@@ -36,7 +36,6 @@
|
||||
|
||||
META_CB_BEGIN(0, Data)
|
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|
||||
// Bloom parameters
|
||||
float BloomIntensity;
|
||||
float BloomClamp;
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float BloomThreshold;
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||||
@@ -47,7 +46,6 @@ float BloomHighMix;
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float BloomMipCount;
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float BloomLayer;
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float3 VignetteColor;
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float VignetteShapeFactor;
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@@ -260,7 +258,6 @@ float2 coordRot(in float2 tc, in float angle)
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}
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||||
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||||
// Uses a lower exposure to produce a value suitable for a bloom pass
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||||
META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
|
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{
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||||
@@ -278,10 +275,11 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
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// Apply Karis average to prevent bright pixels from dominating
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float centerLuma = max(dot(center, float3(0.2126, 0.7152, 0.0722)), 0.0001);
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center = center / (1.0 + centerLuma);
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float centerWeight = 4.0;
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color += center * centerWeight;
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totalWeight += centerWeight;
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// Inner ring - fixed offset at 1.0 texel distance
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UNROLL
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for (int i = 0; i < 4; i++)
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@@ -293,11 +291,12 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
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// Apply Karis average
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float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
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sample = sample / (1.0 + sampleLuma);
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float weight = 2.0;
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color += sample * weight;
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totalWeight += weight;
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}
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// Outer ring - fixed offset at 1.4142 texel distance (diagonal)
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UNROLL
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for (int j = 0; j < 8; j++)
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@@ -305,11 +304,11 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
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float angle = j * (PI / 4.0);
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float2 offset = float2(cos(angle), sin(angle)) * texelSize * 1.4142;
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float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
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// Apply Karis average
|
||||
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
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sample = sample / (1.0 + sampleLuma);
|
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|
||||
|
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float weight = 1.0;
|
||||
color += sample * weight;
|
||||
totalWeight += weight;
|
||||
@@ -320,24 +319,28 @@ float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
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float finalLuma = max(dot(color, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
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color = color * (1.0 + finalLuma);
|
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|
||||
// Apply threshold with quadratic rolloff for smoother transition
|
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// Apply threshold with quadratic rolloff for smoother transition
|
||||
float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
|
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float threshold = max(BloomThreshold, 0.2);
|
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float knee = threshold * BloomThresholdKnee;
|
||||
float soft_max = threshold + knee;
|
||||
float softMax = threshold + knee;
|
||||
|
||||
float contribution = 0;
|
||||
if (luminance > threshold) {
|
||||
if (luminance < soft_max) {
|
||||
if (luminance > threshold)
|
||||
{
|
||||
if (luminance < softMax)
|
||||
{
|
||||
// Quadratic softening between threshold and (threshold + knee)
|
||||
float x = (luminance - threshold) / knee;
|
||||
contribution = x * x * 0.5;
|
||||
} else {
|
||||
// Full contribution above soft_max
|
||||
}
|
||||
else
|
||||
{
|
||||
// Full contribution above softMax
|
||||
contribution = luminance - threshold;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float testc = BloomClamp;
|
||||
float3 clamped = (color * contribution);
|
||||
clamped.r = min(clamped.r, testc);
|
||||
@@ -360,7 +363,8 @@ float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
|
||||
float totalWeight = 0;
|
||||
|
||||
// Sample offsets (fixed)
|
||||
const float2 offsets[9] = {
|
||||
const float2 offsets[9] =
|
||||
{
|
||||
float2( 0, 0), // Center
|
||||
float2(-1, -1), // Corners
|
||||
float2( 1, -1),
|
||||
@@ -373,7 +377,8 @@ float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
|
||||
};
|
||||
|
||||
// Sample weights (fixed)
|
||||
const float weights[9] = {
|
||||
const float weights[9] =
|
||||
{
|
||||
4.0, // Center
|
||||
1.0, // Corners
|
||||
1.0,
|
||||
@@ -401,11 +406,10 @@ META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float anisotropy = 1.0;
|
||||
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
|
||||
|
||||
// Maintain fixed scale through mip chain
|
||||
float baseOffset = 1.0;
|
||||
float offsetScale = (1.0) * baseOffset;
|
||||
@@ -436,7 +440,8 @@ float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
|
||||
}
|
||||
|
||||
// Corners - fixed distance samples
|
||||
float2 cornerOffsets[4] = {
|
||||
float2 cornerOffsets[4] =
|
||||
{
|
||||
float2(offsetScale * anisotropy, offsetScale),
|
||||
float2(-offsetScale * anisotropy, offsetScale),
|
||||
float2(offsetScale * anisotropy, -offsetScale),
|
||||
@@ -451,12 +456,12 @@ float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
|
||||
color += sample.rgb * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
|
||||
color /= totalWeight;
|
||||
|
||||
|
||||
uint width1, height1;
|
||||
Input1.GetDimensions(width1, height1);
|
||||
|
||||
|
||||
// Calculate mip fade factor (0 = smallest mip, 1 = largest mip)
|
||||
float mipFade = BloomLayer / (BloomMipCount - 1);
|
||||
|
||||
@@ -476,24 +481,20 @@ float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
|
||||
float3 previousMip = Input1.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
color += previousMip;
|
||||
}
|
||||
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Horizontal gaussian blur
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_GaussainBlurH(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float4 color = 0;
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < GB_KERNEL_SIZE; i++)
|
||||
{
|
||||
color += Input0.Sample(SamplerLinearClamp, input.TexCoord + float2(GaussianBlurCache[i].y, 0.0)) * GaussianBlurCache[i].x;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
@@ -502,18 +503,14 @@ META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_GaussainBlurV(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float4 color = 0;
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < GB_KERNEL_SIZE; i++)
|
||||
{
|
||||
color += Input0.Sample(SamplerLinearClamp, input.TexCoord + float2(0.0, GaussianBlurCache[i].y)) * GaussianBlurCache[i].x;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Generate 'ghosts' for lens flare
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
|
||||
@@ -553,8 +550,7 @@ float4 PS_Ghosts(Quad_VS2PS input) : SV_Target
|
||||
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.r).r,
|
||||
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.g).g,
|
||||
Input3.Sample(SamplerLinearClamp, offset + ghostVecnNorm * distortion.b).b);
|
||||
color = clamp((color * 1.0f) + LensBias, 0, 10) * (LensScale * weight);
|
||||
|
||||
color = clamp(color + LensBias, 0, 10) * (LensScale * weight);
|
||||
|
||||
// Accumulate color
|
||||
result += color;
|
||||
@@ -610,8 +606,6 @@ float nrand(float2 n)
|
||||
return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Applies exposure, color grading and tone mapping to the input.
|
||||
// Combines it with the results of the bloom pass and other postFx.
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
@@ -658,8 +652,7 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
|
||||
color = Input0.Sample(SamplerLinearClamp, uv);
|
||||
}
|
||||
|
||||
|
||||
// Lens Flaresf
|
||||
// Lens Flares
|
||||
BRANCH
|
||||
if (LensFlareIntensity > 0)
|
||||
{
|
||||
@@ -677,21 +670,17 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
|
||||
lensLight += lensFlares * 1.5f;
|
||||
color.rgb += lensFlares;
|
||||
}
|
||||
|
||||
|
||||
// In PS_Composite:
|
||||
BRANCH
|
||||
if (BloomIntensity > 0)
|
||||
{
|
||||
// Sample the final bloom result
|
||||
float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
bloom = bloom * BloomIntensity;
|
||||
|
||||
|
||||
|
||||
lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
|
||||
color.rgb += bloom;
|
||||
}
|
||||
// Bloom
|
||||
BRANCH
|
||||
if (BloomIntensity > 0)
|
||||
{
|
||||
// Sample the final bloom result
|
||||
float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
bloom = bloom * BloomIntensity;
|
||||
lensLight += max(0, bloom * 3.0f + (-1.0f * 3.0f));
|
||||
color.rgb += bloom;
|
||||
}
|
||||
|
||||
// Lens Dirt
|
||||
float3 lensDirt = LensDirt.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
|
||||
|
||||
Reference in New Issue
Block a user