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179 lines
6.3 KiB
Plaintext
179 lines
6.3 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessCommon.usf: PostProcessing shared functions and structures.
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=============================================================================*/
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#ifndef __POST_PROCESS_COMMON__
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#define __POST_PROCESS_COMMON__
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/// e.g.
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// PostprocessInput0.SampleLevel(PostprocessInput0Sampler, float2 UV, 0)
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// Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, float2 UV)
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// PostprocessInput0.Load(Texel.xyz)
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// PostprocessInput0.GetDimensions(uint, out uint width, out uint height, out uint levels)
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// PostprocessInput0.GetDimensions(uint, out float width, out float height, out float levels)
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// PostprocessInput0.GetDimensions(out uint width, out uint height)
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// PostprocessInput0.GetDimensions(out float width, out float height)
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Texture2D PostprocessInput0;
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SamplerState PostprocessInput0Sampler;
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Texture2D PostprocessInput1;
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SamplerState PostprocessInput1Sampler;
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Texture2D PostprocessInput2;
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SamplerState PostprocessInput2Sampler;
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Texture2D PostprocessInput3;
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SamplerState PostprocessInput3Sampler;
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Texture2D PostprocessInput4;
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SamplerState PostprocessInput4Sampler;
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Texture2D PostprocessInput5;
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SamplerState PostprocessInput5Sampler;
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Texture2D PostprocessInput6;
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SamplerState PostprocessInput6Sampler;
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// width, height, 1/width, 1/height
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float4 PostprocessInput0Size;
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float4 PostprocessInput1Size;
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float4 PostprocessInput2Size;
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float4 PostprocessInput3Size;
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float4 PostprocessInput4Size;
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float4 PostprocessInput5Size;
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float4 PostprocessInput6Size;
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// xy = min valid UV in PostprocessInput%d, zw = max valid UV.
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float4 PostprocessInput0MinMax;
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float4 PostprocessInput1MinMax;
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float4 PostprocessInput2MinMax;
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float4 PostprocessInput3MinMax;
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float4 PostprocessInput4MinMax;
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float4 PostprocessInput5MinMax;
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float4 PostprocessInput6MinMax;
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// viewport width, height, 1/width, 1/height (scaled to the current rendertarget resolution), depends on SetViewportAndCallRHI() call
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float4 ViewportSize;
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// in pixels (scaled to the current rendertarget resolution), float4(minx,miny,maxx,maxy), depends on SetViewportAndCallRHI() call
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float4 ViewportRect;
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SamplerState BilinearTextureSampler0;
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SamplerState BilinearTextureSampler1;
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// transforms ScreenPos to the screen pixel position, not the viewport local position (*xy +wz)
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// (0,0) left top, (width-1,height-1) at right bottom, in pixels (without offset to reach the pixel center)
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// use ComputePixelPosCenter(UVAndScreenPos.zw, bPixelCenter) instead of directly accessing this
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float4 ScreenPosToPixel;
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// uses ScreenPosToPixel which is setup in FPostProcessPassParameters
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// for integer output bPixelCenter should be set to true (to avoid rounding errors)
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// @param ScreenPos -1 .. 1, usually from UVAndScreenPos.zw
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// @param bCenter false: left top of the pixel and almost no fractional value, true: added 0.5 to be pixel center
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float2 ComputePixelPosCenter(float2 ScreenPos, bool bPixelCenter)
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{
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float2 PixelOffset = bPixelCenter ? 0.5f : 0.0f;
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return ScreenPos * ScreenPosToPixel.xy + ScreenPosToPixel.zw + PixelOffset;
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}
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// shape of the lens for vignette like effects and masking
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// @param ScreenPos -1 .. 1
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// @return 0..1 0:borders, 1:center
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float DiscMask(float2 ScreenPos)
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{
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float x = saturate(1.0f - dot(ScreenPos, ScreenPos));
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return x * x;
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}
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// black on the borders
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// @param ScreenPos -1 .. 1
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// @return 0..1 0:borders, 1:center
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float RectMask(float2 ScreenPos)
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{
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float2 UV = saturate(ScreenPos * 0.5 + 0.5f);
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float2 Mask2 = UV * (1 - UV);
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return Mask2.x * Mask2.y * 8.0f;
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}
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// for rectangles with border
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// @return >=0, 0 if inside
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float ComputeDistanceToRect(int2 Pos, int2 LeftTop, int2 Extent, bool bRoundBorders = true)
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{
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int2 RightBottom = LeftTop + Extent - 1;
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// use int for more precision
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int2 Rel = max(int2(0, 0), Pos - RightBottom) + max(int2(0, 0), LeftTop - Pos);
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if(bRoundBorders)
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{
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// euclidian distance (round corners)
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return length((float2)Rel);
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}
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else
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{
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// manhatten distance (90 degree corners)
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return max(Rel.x, Rel.y);
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}
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}
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float4 MappingPolynomial; // RGB = a, b, c where y = a * x*x + b * x + c
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// @param InLDRColor needs to be LDR (0..1) and in linear space
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half3 ColorCorrection(half3 InLDRColor)
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{
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// final color correction to adjust for hardware differences, to make quick adjustements before a demo or simply a user setting
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return MappingPolynomial.x * (InLDRColor * InLDRColor) + MappingPolynomial.y * InLDRColor + MappingPolynomial.z;
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}
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// Generate a mask to darken the screen borders.
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// (Camera artifact and artistic effect)
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// @param ScreenSpacePos -1..1
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float ComputeVignetteMask(float2 ScreenSpacePos, float Intensity)
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{
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// Natural vignetting
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// cosine-fourth law
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ScreenSpacePos *= Intensity;
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float Tan2Angle = dot( ScreenSpacePos, ScreenSpacePos );
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float Cos4Angle = Square( rcp( Tan2Angle + 1 ) );
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return Cos4Angle;
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}
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// Scale {-1 to 1} space to vignette circle space.
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// Vignette space is scaled such that regardless of viewport aspect ratio,
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// corners are at the same brightness on a circle.
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float2 VignetteSpace(float2 Pos)
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{
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float Scale = sqrt(2.0) / sqrt(1.0 + (ViewportSize.y * ViewportSize.z) * (ViewportSize.y * ViewportSize.z));
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return Pos * float2(1.0, ViewportSize.y * ViewportSize.z) * Scale;
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}
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// gets 4 nearby SceneDepth values for one UV value, useful for depth downsample, uses Gather() if possible
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float4 GatherSceneDepth(float2 UV, float2 InvBufferSize)
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{
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
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// using Gather: xyzw in counter clockwise order starting with the sample to the lower left of the queried location
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float4 DeviceZ = SceneDepthTextureNonMS.Gather(BilinearTextureSampler0, UV);
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return float4(
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ConvertFromDeviceZ(DeviceZ.x),
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ConvertFromDeviceZ(DeviceZ.y),
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ConvertFromDeviceZ(DeviceZ.z),
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ConvertFromDeviceZ(DeviceZ.w)
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);
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#elif FEATURE_LEVEL == FEATURE_LEVEL_SM4
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float2 TexelScale = 0.5f * InvBufferSize;
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// @todo Optimize
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// Manually sample neighbouring texels in counter clockwise order starting with the sample to the lower left of the queried location.
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return float4(
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CalcSceneDepth(UV + (float2(-1, 1) * TexelScale)),
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CalcSceneDepth(UV + (float2( 1, 1) * TexelScale)),
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CalcSceneDepth(UV + (float2( 1,-1) * TexelScale)),
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CalcSceneDepth(UV + (float2(-1,-1) * TexelScale))
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);
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#else
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return (float4)CalcSceneDepth(UV);
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#endif // FEATURE_LEVEL
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}
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#endif // __POST_PROCESS_COMMON__
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