wip: Postprocess Outline
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@@ -155,16 +155,27 @@ float BipyramidHatch(float3 PositionWS, float3 NormalWS, float Angle, float Scal
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float SampleSceneDepthMeter(float2 UV)
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{
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float rawDepth = SampleSceneDepth(UV);
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return (LinearEyeDepth(rawDepth, _ZBufferParams));
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#if UNITY_REVERSED_Z
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bool isSky = rawDepth <= 0.00001;
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rawDepth = isSky ? 0.0 : rawDepth;
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#else
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bool isSky = rawDepth >= 0.99999;
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rawDepth = isSky ? 1.0 : rawDepth;
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#endif
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float depthMeters = isSky
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? _ProjectionParams.z
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: LinearEyeDepth(rawDepth, _ZBufferParams);
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return depthMeters;
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}
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float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDir, float DepthMeters, float DepthAtten)
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float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDir, float DepthAtten)
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{
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// DEPTH OUTLINE
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float2 o = Thickness * (1 - DepthAtten);
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float d0 = DepthMeters;
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float d0 = SampleSceneDepthMeter(UV);
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float d1 = SampleSceneDepthMeter(UV + float2(-o.x,0));
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float d2 = SampleSceneDepthMeter(UV + float2( o.x,0));
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float d3 = SampleSceneDepthMeter(UV + float2(0,-o.y));
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@@ -186,7 +197,7 @@ float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDi
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o *= .5;
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float3 n0 = NormalWS;
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float3 n0 = normalize(SampleSceneNormals(UV));
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float3 n1 = normalize(SampleSceneNormals(UV + float2(-o.x, 0)));
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float3 n2 = normalize(SampleSceneNormals(UV + float2( o.x, 0)));
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float3 n3 = normalize(SampleSceneNormals(UV + float2(0, -o.y)));
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@@ -194,7 +205,7 @@ float ComputeOutline(float2 UV, float2 Thickness, float3 NormalWS, float3 ViewDi
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float normalDiff = distance(n0, n1) + distance(n0, n2) + distance(n0, n3) + distance(n0, n4);
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float normalOutline = smoothstep(0.6, 0.8, normalDiff) * smoothstep(10, 3, DepthMeters);
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float normalOutline = smoothstep(0.6, 0.8, normalDiff) * smoothstep(10, 3, d0);
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return saturate(depthOutline + normalOutline * .8);
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//return depthOutline;
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@@ -210,10 +221,17 @@ void EnkiBillalFullscreen_float
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float3 sceneColor = SampleSceneColor(UV);
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float rawDepth = SampleSceneDepth(UV);
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float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams);
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//float depth01 = Linear01Depth(rawDepth, _ZBufferParams);
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#if UNITY_REVERSED_Z
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bool isSky = rawDepth <= 0.00001;
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rawDepth = isSky ? 0.0 : rawDepth;
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#else
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bool isSky = rawDepth >= 0.99999;
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rawDepth = isSky ? 1.0 : rawDepth;
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#endif
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float depthMeters = isSky
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? _ProjectionParams.z
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: LinearEyeDepth(rawDepth, _ZBufferParams);
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float depthForReconstruct = rawDepth;
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#if !UNITY_REVERSED_Z
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@@ -222,17 +240,22 @@ void EnkiBillalFullscreen_float
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float3 positionWS = ComputeWorldSpacePosition(UV, depthForReconstruct, UNITY_MATRIX_I_VP);
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float np1 = PerlinNoise3D(positionWS, 10) * 2 - 1;
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float2 uv1 = UV + np1 * lerp(.002, .004, pow(smoothstep(1, 20, depthMeters), 2));
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float noiseAtten = pow(smoothstep(1, 10, depthMeters), 2);
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float np1 = PerlinNoise3D(positionWS + floor(_Time.y * 8) * 3.7, 15) * 2 - 1;
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float2 uv1 = UV + np1 * lerp(.001, .002, noiseAtten);
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float3 normalWS = normalize(SampleSceneNormals(UV));
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float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - positionWS);
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float np2 = RidgedNoise3D(positionWS + np1 * .2, 1, 2, 2, .5) * 1.4 - 1;
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float2 uv2 = uv1 + np2 * lerp(0, .04, pow(smoothstep(1, 20, depthMeters), 2));
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float np2 = FBMNoise3D(positionWS + np1 * .05, .5, 1, 2, .5) * 2 - 1;
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float2 uv2 = uv1 + np2 * .0;
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float3 sceneColor2 = SampleSceneColor(uv2);
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float np3 = PerlinNoise3D(positionWS + floor(_Time.y * 5) * 6.1, 1.5);
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float2 uv3 = uv2 + np3 * lerp(.005, .008, noiseAtten);
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// OUTLINE
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float outlineAtten = smoothstep(3, 30, depthMeters);
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@@ -248,15 +271,17 @@ void EnkiBillalFullscreen_float
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float n1 = PerlinNoise3D(positionWS + i * 3.3 + n0, 1.7 + 1 * .2 + t);
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float2 thickness = lerp(0, 20, pow(n1, 2));
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float2 thickness = lerp(0, 15 + i * 2, pow(n1, 2));
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thickness = thickness * _ScreenParams.y / 1080 / _ScreenParams.xy;
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float2 uv = UV;
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float2 uv = uv3;
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if (i == 1)
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uv = uv1;
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outline += ComputeOutline(uv, thickness, normalWS, viewDir, depthMeters, outlineAtten);
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outline += ComputeOutline(uv, thickness, normalWS, viewDir, outlineAtten) * (i * .5 + 1);
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}
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outline /= 2;
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outline /= 2.5;
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// COLOR (WIP)
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@@ -274,7 +299,7 @@ void EnkiBillalFullscreen_float
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//c = greyscale;
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/*float3 pWS = positionWS; //scaledPositionOS;
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float n0 = PerlinNoise3D(pWS, 2);
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//float n0 = PerlinNoise3D(pWS, 2);
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float distort = WorldDistort(pWS + n0 * .2, normalWS, 1, .1);
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float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
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float grad = 0;
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@@ -298,7 +323,7 @@ void EnkiBillalFullscreen_float
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// SHADOW
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/*float sceneLuminance = dot(sceneColor, float3(.299, .587, .114));
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float sceneLuminance = dot(sceneColor, float3(.299, .587, .114));
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float hatchAtten = smoothstep(15, 1, depthMeters);
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@@ -306,8 +331,7 @@ void EnkiBillalFullscreen_float
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float hatchWidth = lerp(.025, .18, hatchMask) * hatchAtten;
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float hatchNoise = PerlinNoise3D(positionWS, .85);
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float hatchLayerMask = smoothstep(.35, .75, hatchNoise);
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float hatchLayerMask = smoothstep(.35, .75, np3 + n0);
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float hatch0 = BipyramidHatch(positionWS, normalWS, .35, 28, hatchWidth);
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float hatch1 = BipyramidHatch(positionWS + 13.7, normalWS, 1.75, 21, hatchWidth * .85);
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@@ -320,12 +344,12 @@ void EnkiBillalFullscreen_float
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float hatches = saturate(hatchesA + hatchesB * hatchLayerMask * .55);
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c = lerp(c, float3(0, 0, 0), hatches * hatchMask * .3);*/
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c = lerp(c, float3(0, 0, 0), hatches * hatchMask * .3);
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// OUTPUT
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Output = c;
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Output = sceneColor;
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//Output = sceneColor;
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//Output = hatchMask;
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//Output = dot(normalWS, viewDir);
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}
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