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https://github.com/izzy2lost/UnrealEngineUWP.git
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73 lines
2.2 KiB
Plaintext
73 lines
2.2 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessDownsample.usf: PostProcessing down sample.
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=============================================================================*/
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#include "Common.usf"
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#include "PostProcessCommon.usf"
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// vertex shader entry point
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void MainDownsampleVS(
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in float4 InPosition : ATTRIBUTE0,
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in float2 UV : ATTRIBUTE1,
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out float2 OutUV : TEXCOORD0,
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out float4 OutPosition : SV_POSITION
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)
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{
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DrawRectangle(InPosition, UV, OutPosition, OutUV);
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}
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// pixel shader entry point
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void MainPS(float2 InUV : TEXCOORD0, out float4 OutColor : SV_Target0)
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{
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float2 Offset = PostprocessInput0Size.zw;
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#if METHOD == 0
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// low quality 1 sample
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OutColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, InUV);
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#elif METHOD == 1
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// high quality 4 samples
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float2 UV[4];
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// blur during downsample (4x4 kernel) to get better quality especially for HDR content, can be made an option of this shader
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UV[0] = InUV + Offset * float2(-1, -1);
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UV[1] = InUV + Offset * float2( 1, -1);
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UV[2] = InUV + Offset * float2(-1, 1);
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UV[3] = InUV + Offset * float2( 1, 1);
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float4 Sample[4];
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for(uint i = 0; i < 4; ++i)
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{
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Sample[i] = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV[i]);
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}
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OutColor = (Sample[0] + Sample[1] + Sample[2] + Sample[3]) * 0.25f;
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// fixed rarely occuring yellow color tine of the whole viewport (certain view port size, need to investigate more)
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OutColor.rgb = max(float3(0,0,0), OutColor.rgb);
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#else
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// high quality 4 samples with blurring
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// Depth in Alpha
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float2 UV[4];
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// no filtering (2x2 kernel) to get no leaking in Depth of Field
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UV[0] = InUV + Offset * float2(-0.5f, -0.5f);
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UV[1] = InUV + Offset * float2( 0.5f, -0.5f);
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UV[2] = InUV + Offset * float2(-0.5f, 0.5f);
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UV[3] = InUV + Offset * float2( 0.5f, 0.5f);
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float3 Sample[4];
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for(uint i = 0; i < 4; ++i)
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{
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Sample[i] = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV[i]).rgb;
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}
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// todo: this still leaks as we need to mask in focus pixels
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OutColor = float4((Sample[0] + Sample[1] + Sample[2] + Sample[3]) * 0.25f, CalcSceneDepth(UV[0]));
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#endif
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}
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