#ifndef EDGE_FUSION_BLEND_LIB_INCLUDED #define EDGE_FUSION_BLEND_LIB_INCLUDED static const float2 sunflower_points[32] = { float2(-0.08756255f, 0.08021447f), float2(0.01468209f, -0.16729483f), float2(0.12514433f, 0.16322862f), float2(-0.23386945f, -0.04136821f), float2(0.22404494f, -0.14251905f), float2(-0.07551290f, 0.28090421f), float2(-0.14480914f, -0.27882118f), float2(0.31549522f, 0.11521835f), float2(-0.32929810f, 0.13592947f), float2(0.15916285f, -0.34012176f), float2(0.11787271f, 0.37579677f), float2(-0.35591507f, -0.20626006f), float2(0.41817273f, -0.09193410f), float2(-0.25554255f, 0.36348298f), float2(-0.05910422f, -0.45610320f), float2(0.36320827f, 0.30611232f), float2(-0.48920069f, 0.02022998f), float2(0.35711789f, -0.35537999f), float2(-0.02390958f, 0.51706675f), float2(-0.34025894f, -0.40774392f), float2(0.53932101f, 0.07256488f), float2(-0.45720732f, 0.31811294f), float2(0.12499574f, -0.55561858f), float2(0.28923687f, 0.50475690f), float2(-0.56566134f, -0.18046139f), float2(0.54967531f, -0.25396393f), float2(-0.23821633f, 0.56920574f), float2(-0.21267188f, -0.59128201f), float2(0.56606831f, 0.29750964f), float2(-0.62893715f, 0.16578581f), float2(0.35758678f, -0.55612960f), float2(0.11377869f, 0.66204563f) }; inline float2 GetOffset(int index) { return sunflower_points[index]; } float _JitterFrame; #define dot2(x) dot(x, x) float3 HashToColor(float x) { float3 v = frac(sin(float3(x, x * 1.37, x * 2.17)) * 4378.5453); return saturate(v); } float GetLuma(float3 rgb) { //const float3 lum = float3(0.2627, 0.6780, 0.0593); // Rec.2020 (HDR/wide gamut) //const float3 lum = float3(0.2126, 0.7152, 0.0722); // Rec709 (sRGB/HD) const float3 lum = float3(0.299, 0.587, 0.114); // Rec601 (SD/broadcast) return dot(rgb, lum); } float3 ColorLerp(float3 a, float3 b, float t) { #if UNITY_COLORSPACE_GAMMA a = SRGBToLinear(a); b = SRGBToLinear(b); #endif float3 c = lerp(a, b, t); #if UNITY_COLORSPACE_GAMMA c = LinearToSRGB(c); #endif return c; } float FindEdgeNeighbour(float2 uvA, out float2 neighbourUV) { neighbourUV = uvA; float4 oidA = SampleObjectData(uvA); if (abs(oidA.r) < 1e-6) return 0.0; float4 oidEdge = oidA; float2 edgeUV = uvA; float linearDepthA = LinearEyeDepth(oidA.y, _ZBufferParams); float compensatedDefaultRadius = _DefaultRadiusWorld * (1.0 + _DistanceCompensation * linearDepthA); float maxRadiusWorldSqr = compensatedDefaultRadius * compensatedDefaultRadius; float bestDistSqr = maxRadiusWorldSqr; #if EDGE_FUSION_ANTI_FLICKER float sumSoftW = 0.0; float2 accumEdgeUV = float2(0.0, 0.0); float3 accumEdgeWpos = float3(0.0, 0.0, 0.0); #endif float3 wposA = GetWorldPos(uvA, oidA.y); float3 edgeWpos = wposA; #if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY float3 normalA = GetNormal(oidA); bool edgeCanUseSameIds = normalA.x < 100.0; #endif float uvRadiusBase = GetRadiusUV(oidA, linearDepthA); float radiusLimit = MAX_SCREEN_RADIUS; float uvRadiusEff = (radiusLimit * uvRadiusBase) / (uvRadiusBase + radiusLimit + 1e-6); float aspectRatio = _SrcColorTexture_TexelSize.y / _SrcColorTexture_TexelSize.x; float2 uvRadiusSearch = float2(uvRadiusBase, uvRadiusBase * aspectRatio); #if EDGE_FUSION_ENABLE_JITTER float ca, sa; float2 pixel = uvA * _ScreenParams.xy; float jitter = InterleavedGradientNoise(pixel, _JitterFrame); float angle = jitter * 2.0 * 3.1415927; sincos(angle, sa, ca); float2 axisX = float2(ca, sa) * uvRadiusSearch; float2 axisY = float2(-sa, ca) * uvRadiusSearch; #endif float edgeFactor = 0.0; for (int d = 0; d < _SampleCount; d++) { float2 offset; float2 pdir = GetOffset(d); #if EDGE_FUSION_ENABLE_JITTER offset = axisX * pdir.x + axisY * pdir.y; #else offset = pdir * uvRadiusSearch; #endif float2 uvB = uvA + offset; if (uvB.x < 0.0 || uvB.x > 1.0 || uvB.y < 0.0 || uvB.y > 1.0) continue; float4 oidB = SampleObjectData(uvB); if (abs(oidB.r) < 1e-6) continue; // Check if it's a different valid object bool isSameObject = SameObjectIds(oidB, oidA); // If intra-object fusion is enabled, check for edges within the same object #if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY bool sameIds = isSameObject && edgeCanUseSameIds; if (sameIds) { float3 normalB = GetNormal(oidB); float normalDot = dot(normalA, normalB); isSameObject = normalDot >= NORMAL_THRESHOLD; } #endif if (isSameObject) continue; #if EDGE_FUSION_ID_EXCLUSION if (IsExcludedIdPair(oidA, oidB)) continue; #endif // Binary refine between center (uv) and this outer point (uvB) float2 a = uvA, b = uvB; for (int k = 0; k < _BinarySearchSteps; k++) { float2 m = (a + b) * 0.5; float4 oidM = SampleObjectData(m); // Check object ID sameness (inter-object edges) bool sameM = SameObjectIds(oidM, oidA); // For intra-object edges, check normal/depth discontinuities #if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY if (sameIds && sameM) { float3 normalM = GetNormal(oidM); sameM = dot(normalA, normalM) >= NORMAL_THRESHOLD; } #endif if (sameM) { a = m; } else { b = m; oidB = oidM; } } float3 wposB = GetWorldPos(b, oidB.y); float distSqr = dot2(wposB - wposA); if (distSqr >= maxRadiusWorldSqr) continue; #if EDGE_FUSION_ANTI_FLICKER float softW = 1.0 / (distSqr + 1e-10); sumSoftW += softW; accumEdgeUV += b * softW; accumEdgeWpos += wposB * softW; #else if (distSqr >= bestDistSqr) continue; #endif // Winner tracking drives oidEdge and the early-exit count. When anti-flicker is OFF, this is also where edgeUV/edgeWpos are set if (distSqr < bestDistSqr) { bestDistSqr = distSqr; oidEdge = oidB; #if !EDGE_FUSION_ANTI_FLICKER edgeUV = b; edgeWpos = wposB; #endif edgeFactor++; if (edgeFactor >= _EarlyExitHits) break; #if EDGE_FUSION_INTRA_OBJECT || EDGE_FUSION_CONCAVE_ONLY edgeCanUseSameIds = sameIds; #endif } } if (edgeFactor <= 0.0) return 0.0; #if EDGE_FUSION_ANTI_FLICKER // Replace edgeUV/edgeWpos with the weighted average and recompute bestDistSqr from the resolved edgeWpos edgeUV = accumEdgeUV / sumSoftW; edgeWpos = accumEdgeWpos / sumSoftW; bestDistSqr = dot2(edgeWpos - wposA); #endif #if EDGE_FUSION_NOISE float noise = SAMPLE_TEXTURE3D_LOD(_NoiseTex3D, sampler_LinearRepeat, wposA * NOISE_SCALE, 0).r; noise = smoothstep(0.5 - NOISE_CONTRAST, 0.5 + NOISE_CONTRAST, noise); noise *= NOISE_INTENSITY; edgeUV -= (uvA - edgeUV) * noise; #endif // Compute neighbour/mirrored pixel UV float2 deltaUV = edgeUV - uvA; neighbourUV = edgeUV + deltaUV; if (neighbourUV.x < 0.0 || neighbourUV.x > 1.0 || neighbourUV.y < 0.0 || neighbourUV.y > 1.0) return 0.0; float4 neighbourData = SampleObjectData(neighbourUV); // Is still different object? #if !EDGE_FUSION_INTRA_OBJECT && !EDGE_FUSION_CONCAVE_ONLY if (SameObjectIds(neighbourData, oidA)) return 0.0; #endif // Is still the edge object? if (!SameObjectIds(neighbourData, oidEdge)) return 0.0; // Check neighbour distance (real 3D, using the neighbour's own depth). float3 neighbourWpos = GetWorldPos(neighbourUV, neighbourData.y); float neighbourDistSqr = dot2(neighbourWpos - edgeWpos); // Distance falloff float neighbourLinearDepth = LinearEyeDepth(neighbourData.y, _ZBufferParams); float neighbourUvRadiusBase = GetRadiusUV(neighbourData, neighbourLinearDepth); float neighbourUvRadiusEff = (radiusLimit * neighbourUvRadiusBase) / (neighbourUvRadiusBase + radiusLimit + 1e-6); float falloffRadius = min(uvRadiusEff, neighbourUvRadiusEff); float reductionFactorSS = length(deltaUV) / falloffRadius; float reductionFactorWS = sqrt( max(bestDistSqr, neighbourDistSqr)) / compensatedDefaultRadius; edgeFactor = saturate(1.0 - max(reductionFactorSS, reductionFactorWS)); // Concavity test #if EDGE_FUSION_CONCAVE_ONLY if (SameObjectIds(neighbourData, oidA)) { float3 normalNVS = GetNormal(neighbourData); float3 dVS = mul((float3x3)UNITY_MATRIX_V, neighbourWpos - wposA); float3 dnVS = normalNVS - normalA; float s = dot(dVS, dnVS); float nn = dot(dnVS, dnVS); const float epsilon = 0.0004; bool isConcave = (2.0 * s + epsilon * nn) < 0.0; if (!isConcave) return 0.0; } #endif return edgeFactor; } #endif // EDGE_FUSION_BLEND_LIB_INCLUDED