Files
UnrealEngineUWP/Engine/Shaders/Private/PostProcessBloom.usf
guillaume abadie a9e22a7c01 Removes FBloomSetupVS
#rb none
#preflight 61af8f5142028fda8e483da3

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18396225 in //UE5/Release-5.0/... via CL 18396242
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18396256 by guillaume abadie in ue5-release-engine-test branch]
2021-12-07 12:33:06 -05:00

88 lines
2.3 KiB
Plaintext

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessBloom.usf: PostProcessing bloom
=============================================================================*/
#define EYE_ADAPTATION_LOOSE_PARAMETERS 1
#include "Common.ush"
#include "PostProcessCommon.ush"
#include "EyeAdaptationCommon.ush"
#include "ScreenPass.ush"
SCREEN_PASS_TEXTURE_VIEWPORT(Input)
Texture2D InputTexture;
SamplerState InputSampler;
float BloomThreshold;
void BloomSetupVS(
float4 InPosition : ATTRIBUTE0,
float2 InTexCoord : ATTRIBUTE1,
out noperspective float4 OutUVAndScreenPos : TEXCOORD0,
out nointerpolation float OutExposureScale : TEXCOORD1,
out float4 OutPosition : SV_POSITION)
{
DrawRectangle(InPosition, InTexCoord, OutPosition, OutUVAndScreenPos);
OutExposureScale = EyeAdaptationLookup();
}
float4 BloomSetupCommon(float2 UV, float ExposureScale)
{
float4 SceneColor = Texture2DSample(InputTexture, InputSampler, UV) * View.OneOverPreExposure;
// clamp to avoid artifacts from exceeding fp16 through framebuffer blending of multiple very bright lights
SceneColor.rgb = min(float3(256 * 256, 256 * 256, 256 * 256), SceneColor.rgb);
half3 LinearColor = SceneColor.rgb;
half TotalLuminance = Luminance(LinearColor) * ExposureScale;
half BloomLuminance = TotalLuminance - BloomThreshold;
half BloomAmount = saturate(BloomLuminance * 0.5f);
return float4(BloomAmount * LinearColor, 0) * View.PreExposure;
}
#if PIXELSHADER
FScreenTransform SvPositionToInputTextureUV;
void BloomSetupPS(
float4 SvPosition : SV_POSITION,
out float4 OutColor : SV_Target0)
{
float2 UV = ApplyScreenTransform(SvPosition.xy, SvPositionToInputTextureUV);
float ExposureScale = EyeAdaptationLookup();
OutColor = BloomSetupCommon(UV, ExposureScale);
}
#elif COMPUTESHADER
RWTexture2D<float4> RWOutputTexture;
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, 1)]
void BloomSetupCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
float2 UV = ((float2)DispatchThreadId + (float2)Input_ViewportMin + 0.5f) * Input_ExtentInverse;
if (IsComputeUVOutOfBounds(UV))
{
return;
}
float ExposureScale = EyeAdaptationLookup();
float4 OutColor = BloomSetupCommon(UV, ExposureScale);
uint2 PixelPos = DispatchThreadId + Input_ViewportMin;
RWOutputTexture[PixelPos] = OutColor;
}
#endif