wip: Main postprocess
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#ifndef ENKI_BILLAL_FULLSCREEN_INCLUDED
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#define ENKI_BILLAL_FULLSCREEN_INCLUDED
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
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#include "Assets/_Content/Shaders/Postprocess/Include/BlurFullscreen.hlsl"
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TEXTURE2D_X(_BlurredTexture);
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SAMPLER(sampler_BlurredTexture);
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// ─── OUTLINE ────────────────────────────────────────────────────────────────
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// Width is expressed as a fraction of screen height.
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// Both depth discontinuities and normal discontinuities contribute.
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float ComputeOutline(float2 uv, float outlineWidthPx, float depthThreshold, float normalThreshold)
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{
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// Pixel size in UV space, scaled by desired width
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float2 texel = outlineWidthPx / float2(_ScreenParams.x, _ScreenParams.y);
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// ── Sample depth at 4 neighbours (Roberts Cross pattern) ────────────────
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float d0 = LinearEyeDepth(SampleSceneDepth(uv + float2(texel.x, texel.y)), _ZBufferParams);
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float d1 = LinearEyeDepth(SampleSceneDepth(uv + float2(-texel.x, texel.y)), _ZBufferParams);
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float d2 = LinearEyeDepth(SampleSceneDepth(uv + float2(texel.x, -texel.y)), _ZBufferParams);
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float d3 = LinearEyeDepth(SampleSceneDepth(uv + float2(-texel.x, -texel.y)), _ZBufferParams);
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// Roberts Cross gradient magnitude on depth
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float depthEdge = sqrt(pow(d0 - d3, 2) + pow(d1 - d2, 2));
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// Normalise by depth so far geometry doesn't get thick outlines
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float dCenter = LinearEyeDepth(SampleSceneDepth(uv), _ZBufferParams);
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depthEdge /= (dCenter + 1e-4);
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// ── Sample normals at the same 4 neighbours ──────────────────────────────
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float3 n0 = SampleSceneNormals(uv + float2(texel.x, texel.y));
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float3 n1 = SampleSceneNormals(uv + float2(-texel.x, texel.y));
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float3 n2 = SampleSceneNormals(uv + float2(texel.x, -texel.y));
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float3 n3 = SampleSceneNormals(uv + float2(-texel.x, -texel.y));
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// Dot-product difference: 0 = identical normals, 1 = orthogonal / flipped
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float normalEdge = 0;
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normalEdge += 1.0 - saturate(dot(n0, n3));
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normalEdge += 1.0 - saturate(dot(n1, n2));
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normalEdge *= 0.5;
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// ── Combine and threshold ────────────────────────────────────────────────
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float edge = max(
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step(depthThreshold, depthEdge),
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step(normalThreshold, normalEdge)
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);
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return edge;
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}
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void EnkiBillalFullscreen_float
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(
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float2 UV,
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float Test,
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out float3 Output
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)
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{
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float2 screenUV = UV;
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// DEPTH
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float rawDepth = SampleSceneDepth(screenUV);
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float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams); // linear eye-space depth in metres
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float depth01 = Linear01Depth(rawDepth, _ZBufferParams); // normalised linear depth [0..1]
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// POSITION WORLD SPACE
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// Remap depth for non-reversed-Z platforms before reconstruction
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float depthForReconstruct = rawDepth;
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#if !UNITY_REVERSED_Z
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depthForReconstruct = lerp(UNITY_NEAR_CLIP_VALUE, 1.0, rawDepth);
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#endif
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// ComputeWorldSpacePosition handles perspective divide and platform differences
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float3 positionWS = ComputeWorldSpacePosition(screenUV, depthForReconstruct, UNITY_MATRIX_I_VP);
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// NORMAL WORLD SPACE
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// Requires DepthNormals PrePass to be enabled in the URP Renderer
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float3 normalWS = SampleSceneNormals(screenUV);
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// SCENE COLOR
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float3 originColor = SampleSceneColor(screenUV);
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float3 sceneColorBlurred = SAMPLE_TEXTURE2D_X(_BlurredTexture, sampler_BlurredTexture, screenUV).rgb;
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float greyscale = (originColor.x + originColor.y + originColor.z);
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float greyscaleBlurred = (sceneColorBlurred.x + sceneColorBlurred.y + sceneColorBlurred.z);
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float hilightMask = smoothstep(.7, 1, greyscale);
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hilightMask = lerp(hilightMask, smoothstep(.7, 1, greyscaleBlurred), .5);
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hilightMask *= pow(smoothstep(3, 20, depthMeters), 2);
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float offsetMask = hilightMask;
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float3 offset3D = PerlinColor3D(positionWS * float3(1, 6, 1), 1);
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offset3D = smoothstep(.45, .55, offset3D);
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float3 offsetUV = offset3D * offsetMask * .4 / depthMeters;
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float3 sceneColor = SampleSceneColor(screenUV + offsetUV);
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sceneColor = lerp(sceneColor, sceneColorBlurred, hilightMask);
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sceneColor = lerp(sceneColor, originColor, .5);
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sceneColor = lerp(sceneColor * .5, sceneColor * 1, hilightMask);
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//float3 sceneColor = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_PointClamp, screenUV).rgb;
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// OUTLINE
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float OutlineWidthPx = max(PerlinNoise3D(positionWS, 1) * 3 - 1, 0);
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float OutlineDepthThreshold = .03;
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float OutlineNormalThreshold = .35;
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float OutlineColor = float3(0, 0, 0);
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// Width is normalised to screen height so it stays consistent at any resolution.
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float widthInPixels = OutlineWidthPx * (_ScreenParams.y / 1080.0);
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float outline = ComputeOutline(screenUV, widthInPixels, OutlineDepthThreshold, OutlineNormalThreshold);
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sceneColor = lerp(sceneColor, OutlineColor, outline);
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// OUTPUT
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Output = sceneColor; //BlurSceneColor(screenUV, .1);
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//Output = offsetMask;
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//Output = hilightMask; //BlurSceneColor(screenUV, .1);
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//Output = lerp(originColor, sceneColorBlurred, smoothstep(3, 20, depthMeters));
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}
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#endif
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