Files
UnrealEngineUWP/Engine/Shaders/Private/PostProcessUpscale.usf
Florin Pascu 025554bed7 Remove MOBILE_PROPAGATE_ALPHA shader define
Temporary remove premultiply alpha
FXAA luminance calculation moved from tonemapper to FXAA when MobilePropagateAlpha enabled
#rb Dmitriy.Dyomin
#jira none
#preflight 610c117c6b1f8c0001720cfb

[CL 17074095 by Florin Pascu in ue5-main branch]
2021-08-05 15:21:44 -04:00

296 lines
11 KiB
Plaintext

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Common.ush"
#include "ScreenPass.ush"
#include "PostProcessCommon.ush"
#include "PaniniProjection.ush"
#include "TextureSampling.ush"
#define UPSCALE_METHOD_NEAREST 0
#define UPSCALE_METHOD_BILINEAR 1
#define UPSCALE_METHOD_DIRECTIONAL 2
#define UPSCALE_METHOD_CATMULL_ROM 3
#define UPSCALE_METHOD_LANCZOS 4
#define UPSCALE_METHOD_GAUSSIAN 5
#define UPSCALE_METHOD_SMOOTHSTEP 6
// only for MainPS
float UpscaleSoftness;
// only for MainVS()
// .x:HalfFOV .y:tan(HalfFov) .z:CylinderDistortion(0=none, 1:full) .w:Correction to scale Y the same as X is scaled in the center
float Panini_D;
float Panini_S;
float Panini_ScreenPosScale;
SCREEN_PASS_TEXTURE_VIEWPORT(Input)
SCREEN_PASS_TEXTURE_VIEWPORT(Output)
Texture2D SceneColorTexture;
SamplerState SceneColorSampler;
// Point-sampled version (used on mobile). Needs to be a separate texture because of OpenGL fused samplers.
Texture2D PointSceneColorTexture;
SamplerState PointSceneColorSampler;
//in a multiview case, PointSceneColorTexture is an array texture
Texture2DArray PointSceneColorTextureArray;
// to avoid compiler errors on the PS
#ifndef TESS_RECT_X
#define TESS_RECT_X 1
#endif
#ifndef TESS_RECT_Y
#define TESS_RECT_Y 1
#endif
// Do a smoothstep(x) = 3 x^2 - 2 x^3
float2 GetSmoothstepUV(float2 LinearUV, float2 TextureSize, float2 TextureInvSize)
{
// Top left cornered pixel coordinate to sample.
float2 PixelCoord = LinearUV * TextureSize - 0.5;
// Index of the top left pixel used in the bilinear interpolation.
float2 TopLeftPixelCoord = floor(PixelCoord);
// Interpolation factors in the 2x2 quad.
float2 PixelInterp = PixelCoord - TopLeftPixelCoord;
// New interpolation factors in the 2x2 quad with smoothstep.
float2 SmoothPixelInterp = PixelInterp * PixelInterp * (3 - 2 * PixelInterp);
// Returns new UV coordinate.
return TextureInvSize * (TopLeftPixelCoord + SmoothPixelInterp + 0.5);
}
float Luma(float3 Color)
{
// Rec 709 function for luma.
return dot(Color, float3(0.2126, 0.7152, 0.0722));
}
float Gaussian(float Scale, float2 Offset)
{
return exp2(Scale * dot(Offset, Offset));
}
// Panini projection in the screen pos
// @param InScreenPos: the position to project in the screen space
// @return the panini projected postion in screen space
float2 PaniniProjectionScreenPos(float2 InScreenPos)
{
const float2 ScreenSpaceToPaniniFactor = GetTanHalfFieldOfView();
const float2 PaniniToScreenSpaceFactor = GetCotanHalfFieldOfView();
const float2 PaniniDirection = InScreenPos * ScreenSpaceToPaniniFactor;
const float2 PaniniPosition = PaniniProjection(PaniniDirection, Panini_D, Panini_S);
// Return the new position back in the screen space frame
return PaniniPosition * PaniniToScreenSpaceFactor * Panini_ScreenPosScale;
}
// vertex shader entry point
void MainVS(
in uint VertexId : SV_VertexID,
out noperspective float4 OutTexCoord : TEXCOORD0,
out float4 OutPosition : SV_POSITION)
{
// amount of Quads in X and Y, from GTesselatedScreenRectangleIndexBuffer
uint2 RectangleTessellation = uint2(TESS_RECT_X, TESS_RECT_Y);
float2 TexCoord = float2((uint)fmod(VertexId, (RectangleTessellation.x + 1)), VertexId / (RectangleTessellation.x + 1)) / float2(RectangleTessellation);
// still in 0..1 range
float4 Position = float4(TexCoord.x, TexCoord.y, 0, 1);
float2 PlanarScreenPos = TexCoord * 2 - 1;
// distort pos
Position.xy = PaniniProjectionScreenPos(PlanarScreenPos) * 0.5f + 0.5f;
DrawRectangle(Position, TexCoord, OutPosition, OutTexCoord.xy);
OutTexCoord.zw = OutPosition.xy;
}
float4 SampleSceneColorRGBA(float2 BufferUV)
{
BufferUV = clamp(BufferUV, Input_UVViewportBilinearMin, Input_UVViewportBilinearMax);
return SceneColorTexture.SampleLevel(SceneColorSampler, BufferUV, 0).rgba;
}
float4 AccumulateAndApplyWeight(in float4 DataRGBA, in float Weight, inout float WeightsSum)
{
WeightsSum += Weight;
return DataRGBA * Weight;
}
void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
{
OutColor = 0;
#if METHOD == UPSCALE_METHOD_NEAREST
// Nearest sampling (not blurry but blocky, more for testing)
#if ES3_1_PROFILE
#if MOBILE_MULTI_VIEW
OutColor = Texture2DArraySample(PointSceneColorTextureArray, PointSceneColorSampler, float3(UVAndScreenPos.xy,0));
#else
OutColor = Texture2DSample(PointSceneColorTexture, PointSceneColorSampler, UVAndScreenPos.xy);
#endif
#else
#if MOBILE_MULTI_VIEW
OutColor = PointSceneColorTextureArray.SampleLevel(PointSceneColorSampler, vec3(UVAndScreenPos.xy,0), 0, int2(0, 0));
#else
OutColor = PointSceneColorTexture.SampleLevel(PointSceneColorSampler, UVAndScreenPos.xy, 0, int2(0, 0));
#endif
#endif
#elif METHOD == UPSCALE_METHOD_BILINEAR
// Bilinear (fast, aliasing)
OutColor = SampleSceneColorRGBA(UVAndScreenPos.xy);
#elif METHOD == UPSCALE_METHOD_DIRECTIONAL
// Directional blur with unsharp mask upsample.
float2 UV = UVAndScreenPos.xy;
float X = 0.5;
float4 ColorNW = SampleSceneColorRGBA(UV + float2(-X, -X) * Input_ExtentInverse);
float4 ColorNE = SampleSceneColorRGBA(UV + float2( X, -X) * Input_ExtentInverse);
float4 ColorSW = SampleSceneColorRGBA(UV + float2(-X, X) * Input_ExtentInverse);
float4 ColorSE = SampleSceneColorRGBA(UV + float2( X, X) * Input_ExtentInverse);
OutColor = (ColorNW * 0.25) + (ColorNE * 0.25) + (ColorSW * 0.25) + (ColorSE * 0.25);
float LumaNW = Luma(ColorNW.rgb);
float LumaNE = Luma(ColorNE.rgb);
float LumaSW = Luma(ColorSW.rgb);
float LumaSE = Luma(ColorSE.rgb);
float2 IsoBrightnessDir;
float DirSWMinusNE = LumaSW - LumaNE;
float DirSEMinusNW = LumaSE - LumaNW;
IsoBrightnessDir.x = DirSWMinusNE + DirSEMinusNW;
IsoBrightnessDir.y = DirSWMinusNE - DirSEMinusNW;
// avoid NaN on zero vectors by adding 2^-24 (float ulp when length==1, and also minimum representable half)
IsoBrightnessDir = IsoBrightnessDir * (0.125 * rsqrt(dot(IsoBrightnessDir, IsoBrightnessDir) + 6e-8));
float4 ColorN = SampleSceneColorRGBA(UV - IsoBrightnessDir * Input_ExtentInverse);
float4 ColorP = SampleSceneColorRGBA(UV + IsoBrightnessDir * Input_ExtentInverse);
float UnsharpMask = 0.25;
OutColor = (ColorN + ColorP) * ((UnsharpMask + 1.0) * 0.5) - (OutColor * UnsharpMask);
#elif METHOD == UPSCALE_METHOD_CATMULL_ROM
// Bicubic Catmull-Rom in five samples
FCatmullRomSamples Samples = GetBicubic2DCatmullRomSamples(UVAndScreenPos.xy, Input_Extent, Input_ExtentInverse);
for (uint i = 0; i < Samples.Count; i++)
{
OutColor += SampleSceneColorRGBA(Samples.UV[i]) * Samples.Weight[i];
}
OutColor *= Samples.FinalMultiplier;
#elif METHOD == UPSCALE_METHOD_LANCZOS
{
// Lanczos 3
float2 UV = UVAndScreenPos.xy * Input_Extent;
float2 tc = floor(UV - 0.5) + 0.5;
float2 f = UV - tc + 2;
// compute at f, f-1, f-2, f-3, f-4, and f-5 using trig angle addition
float2 fpi = f*PI, fpi3 = f * (PI / 3.0);
float2 sinfpi = sin(fpi), sinfpi3 = sin(fpi3), cosfpi3 = cos(fpi3);
const float r3 = sqrt(3.0);
float2 w0 = ( sinfpi * sinfpi3 ) / ( f * f );
float2 w1 = (-sinfpi * ( sinfpi3 - r3*cosfpi3)) / ((f - 1.0)*(f - 1.0));
float2 w2 = ( sinfpi * ( -sinfpi3 - r3*cosfpi3)) / ((f - 2.0)*(f - 2.0));
float2 w3 = (-sinfpi * (-2.0*sinfpi3 )) / ((f - 3.0)*(f - 3.0));
float2 w4 = ( sinfpi * ( -sinfpi3 + r3*cosfpi3)) / ((f - 4.0)*(f - 4.0));
float2 w5 = (-sinfpi * ( sinfpi3 + r3*cosfpi3)) / ((f - 5.0)*(f - 5.0));
// use bilinear texture weights to merge center two samples in each dimension
float2 Weight[5];
Weight[0] = w0;
Weight[1] = w1;
Weight[2] = w2 + w3;
Weight[3] = w4;
Weight[4] = w5;
float2 Sample[5];
Sample[0] = Input_ExtentInverse * (tc - 2);
Sample[1] = Input_ExtentInverse * (tc - 1);
Sample[2] = Input_ExtentInverse * (tc + w3 / Weight[2]);
Sample[3] = Input_ExtentInverse * (tc + 2);
Sample[4] = Input_ExtentInverse * (tc + 3);
OutColor = 0;
float WeightsSum = 0;
// 5x5 footprint with corners dropped to give 13 texture taps
OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[0].x, Sample[2].y)), Weight[0].x * Weight[2].y, WeightsSum);
OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[1].x, Sample[1].y)), Weight[1].x * Weight[1].y, WeightsSum);
OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[1].x, Sample[2].y)), Weight[1].x * Weight[2].y, WeightsSum);
OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[1].x, Sample[3].y)), Weight[1].x * Weight[3].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[0].y)), Weight[2].x * Weight[0].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[1].y)), Weight[2].x * Weight[1].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[2].y)), Weight[2].x * Weight[2].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[3].y)), Weight[2].x * Weight[3].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[4].y)), Weight[2].x * Weight[4].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[3].x, Sample[1].y)), Weight[3].x * Weight[1].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[3].x, Sample[2].y)), Weight[3].x * Weight[2].y, WeightsSum);
OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[3].x, Sample[3].y)), Weight[3].x * Weight[3].y, WeightsSum);
OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[4].x, Sample[2].y)), Weight[4].x * Weight[2].y, WeightsSum);
OutColor /= WeightsSum;
}
#elif METHOD == UPSCALE_METHOD_GAUSSIAN
{
// Gaussian filtered unsharp mask
float2 UV = UVAndScreenPos.xy * Input_Extent;
float2 tc = floor(UV) + 0.5;
// estimate pixel value and derivatives
OutColor = 0;
float4 Laplacian = 0;
float WeightsSum = 0;
UNROLL for (int i = -3; i <= 2; ++i)
{
UNROLL for (int j = -3; j <= 2; ++j)
{
float2 TexelOffset = float2(i, j) + 0.5;
// skip corners: eliminated entirely by UNROLL
if (dot(TexelOffset, TexelOffset) > 9) continue;
float2 Texel = tc + TexelOffset;
float2 Offset = UV - Texel;
float OffsetSq = 2 * dot(Offset, Offset); // texel loop is optimized for variance = 0.5
float Weight = exp(-0.5 * OffsetSq);
float4 Sample = AccumulateAndApplyWeight(SampleSceneColorRGBA(Texel * Input_ExtentInverse), Weight, WeightsSum);
OutColor += Sample;
Laplacian += Sample * (OffsetSq - 2);
}
}
const float InvWeightsSum = 1.0f / WeightsSum;
OutColor *= InvWeightsSum;
Laplacian *= InvWeightsSum;
float UnsharpScale = UpscaleSoftness * (1 - Input_Extent.x * Input_Extent.y * Output_ViewportSizeInverse.x * Output_ViewportSizeInverse.y);
OutColor -= UnsharpScale * Laplacian;
}
#elif METHOD == UPSCALE_METHOD_SMOOTHSTEP
// smooth step.
{
OutColor = SampleSceneColorRGBA(GetSmoothstepUV(UVAndScreenPos.xy, Input_Extent, Input_ExtentInverse));
}
#endif
#if !POST_PROCESS_ALPHA
OutColor.a = 0; // Skip all computations related to alpha
#endif
}