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UnrealEngineUWP/Engine/Shaders/PostProcessDownsample.usf
Martin Mittring 7b0621b84e Merging
//depot/UE4-Orion/Engine/Shaders/...

to //depot/UE4-Orion/Engine/Shaders/...

[CL 2691152 by Martin Mittring in Main branch]
2015-09-14 19:37:33 -04:00

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDownsample.usf: PostProcessing down sample.
=============================================================================*/
#include "Common.usf"
#include "PostProcessCommon.usf"
// vertex shader entry point
void MainDownsampleVS(
in float4 InPosition : ATTRIBUTE0,
in float2 UV : ATTRIBUTE1,
out float2 OutUV : TEXCOORD0,
out float4 OutPosition : SV_POSITION
)
{
DrawRectangle(InPosition, UV, OutPosition, OutUV);
}
// xy: UV offset, zw:unused
float4 DownsampleParams;
// pixel shader entry point
void MainPS(noperspective float2 InUV : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 Offset = DownsampleParams.xy;
#if METHOD == 0
// Output: low quality, 1 filtered sample
OutColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, InUV);
#elif METHOD == 1
// Output: float4(RGBA), 4 filtered samples
float2 UV[4];
// blur during downsample (4x4 kernel) to get better quality especially for HDR content, can be made an option of this shader
UV[0] = InUV + Offset * float2(-1, -1);
UV[1] = InUV + Offset * float2( 1, -1);
UV[2] = InUV + Offset * float2(-1, 1);
UV[3] = InUV + Offset * float2( 1, 1);
float4 Sample[4];
UNROLL for(uint i = 0; i < 4; ++i)
{
Sample[i] = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV[i]);
}
OutColor = (Sample[0] + Sample[1] + Sample[2] + Sample[3]) * 0.25f;
// fixed rarely occuring yellow color tint of the whole viewport (certain view port size, need to investigate more)
OutColor.rgb = max(float3(0,0,0), OutColor.rgb);
#else
// Output: float4(RGB,depth), 4 unfiltered samples (no leaking)
float2 UV[4];
// no filtering (2x2 kernel) to get no leaking in Depth of Field
UV[0] = InUV + Offset * float2(-1, -1);
UV[1] = InUV + Offset * float2( 1, -1);
UV[2] = InUV + Offset * float2(-1, 1);
UV[3] = InUV + Offset * float2( 1, 1);
float3 Sample[4];
UNROLL for(uint i = 0; i < 4; ++i)
{
Sample[i] = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV[i]).rgb;
}
// todo: this still leaks as we need to mask in focus pixels
OutColor = float4((Sample[0] + Sample[1] + Sample[2] + Sample[3]) * 0.25f, CalcSceneDepth(UV[0]));
#endif
}