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UnrealEngineUWP/Engine/Shaders/Private/PostProcessVisualizeDOF.usf
Marc Audy 360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00

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1.2 KiB
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Common.ush"
#include "ScreenPass.ush"
#include "DepthOfFieldCommon.ush"
Texture2D ColorTexture;
SamplerState ColorSampler;
Texture2D DepthTexture;
SamplerState DepthSampler;
float4 NearColor;
float4 FarColor;
// render in fullres to visualize the half res DOF input from the setup pass
void VisualizeDOFPS(
in noperspective float4 UVAndScreenPos : TEXCOORD0,
float4 SvPosition : SV_POSITION,
out float4 OutColor : SV_Target0)
{
OutColor = 0;
float2 UV = UVAndScreenPos.xy;
int2 PixelPos = (int2)SvPosition.xy;
float2 ViewLocalUV = float2(UVAndScreenPos.z * 0.5f + 0.5f, 0.5f - 0.5f * UVAndScreenPos.w);
float SceneDeviceZ = DepthTexture.SampleLevel(DepthSampler, UV, 0).r;
float SceneDepth = ConvertFromDeviceZ(SceneDeviceZ);
// 0..1
half Near = CalcUnfocusedPercentCustomBound(SceneDepth, 1, 0);
// 0..1
half Far = CalcUnfocusedPercentCustomBound(SceneDepth, 0, 1);
OutColor.rgb = lerp(OutColor.rgb, NearColor.rgb, Near);
OutColor.rgb = lerp(OutColor.rgb, FarColor.rgb, Far);
half3 SceneColor = Texture2DSample(ColorTexture, ColorSampler, UV).rgb;
// blend in a bit of the scene color to make navigation easier
OutColor.rgb = lerp(saturate(OutColor.rgb), Luminance(SceneColor), 0.1f);
}