Files
FlaxEngine/Source/Shaders/MotionBlur.shader
2020-12-07 23:40:54 +01:00

431 lines
12 KiB
GLSL

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#define NO_GBUFFER_SAMPLING
#include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl"
META_CB_BEGIN(0, Data)
GBufferData GBuffer;
// Camera Motion Vectors
float4x4 CurrentVP;
float4x4 PreviousVP;
float4 TemporalAAJitter;
// Motion Blur
float2 TileMaxOffs;
float VelocityScale;
int TileMaxLoop;
float MaxBlurRadius;
float RcpMaxBlurRadius;
float2 TexelSize1;
float2 TexelSize2;
float2 TexelSize4;
float2 TexelSizeV;
float2 TexelSizeNM;
float LoopCount;
float Dummy0;
float2 MotionVectorsTexelSize;
// Motion Vectors Debug Parameters
float DebugBlend;
float DebugAmplitude;
int DebugColumnCount;
int DebugRowCount;
META_CB_END
DECLARE_GBUFFERDATA_ACCESS(GBuffer)
Texture2D Input0 : register(t0);
Texture2D Input1 : register(t1);
Texture2D Input2 : register(t2);
// Converts a motion vector into RGBA color.
float4 VectorToColor(float2 mv)
{
float phi = atan2(mv.x, mv.y);
float hue = (phi / PI + 1) * 0.5;
float r = abs(hue * 6 - 3) - 1;
float g = 2 - abs(hue * 6 - 2);
float b = 2 - abs(hue * 6 - 4);
float a = length(mv);
return saturate(float4(r, g, b, a));
}
// Pixel shader for motion vectors debug view
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionVectorsDebug(Quad_VS2PS input) : SV_Target
{
float4 src = SAMPLE_RT(Input0, input.TexCoord);
float2 mv = SAMPLE_RT(Input1, input.TexCoord).rg * (DebugAmplitude * 5.0f);
float4 mc = VectorToColor(mv);
float3 rgb = mc.rgb;
float src_ratio = saturate(2 - DebugBlend * 2);
float mc_ratio = saturate(DebugBlend * 2);
rgb = lerp(src.rgb * src_ratio, rgb, mc.a * mc_ratio);
return float4(rgb, src.a);
}
// Motion vector arrow data from VS to PS
struct ArrowVaryings
{
float4 Position : SV_POSITION;
float2 ScreenUV : TEXCOORD;
float4 Color : COLOR;
};
META_VS(true, FEATURE_LEVEL_ES2)
ArrowVaryings VS_DebugArrow(uint VertexId : SV_VertexID)
{
// Screen aspect ratio
float aspect = GBuffer.ScreenSize.x * GBuffer.ScreenSize.w;
float inv_aspect = GBuffer.ScreenSize.y * GBuffer.ScreenSize.z;
// Vertex IDs
uint arrow_id = VertexId / 6;
uint point_id = VertexId - arrow_id * 6;
// Column/Row number of the arrow
uint row = arrow_id / DebugColumnCount;
uint col = arrow_id - row * DebugColumnCount;
// Texture coordinate of the reference point
float2 uv = float2((col + 0.5) / DebugColumnCount, (row + 0.5) / DebugRowCount);
// Retrieve the motion vector
float2 mv = SAMPLE_RT(Input1, uv).rg * DebugAmplitude;
// Arrow color
float4 color = VectorToColor(mv);
// Arrow vertex position parameter (0 = origin, 1 = head)
float arrow_l = point_id > 0;
// Rotation matrix for the arrow head
float2 head_dir = normalize(mv * float2(aspect, 1));
float2x2 head_rot = float2x2(head_dir.y, head_dir.x, -head_dir.x, head_dir.y);
// Offset for arrow head vertices
float head_x = point_id == 3 ? -1 : (point_id == 5 ? 1 : 0);
head_x *= arrow_l * 0.3 * saturate(length(mv) * DebugRowCount);
float2 head_offs = float2(head_x, -abs(head_x));
head_offs = mul(head_rot, head_offs) * float2(inv_aspect, 1);
// Vertex position in the clip space
float2 vp = mv * arrow_l + head_offs * 2 / DebugRowCount + uv * 2 - 1;
// Convert to the screen coordinates
float2 scoord = (vp + 1) * 0.5 * GBuffer.ScreenSize.xy;
// Snap to a pixel-perfect position.
scoord = round(scoord);
// Bring back to the clip space
vp = (scoord + 0.5) * GBuffer.ScreenSize.zw * 2 - 1;
vp.y *= -1;
// Color tweaks
color.rgb = lerp(color.rgb, 1, 0.5);
color.a = DebugBlend;
// Output
ArrowVaryings output;
output.Position = float4(vp, 0, 1);
output.ScreenUV = scoord;
output.Color = color;
return output;
}
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_DebugArrow(ArrowVaryings input) : SV_Target
{
// Pseudo anti-aliasing
float aa = length(frac(input.ScreenUV) - 0.5) / 0.707;
aa *= (aa * (aa * 0.305306011 + 0.682171111) + 0.012522878); // gamma
return float4(input.Color.rgb, input.Color.a * aa);
}
// Pixel shader for camera motion vectors
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_CameraMotionVectors(Quad_VS2PS input) : SV_Target
{
// Get the pixel world space position
float deviceDepth = SAMPLE_RT(Input0, input.TexCoord).r;
GBufferData gBufferData = GetGBufferData();
float4 worldPos = float4(GetWorldPos(gBufferData, input.TexCoord, deviceDepth), 1);
float4 prevClipPos = mul(worldPos, PreviousVP);
float4 curClipPos = mul(worldPos, CurrentVP);
float2 prevHPos = prevClipPos.xy / prevClipPos.w;
float2 curHPos = curClipPos.xy / curClipPos.w;
// Revert temporal jitter offset
prevHPos -= TemporalAAJitter.zw;
curHPos -= TemporalAAJitter.xy;
// Clip Space -> UV Space
float2 vPosPrev = prevHPos.xy * 0.5f + 0.5f;
float2 vPosCur = curHPos.xy * 0.5f + 0.5f;
vPosPrev.y = 1.0 - vPosPrev.y;
vPosCur.y = 1.0 - vPosCur.y;
return float4(vPosCur - vPosPrev, 0, 1);
}
// Pixel Shader for velocity texture setup
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_VelocitySetup(Quad_VS2PS input) : SV_Target
{
// Sample the motion vector
float2 v = SAMPLE_RT(Input0, input.TexCoord).rg;
// Apply the exposure time and convert to the pixel space
v *= (VelocityScale * 0.5) * GBuffer.ScreenSize.xy;
// Clamp the vector with the maximum blur radius
v /= max(1.0, length(v) * RcpMaxBlurRadius);
// Sample the depth of the pixel
float depth = SAMPLE_RT(Input1, input.TexCoord).r;
GBufferData gBufferData = GetGBufferData();
depth = LinearizeZ(gBufferData, depth);
// Pack into 10/10/10/2 format
return float4((v * RcpMaxBlurRadius + 1.0) * 0.5, depth, 0.0);
}
float2 MaxV(float2 v1, float2 v2)
{
return dot(v1, v1) < dot(v2, v2) ? v2 : v1;
}
// Pixel Shader for TileMax filter (2 pixel width with normalization)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_TileMax1(Quad_VS2PS input) : SV_Target
{
float4 d = TexelSize1.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
float2 v1 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
float2 v2 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
float2 v3 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
float2 v4 = SAMPLE_RT(Input0, input.TexCoord + d.zw).rg;
v1 = (v1 * 2.0 - 1.0) * MaxBlurRadius;
v2 = (v2 * 2.0 - 1.0) * MaxBlurRadius;
v3 = (v3 * 2.0 - 1.0) * MaxBlurRadius;
v4 = (v4 * 2.0 - 1.0) * MaxBlurRadius;
return float4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
}
// Pixel Shader for TileMax filter (2 pixel width)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_TileMax2(Quad_VS2PS input) : SV_Target
{
float4 d = TexelSize2.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
float2 v1 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
float2 v2 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
float2 v3 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
float2 v4 = SAMPLE_RT(Input0, input.TexCoord + d.zw).rg;
return float4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
}
// Pixel Shader for TileMax filter (2 pixel width)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_TileMax4(Quad_VS2PS input) : SV_Target
{
float4 d = TexelSize4.xyxy * float4(-0.5, -0.5, 0.5, 0.5);
float2 v1 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
float2 v2 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
float2 v3 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
float2 v4 = SAMPLE_RT(Input0, input.TexCoord + d.zw).rg;
return float4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0);
}
// Pixel Shader for TileMax filter (variable width)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_TileMaxV(Quad_VS2PS input) : SV_Target
{
float2 uv0 = input.TexCoord + TexelSizeV.xy * TileMaxOffs.xy;
float2 du = float2(TexelSizeV.x, 0.0);
float2 dv = float2(0.0, TexelSizeV.y);
float2 vo = 0.0;
LOOP
for (int x = 0; x < TileMaxLoop; x++)
{
LOOP
for (int y = 0; y < TileMaxLoop; y++)
{
float2 uv = uv0 + du * x + dv * y;
vo = MaxV(vo, SAMPLE_RT(Input0, uv).rg);
}
}
return float4(vo, 0.0, 0.0);
}
// Pixel Shader for NeighborMax filter
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_NeighborMax(Quad_VS2PS input) : SV_Target
{
// Center weight tweak
const float cw = 1.01;
float4 d = TexelSizeNM.xyxy * float4(1.0, 1.0, -1.0, 0.0);
float2 v1 = SAMPLE_RT(Input0, input.TexCoord - d.xy).rg;
float2 v2 = SAMPLE_RT(Input0, input.TexCoord - d.wy).rg;
float2 v3 = SAMPLE_RT(Input0, input.TexCoord - d.zy).rg;
float2 v4 = SAMPLE_RT(Input0, input.TexCoord - d.xw).rg;
float2 v5 = SAMPLE_RT(Input0, input.TexCoord).rg * cw;
float2 v6 = SAMPLE_RT(Input0, input.TexCoord + d.xw).rg;
float2 v7 = SAMPLE_RT(Input0, input.TexCoord + d.zy).rg;
float2 v8 = SAMPLE_RT(Input0, input.TexCoord + d.wy).rg;
float2 v9 = SAMPLE_RT(Input0, input.TexCoord + d.xy).rg;
float2 va = MaxV(v1, MaxV(v2, v3));
float2 vb = MaxV(v4, MaxV(v5, v6));
float2 vc = MaxV(v7, MaxV(v8, v9));
return float4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0);
}
// Interleaved gradient function from Jimenez 2014
// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float GradientNoise(float2 uv)
{
uv = floor(uv * GBuffer.ScreenSize.xy);
float f = dot(float2(0.06711056, 0.00583715), uv);
return frac(52.9829189 * frac(f));
}
// Returns true or false with a given interval
bool Interval(float phase, float interval)
{
return frac(phase / interval) > 0.499;
}
// Jitter function for tile lookup
float2 JitterTile(float2 uv)
{
float rx, ry;
sincos(GradientNoise(uv + float2(2.0, 0.0)) * (2.0f * PI), ry, rx);
return float2(rx, ry) * TexelSizeNM.xy * 0.25;
}
// Velocity sampling function
float3 SampleVelocity(float2 uv)
{
float3 v = SAMPLE_RT(Input1, uv).xyz;
return float3((v.xy * 2.0 - 1.0) * MaxBlurRadius, v.z);
}
// Pixel Shader for reconstruction filter (applies the motion blur to the frame)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Reconstruction(Quad_VS2PS input) : SV_Target
{
// Color sample at the center point
const float4 c_p = SAMPLE_RT(Input0, input.TexCoord);
// Velocity/Depth sample at the center point
const float3 vd_p = SampleVelocity(input.TexCoord);
const float l_v_p = max(length(vd_p.xy), 0.5);
const float rcp_d_p = 1.0 / vd_p.z;
// NeighborMax vector sample at the center point
const float2 v_max = SAMPLE_RT(Input2, input.TexCoord + JitterTile(input.TexCoord)).xy;
const float l_v_max = length(v_max);
const float rcp_l_v_max = 1.0 / l_v_max;
// Escape early if the NeighborMax vector is small enough
if (l_v_max < 2.0)
return c_p;
// Use V_p as a secondary sampling direction except when it's too small
// compared to V_max. This vector is rescaled to be the length of V_max.
const float2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max;
// Determine the sample count.
const float sc = floor(min(LoopCount, l_v_max * 0.5));
// Loop variables (starts from the outermost sample)
const float dt = 1.0 / sc;
const float t_offs = (GradientNoise(input.TexCoord) - 0.5) * dt;
float t = 1.0 - dt * 0.5;
float count = 0.0;
// Background velocity
// This is used for tracking the maximum velocity in the background layer
float l_v_bg = max(l_v_p, 1.0);
// Color accumlation
float4 acc = 0.0;
LOOP
while (t > dt * 0.25)
{
// Sampling direction (switched per every two samples)
const float2 v_s = Interval(count, 4.0) ? v_alt : v_max;
// Sample position (inverted per every sample)
const float t_s = (Interval(count, 2.0) ? -t : t) + t_offs;
// Distance to the sample position
const float l_t = l_v_max * abs(t_s);
// UVs for the sample position
const float2 uv0 = input.TexCoord + v_s * t_s * GBuffer.ScreenSize.zw;
//const float2 uv1 = input.TexCoord + v_s * t_s * MotionVectorsTexelSize.xy;
const float2 uv1 = uv0;
// Color sample
const float3 c = SAMPLE_RT(Input0, uv0).rgb;
// Velocity/Depth sample
const float3 vd = SampleVelocity(uv1);
// Background/Foreground separation
const float fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p);
// Length of the velocity vector
const float l_v = lerp(l_v_bg, length(vd.xy), fg);
// Sample weight
// (Distance test) * (Spreading out by motion) * (Triangular window)
const float w = saturate(l_v - l_t) / l_v * (1.2 - t);
// Color accumulation
acc += float4(c, 1.0) * w;
// Update the background velocity.
l_v_bg = max(l_v_bg, l_v);
// Advance to the next sample.
t = Interval(count, 2.0) ? t - dt : t;
count += 1.0;
}
// Add the center sample
acc += float4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0));
return float4(acc.rgb / acc.a, c_p.a);
}