(float2 uv, float depth) {
|
||||
#if !UNITY_REVERSED_Z
|
||||
depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, depth);
|
||||
#endif
|
||||
|
||||
float3 viewPos = ComputeViewSpacePosition(uv, depth, UNITY_MATRIX_I_P);
|
||||
return mul(UNITY_MATRIX_I_V, float4(viewPos, 1.0)).xyz;
|
||||
}
|
||||
|
||||
float3 ReconstructNormal(float2 uv, float depthC) {
|
||||
// Use 3-tap reconstruction
|
||||
float2 texelSize = _CameraDepthTexture_TexelSize.xy;
|
||||
|
||||
// Sample depths at neighbor pixels
|
||||
float depthR = SAMPLE_TEXTURE2D_X_LOD(_CameraDepthTexture, sampler_PointClamp, uv + float2(texelSize.x, 0), 0).r;
|
||||
float depthU = SAMPLE_TEXTURE2D_X_LOD(_CameraDepthTexture, sampler_PointClamp, uv + float2(0, texelSize.y), 0).r;
|
||||
|
||||
// Convert to world positions
|
||||
float3 pC = GetWorldPos(uv, depthC);
|
||||
float3 pR = GetWorldPos(uv + float2(texelSize.x, 0), depthR);
|
||||
float3 pU = GetWorldPos(uv + float2(0, texelSize.y), depthU);
|
||||
|
||||
// Compute derivatives
|
||||
float3 dpdx = normalize(pR - pC);
|
||||
float3 dpdy = normalize(pU - pC);
|
||||
|
||||
// Cross product for normal
|
||||
float3 n = cross(dpdy, dpdx);
|
||||
return n;
|
||||
}
|
||||
|
||||
float3 ReconstructNormalWS(float3 worldPos) {
|
||||
float3 dpdx = ddx(worldPos);
|
||||
float3 dpdy = ddy(worldPos);
|
||||
float3 normalWS = cross(dpdy, dpdx);
|
||||
return dot(normalWS, normalWS) != 0 ? normalize(normalWS) : float3(0, 0, 1);
|
||||
}
|
||||
|
||||
inline float3 GetNormal(float4 objectData) {
|
||||
float2 nxy = objectData.zw;
|
||||
float nz = sqrt(saturate(1.0 - dot(nxy, nxy)));
|
||||
return float3(nxy, nz);
|
||||
}
|
||||
|
||||
float2 WorldToScreenPos(float3 wpos) {
|
||||
float4 clip = TransformWorldToHClip(wpos);
|
||||
float4 sp = ComputeScreenPos(clip);
|
||||
float2 uv = saturate(sp.xy / sp.w);
|
||||
return UnityStereoTransformScreenSpaceTex(uv);
|
||||
}
|
||||
|
||||
struct EFVaryings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
struct EFFullscreenAttributes
|
||||
{
|
||||
uint vertexID : SV_VertexID;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
EFVaryings EFVertFullscreen(EFFullscreenAttributes input)
|
||||
{
|
||||
EFVaryings o;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
|
||||
o.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
|
||||
return o;
|
||||
}
|
||||
|
||||
#if EDGE_FUSION_ID_EXCLUSION
|
||||
float _ExclusionMask[32];
|
||||
|
||||
inline uint GetExclusionSlot(float4 objData) {
|
||||
float id = UnpackIdFromPacked(objData.r);
|
||||
uint slot = uint(id + 0.5);
|
||||
return (slot >= 1u && slot <= 32u) ? slot : 0u;
|
||||
}
|
||||
|
||||
inline bool IsExcludedIdPair(float4 objA, float4 objB) {
|
||||
uint slotA = GetExclusionSlot(objA);
|
||||
uint slotB = GetExclusionSlot(objB);
|
||||
|
||||
if (slotA == 0u || slotB == 0u) return false;
|
||||
|
||||
uint idxA = slotA - 1u;
|
||||
uint idxB = slotB - 1u;
|
||||
|
||||
return (((uint)_ExclusionMask[idxA] & (1u << idxB)) |
|
||||
((uint)_ExclusionMask[idxB] & (1u << idxA))) != 0u;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // EDGE_FUSION_COMMON_INCLUDED
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90b602d422344ee44ab8925d0c8af36e
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+33
@@ -0,0 +1,33 @@
|
||||
#ifndef EDGE_FUSION_COMPARE_PASS_INCLUDED
|
||||
#define EDGE_FUSION_COMPARE_PASS_INCLUDED
|
||||
|
||||
TEXTURE2D_X(_CompareTex);
|
||||
float4 _CompareParams; // x: cos(angle), y: sin(angle), z: panning or flag, w: line width
|
||||
float4 _CompareLineColor; // rgba line color
|
||||
|
||||
float4 FragCompare(EFVaryings i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(i.texcoord);
|
||||
|
||||
float2 dd = uv - 0.5.xx;
|
||||
float co = dot(_CompareParams.xy, dd);
|
||||
float dist = distance(_CompareParams.xy * co, dd);
|
||||
float aa = saturate((_CompareParams.w - dist) / abs(_SrcColorTexture_TexelSize.y));
|
||||
|
||||
float sameSide = (_CompareParams.z > -5);
|
||||
float2 pixelUV = lerp(uv, float2(uv.x + _CompareParams.z, uv.y), sameSide);
|
||||
float2 pixelNiceUV = lerp(uv, float2(uv.x - 0.5 + _CompareParams.z, uv.y), sameSide);
|
||||
float4 original = SAMPLE_TEXTURE2D_X(_SrcColorTexture, sampler_PointClamp, pixelUV);
|
||||
float4 effected = SAMPLE_TEXTURE2D_X(_CompareTex, sampler_PointClamp, pixelNiceUV);
|
||||
|
||||
float2 cp = float2(_CompareParams.y, -_CompareParams.x);
|
||||
float t = dot(dd, cp) > 0;
|
||||
float4 outCol = lerp(original, effected, t);
|
||||
outCol = lerp(outCol, _CompareLineColor, aa);
|
||||
return outCol;
|
||||
}
|
||||
|
||||
#endif // EDGE_FUSION_COMPARE_PASS_INCLUDED
|
||||
|
||||
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f1c46064363fae48801f64dffdebeca
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,72 @@
|
||||
#ifndef EDGE_FUSION_DEBUG_PASS_INCLUDED
|
||||
#define EDGE_FUSION_DEBUG_PASS_INCLUDED
|
||||
|
||||
#include "EdgeFusionBlendLibrary.hlsl"
|
||||
|
||||
// Keep in sync with DebugMode enum in EdgeFusion.cs
|
||||
#define EF_DEBUG_OBJECT_IDS 1
|
||||
#define EF_DEBUG_EDGES 2
|
||||
#define EF_DEBUG_BLENDING 3
|
||||
#define EF_DEBUG_NORMALS 4
|
||||
#define EF_DEBUG_DEPTH 5
|
||||
#define EF_DEBUG_SPECIAL_GROUP 6
|
||||
|
||||
float4 FragDebug(EFVaryings i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(i.texcoord);
|
||||
|
||||
float4 baseColor = SampleColor(uv);
|
||||
|
||||
float4 oidA = SampleObjectData(uv);
|
||||
float id = oidA.x;
|
||||
if (abs(id) <= 1e-6) return baseColor;
|
||||
float3 color = HashToColor(floor(id));
|
||||
|
||||
if (_DebugMode == EF_DEBUG_OBJECT_IDS) {
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
float linearDepth = LinearEyeDepth(oidA.y, _ZBufferParams);
|
||||
if (linearDepth > MAX_BLEND_DISTANCE) return baseColor;
|
||||
|
||||
if (_DebugMode == EF_DEBUG_DEPTH) {
|
||||
float depth01 = saturate(_DepthDebugMultiplier * linearDepth / MAX_BLEND_DISTANCE);
|
||||
return float4(saturate(depth01).xxx, 1.0);
|
||||
}
|
||||
|
||||
if (_DebugMode == EF_DEBUG_EDGES) {
|
||||
float2 nearestEdgeUV;
|
||||
float foundEdge = FindEdgeNeighbour(uv, nearestEdgeUV);
|
||||
if (foundEdge > 0) {
|
||||
float edgeDistance = length( (nearestEdgeUV - uv) * _ScreenParams.xy);
|
||||
if (edgeDistance < 2.0) {
|
||||
return float4(saturate(1.0 - color.rgb), 1.0);
|
||||
}
|
||||
}
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
if (_DebugMode == EF_DEBUG_NORMALS) {
|
||||
float3 normalA = GetNormal(oidA);
|
||||
return float4(normalA * 0.5 + 0.5, 1.0);
|
||||
}
|
||||
|
||||
if (_DebugMode == EF_DEBUG_BLENDING) {
|
||||
float2 uvNeighbour;
|
||||
float foundEdge = FindEdgeNeighbour(uv, uvNeighbour);
|
||||
float blendAmount = foundEdge * foundEdge;
|
||||
blendAmount *= (0.5 * GLOBAL_INTENSITY);
|
||||
color.rgb = blendAmount;
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
if (_DebugMode == EF_DEBUG_SPECIAL_GROUP) {
|
||||
bool isSpecial = UnpackIdFromPacked(oidA.r) == 32;
|
||||
return isSpecial ? float4(1, 0.6, 0.1, 1) : baseColor;
|
||||
}
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
#endif // EDGE_FUSION_DEBUG_PASS_INCLUDED
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 931c347579516b14f93842c44318e58b
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,24 @@
|
||||
Shader "Hidden/Kronnect/EdgeFusion/EdgeFusionFill"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
ZTest Always
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "EdgeFusion Fill Object ID"
|
||||
HLSLPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex EFVertFullscreen
|
||||
#pragma fragment FragFillObjectID
|
||||
#pragma multi_compile_local_fragment _ EDGE_FUSION_SPECIAL_GROUP
|
||||
#pragma multi_compile_local_fragment _ EDGE_FUSION_INTRA_OBJECT EDGE_FUSION_CONCAVE_ONLY
|
||||
#pragma multi_compile_local_fragment _ EDGE_FUSION_DEBUG_BLEND_NORMALS
|
||||
#include "EdgeFusionCommon.hlsl"
|
||||
#include "EdgeFusionFillPass.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab67280516f03c148bb44fbf806aacb1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,65 @@
|
||||
#ifndef EDGE_FUSION_FILL_PASS_INCLUDED
|
||||
#define EDGE_FUSION_FILL_PASS_INCLUDED
|
||||
|
||||
#include "EdgeFusionCommon.hlsl"
|
||||
|
||||
// Reserved object ID for special group (ID 32)
|
||||
#define CUSTOM_OBJECT_ID 32.0
|
||||
|
||||
// Terrain object ID passed from script (31.0 when blendWithWorld is true, 0.0 otherwise)
|
||||
float _TerrainObjectId;
|
||||
|
||||
float4 FragFillObjectID(EFVaryings i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
float2 uv = UnityStereoTransformScreenSpaceTex(i.texcoord);
|
||||
|
||||
float4 objectData = SampleObjectData(uv);
|
||||
|
||||
// Negative depth marks excluded pixels
|
||||
if (objectData.y < 0) {
|
||||
return float4(0,0,0,0);
|
||||
}
|
||||
|
||||
// If pixel already has an object ID, keep it unchanged
|
||||
if (abs(objectData.r) > 1e-6) {
|
||||
return objectData;
|
||||
}
|
||||
|
||||
// This pixel is empty (terrain/excluded geometry)
|
||||
float rawDepth = SampleSceneDepth(uv);
|
||||
float linearDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
|
||||
|
||||
// Only fill if within blend distance
|
||||
if (linearDepth >= MAX_BLEND_DISTANCE) {
|
||||
return objectData; // Keep empty
|
||||
}
|
||||
|
||||
float3 nVS;
|
||||
#if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY || EDGE_FUSION_DEBUG_BLEND_NORMALS
|
||||
float3 worldPos = GetWorldPos(uv, rawDepth);
|
||||
float3 nWS = ReconstructNormalWS(worldPos);
|
||||
nVS = mul((float3x3)UNITY_MATRIX_V, nWS);
|
||||
nVS = normalize(nVS);
|
||||
#else
|
||||
nVS = float3(0, 0, 1);
|
||||
#endif
|
||||
|
||||
#if EDGE_FUSION_SPECIAL_GROUP
|
||||
float3 marker = SAMPLE_TEXTURE2D_X_LOD(_CustomGroupTexture, sampler_PointClamp, uv, 0).rgb;
|
||||
bool isCustom = any(marker > 0.0001);
|
||||
float objectId = isCustom ? CUSTOM_OBJECT_ID : _TerrainObjectId;
|
||||
#else
|
||||
float objectId = _TerrainObjectId;
|
||||
#endif
|
||||
|
||||
// If objectId is 0, return empty (no blending for terrain when blendWithWorld is false)
|
||||
if (objectId < 0.5) {
|
||||
return objectData;
|
||||
}
|
||||
|
||||
float packedR = PackObjectIdRadius(objectId, _DefaultRadiusWorld / _RadiusScale);
|
||||
return float4(packedR, rawDepth, nVS.xy);
|
||||
}
|
||||
|
||||
#endif // EDGE_FUSION_FILL_PASS_INCLUDED
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c4a984358a7f7a544832e9bbf7dacde9
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+194
@@ -0,0 +1,194 @@
|
||||
Shader "Kronnect/EdgeFusion/ObjectID"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
|
||||
_EdgeFusionRadius("Edge Fusion Radius", Float) = 0
|
||||
_CustomObjectId("Custom Object ID", Float) = 0
|
||||
_DisallowIntraFusion("Disallow Intra Fusion", Float) = 0
|
||||
[HideInInspector] _ZWrite("ZWrite", Int) = 0
|
||||
[HideInInspector] _ZTest("ZTest", Int) = 3 // Equal = Make it work with cutout materials
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "Edge Fusion Object ID"
|
||||
ZWrite [_ZWrite]
|
||||
ZTest [_ZTest]
|
||||
Cull [_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#if UNITY_PLATFORM_ANDROID || (UNITY_PLATFORM_WEBGL && !SHADER_API_WEBGPU) || UNITY_PLATFORM_UWP
|
||||
#pragma target 3.5
|
||||
#else
|
||||
#pragma target 4.5
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_instancing
|
||||
#pragma instancing_options nolightprobe nolightmap
|
||||
#pragma multi_compile_local_fragment _ EDGE_FUSION_MSAA_ON
|
||||
#pragma multi_compile_local_fragment _ EDGE_FUSION_INTRA_OBJECT EDGE_FUSION_CONCAVE_ONLY
|
||||
#pragma multi_compile_local_fragment _ EDGE_FUSION_DEBUG_BLEND_NORMALS
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityDOTSInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
|
||||
#include "EdgeFusionCommon.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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||||
#endif
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struct ObjIDAttributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct ObjIDVaryings
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{
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float4 positionCS : SV_POSITION;
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nointerpolation float objectID : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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float viewDepth : TEXCOORD2;
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float3 worldPos : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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float _MaxBlendDistance;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
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float _EdgeFusionRadius;
|
||||
float _CustomObjectId;
|
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float _DisallowIntraFusion;
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CBUFFER_END
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#ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(ObjectIDMetadata)
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UNITY_DOTS_INSTANCED_PROP(float, _EdgeFusionRadius)
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UNITY_DOTS_INSTANCED_PROP(float, _CustomObjectId)
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UNITY_DOTS_INSTANCED_PROP(float, _DisallowIntraFusion)
|
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UNITY_DOTS_INSTANCING_END(ObjectIDMetadata)
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#define _EdgeFusionRadius UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float, _EdgeFusionRadius)
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#define _CustomObjectId UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float, _CustomObjectId)
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#define _DisallowIntraFusion UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float, _DisallowIntraFusion)
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#endif
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float GetIdFromObject() {
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float4x4 m = UNITY_MATRIX_M;
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float3 r0 = m[0].xyz;
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float3 r1 = m[1].xyz;
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float3 r2 = m[2].xyz;
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float3 pos = float3(m[0][3], m[1][3], m[2][3]);
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float objectID = dot(r0, float3(73.0, 157.0, 131.0))
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+ dot(r1, float3(269.0, 97.0, 211.0))
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||||
+ dot(r2, float3(337.0, 41.0, 173.0))
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+ dot(pos, float3(521.0, 313.0, 463.0));
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return objectID;
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}
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ObjIDVaryings vert(ObjIDAttributes input)
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{
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ObjIDVaryings output;
|
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UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float4 positionOS = input.positionOS;
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float3 normalOS = input.normalOS;
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float3 positionWS = TransformObjectToWorld(positionOS.xyz);
|
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float3 positionVS = TransformWorldToView(positionWS);
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output.viewDepth = -positionVS.z;
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output.positionCS = TransformObjectToHClip(positionOS.xyz);
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output.screenPos = ComputeScreenPos(output.positionCS);
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float objectId = _CustomObjectId;
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if (objectId < 0.5) {
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objectId = GetIdFromObject();
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#if UNITY_ANY_INSTANCING_ENABLED
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objectId += unity_InstanceID;
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#endif
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objectId = fmod(abs(objectId), 4096.0);
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}
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output.objectID = floor(objectId);
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output.worldPos = positionWS;
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return output;
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}
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float4 frag(ObjIDVaryings input) : SV_Target0
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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if (input.viewDepth > _MaxBlendDistance) return float4(0, 0, 0, 0);
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#if defined(LOD_FADE_CROSSFADE)
|
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LODFadeCrossFade(input.positionCS);
|
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#endif
|
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float objectId = input.objectID;
|
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float radius = _EdgeFusionRadius;
|
||||
|
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if (radius <= 0) {
|
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radius = _DefaultRadiusWorld;
|
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} else if (radius > 0.9 * _RadiusScale) {
|
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return float4(0, -1, 0, 0);
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}
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float2 uv = input.screenPos.xy / input.screenPos.w;
|
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float sceneDepth = SampleSceneDepth(uv);
|
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|
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float rawDepth;
|
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#if EDGE_FUSION_MSAA_ON
|
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rawDepth = input.positionCS.z;
|
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#if UNITY_REVERSED_Z
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if (rawDepth < sceneDepth) return float4(0, 0, 0, 0);
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#else
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if (rawDepth > sceneDepth) return float4(0, 0, 0, 0);
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#endif
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#else
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rawDepth = sceneDepth;
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#endif
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float linearDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
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float uvRadius = ConvertWorldRadiusToUV(radius, linearDepth);
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float screenRadiusPx = uvRadius * _ScreenParams.y;
|
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if (screenRadiusPx < 2.0) {
|
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return float4(0, -1, 0, 0);
|
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}
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|
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float packedR = PackObjectIdRadius(objectId, radius / _RadiusScale);
|
||||
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float3 nVS;
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#if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY || EDGE_FUSION_DEBUG_BLEND_NORMALS
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float3 nWS = ReconstructNormalWS(input.worldPos);
|
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nVS = mul((float3x3)UNITY_MATRIX_V, nWS);
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nVS = normalize(nVS);
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if (_DisallowIntraFusion > 0.5) {
|
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nVS.x = 999.0;
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}
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||||
#else
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nVS = float3(0, 0, 1);
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#endif
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return float4(packedR, rawDepth, nVS.xy);
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}
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ENDHLSL
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}
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}
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}
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Reference in New Issue
Block a user