wip: Postprocess

This commit is contained in:
Alexandre Coirier
2026-05-28 01:27:15 +02:00
parent 59d0721f91
commit f1f4c47b1c
5 changed files with 331 additions and 191 deletions
+5 -5
View File
@@ -12,10 +12,10 @@ MonoBehaviour:
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m_Name: EnkiBillal
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.FullScreenPassRendererFeature
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@@ -2810,7 +2810,7 @@
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@@ -345,6 +345,46 @@ void EnkiBillal_float
// float stripes = WorldStripes();
// Test
//float test = ValueNoise3D(PositionWS, 40);
//float test = PerlinNoise3D(PositionWS, 40);
//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
//float test = SimplexNoise3D(PositionWS, 40);
//float test = WorleyNoise3D(PositionWS, 40, 1);
//float id;
//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
/*float3 pWS = scaledPositionOS;
float n0 = PerlinNoise3D(pWS, 2);
float distort = WorldDistort(pWS + n0 * .2, NormalWS, 1, TriplanarBlend);
float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
float grad = 0;
float cell = 0;
VoronoiNoise3D_float(p, 2, 1, 1, grad, cell);
float3 v = cell * .8;// * (grad + distort * .1);
v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
float3 c = Color * lerp(.9, 1, v);*/
// Output
//Output = 1;
//if (Step > 0 ) Output *= Color;
//if (Step > 1 ) Output *= grainAtten;
//if (Step > 2 ) Output *= dirtAtten;
//if (Step > 3 ) Output *= shadowAtten;
//if (Step > 4 ) Output = lerp(Output, Output * .1, stripes * .8);
Output = Color;
//Output = PerlinColor3D(PositionWS, 5);
//Output = smoothstep(.97, .93, ao);
// Mask
if (Mask2[0].w == 1)
@@ -359,13 +399,13 @@ void EnkiBillal_float
}
else
{
float Active = Mask0[0].w + Mask1[0].w;// + Mask2[0].w;
float Active = Mask0[0].w + Mask1[0].w; // + Mask2[0].w;
if (Active > 0)
{
float mask = saturate(
SampleProjectionMask(PositionWS, Mask0) +
SampleProjectionMask(PositionWS, Mask1)// +
SampleProjectionMask(PositionWS, Mask1) // +
//SampleProjectionMask(PositionWS, Mask2)
);
@@ -376,45 +416,6 @@ void EnkiBillal_float
Alpha = (MaskID == 1) ? 0 : 1;
}
}
// Test
//float test = ValueNoise3D(PositionWS, 40);
//float test = PerlinNoise3D(PositionWS, 40);
//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
//float test = SimplexNoise3D(PositionWS, 40);
//float test = WorleyNoise3D(PositionWS, 40, 1);
//float id;
//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
float3 pWS = scaledPositionOS;
float n0 = PerlinNoise3D(pWS, 2);
float distort = WorldDistort(pWS + n0 * .2, NormalWS, 1, TriplanarBlend);
float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
float grad = 0;
float cell = 0;
VoronoiNoise3D_float(p, 2, 1, 1, grad, cell);
float3 v = cell * .8;// * (grad + distort * .1);
v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
float3 c = Color * lerp(.9, 1, v);
// Output
//Output = 1;
//if (Step > 0 ) Output *= Color;
//if (Step > 1 ) Output *= grainAtten;
//if (Step > 2 ) Output *= dirtAtten;
//if (Step > 3 ) Output *= shadowAtten;
//if (Step > 4 ) Output = lerp(Output, Output * .1, stripes * .8);
Output = c;
//Output = PerlinColor3D(PositionWS, 5);
//Output = smoothstep(.97, .93, ao);
}
#endif
@@ -61,20 +61,6 @@
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@@ -343,10 +313,10 @@
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"x": -386.0,
"y": 200.0,
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@@ -354,10 +324,7 @@
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@@ -378,6 +345,29 @@
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@@ -1,5 +1,6 @@
#ifndef ENKI_BILLAL_FULLSCREEN_INCLUDED
#define ENKI_BILLAL_FULLSCREEN_INCLUDED
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
#include "Assets/_Content/Shaders/Postprocess/Include/BlurFullscreen.hlsl"
@@ -7,125 +8,296 @@
TEXTURE2D_X(_BlurredTexture);
SAMPLER(sampler_BlurredTexture);
// ─── OUTLINE ────────────────────────────────────────────────────────────────
// Width is expressed as a fraction of screen height.
// Both depth discontinuities and normal discontinuities contribute.
float ComputeOutline(float2 uv, float outlineWidthPx, float depthThreshold, float normalThreshold)
float2 RotateUV(float2 UV, float2 Pivot, float Angle)
{
// Pixel size in UV space, scaled by desired width
float2 texel = outlineWidthPx / float2(_ScreenParams.x, _ScreenParams.y);
float s = sin(Angle);
float c = cos(Angle);
// ── Sample depth at 4 neighbours (Roberts Cross pattern) ────────────────
float d0 = LinearEyeDepth(SampleSceneDepth(uv + float2(texel.x, texel.y)), _ZBufferParams);
float d1 = LinearEyeDepth(SampleSceneDepth(uv + float2(-texel.x, texel.y)), _ZBufferParams);
float d2 = LinearEyeDepth(SampleSceneDepth(uv + float2(texel.x, -texel.y)), _ZBufferParams);
float d3 = LinearEyeDepth(SampleSceneDepth(uv + float2(-texel.x, -texel.y)), _ZBufferParams);
UV -= Pivot;
// Roberts Cross gradient magnitude on depth
float depthEdge = sqrt(pow(d0 - d3, 2) + pow(d1 - d2, 2));
// Normalise by depth so far geometry doesn't get thick outlines
float dCenter = LinearEyeDepth(SampleSceneDepth(uv), _ZBufferParams);
depthEdge /= (dCenter + 1e-4);
// ── Sample normals at the same 4 neighbours ──────────────────────────────
float3 n0 = SampleSceneNormals(uv + float2(texel.x, texel.y));
float3 n1 = SampleSceneNormals(uv + float2(-texel.x, texel.y));
float3 n2 = SampleSceneNormals(uv + float2(texel.x, -texel.y));
float3 n3 = SampleSceneNormals(uv + float2(-texel.x, -texel.y));
// Dot-product difference: 0 = identical normals, 1 = orthogonal / flipped
float normalEdge = 0;
normalEdge += 1.0 - saturate(dot(n0, n3));
normalEdge += 1.0 - saturate(dot(n1, n2));
normalEdge *= 0.5;
// ── Combine and threshold ────────────────────────────────────────────────
float edge = max(
step(depthThreshold, depthEdge),
step(normalThreshold, normalEdge)
float2 rotated = float2(
UV.x * c - UV.y * s,
UV.x * s + UV.y * c
);
return edge;
return rotated + Pivot;
}
float WorldDistort(float3 PositionWS, float3 NormalWS, float Angle, float TriplanarBlend)
{
float StripesScale = 60;
// Octahedral face normals (4 faces + 3 world axes)
float3 octaFaceNormals[7] =
{
normalize(float3(1, 1, 1)),
normalize(float3(-1, 1, 1)),
normalize(float3(1, -1, 1)),
normalize(float3(-1, -1, 1)),
float3(1, 0, 0),
float3(0, 1, 0),
float3(0, 0, 1)
};
// Octahedral blending mask
float sharpness = Remap(0, 1, 1, 16, smoothstep(0, .9, TriplanarBlend));
float octaMask[7];
float hardMax = -1;
int hardIdx = 0;
for (int i = 0; i < 7; i++)
{
float d = abs(dot(NormalWS, octaFaceNormals[i]));
octaMask[i] = pow(saturate(d), sharpness);
if (d > hardMax)
{
hardMax = d;
hardIdx = i;
}
}
float maskSum = 0;
for (int i = 0; i < 7; i++)
maskSum += octaMask[i];
for (int i = 0; i < 7; i++)
octaMask[i] /= max(maskSum, 0.0001);
float hardFactor = smoothstep(.9, 1, TriplanarBlend);
for (int i = 0; i < 7; i++)
{
float hard = (i == hardIdx) ? 1.0 : 0.0;
octaMask[i] = lerp(octaMask[i], hard, hardFactor);
}
// Patern
float stripes = 0;
[unroll]
for (int i = 0; i < 7; i++)
{
float3 n = octaFaceNormals[i];
float3 up = abs(n.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0);
float3 tangent = normalize(cross(up, n));
float3 bitangent = normalize(cross(n, tangent));
float angle = i / 7.0 * PI;
float2 p = RotateUV(float2(dot(PositionWS, tangent), dot(PositionWS, bitangent)), 0, angle) * StripesScale;
float stripe = cos(p.x);
stripes += stripe * octaMask[i];
}
return stripes;
}
float Hash21(float2 p)
{
p = frac(p * float2(123.34, 456.21));
p += dot(p, p + 45.32);
return frac(p.x * p.y);
}
void GetBasisFromNormal(float3 n, out float3 tangent, out float3 bitangent)
{
float3 up = abs(n.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0);
tangent = normalize(cross(up, n));
bitangent = normalize(cross(n, tangent));
}
float BipyramidHatch(float3 PositionWS, float3 NormalWS, float Angle, float Scale, float Width)
{
float3 faceNormals[7] =
{
normalize(float3(1, 1, 1)),
normalize(float3(-1, 1, 1)),
normalize(float3(1, -1, 1)),
normalize(float3(-1, -1, 1)),
float3(1, 0, 0),
float3(0, 1, 0),
float3(0, 0, 1)
};
float hatchSum = 0;
float weightSum = 0;
float projectionBlend = 32.0;
float hardBlend = 0.85;
[unroll]
for (int i = 0; i < 7; i++)
{
float3 n = faceNormals[i];
float w = saturate(abs(dot(NormalWS, n)));
w = pow(w, projectionBlend);
float hard = step(0.999, w);
w = lerp(w, hard, hardBlend);
float3 tangent;
float3 bitangent;
GetBasisFromNormal(n, tangent, bitangent);
float2 p = float2(dot(PositionWS, tangent), dot(PositionWS, bitangent));
p = RotateUV(p, 0, Angle);
float lines = abs(frac(p.x * Scale) - 0.5);
float hatch = smoothstep(Width, Width * 0.65, lines);
hatchSum += hatch * w;
weightSum += w;
}
return hatchSum / max(weightSum, 0.0001);
}
float ComputeOutline(float2 uv, float2 texel, float depthMeters, float3 normalWS, float3 positionWS)
{
// DEPTH OUTLINE
float depthL = LinearEyeDepth(SampleSceneDepth(uv + float2(-texel.x, 0)), _ZBufferParams);
float depthR = LinearEyeDepth(SampleSceneDepth(uv + float2(texel.x, 0)), _ZBufferParams);
float depthD = LinearEyeDepth(SampleSceneDepth(uv + float2(0, -texel.y)), _ZBufferParams);
float depthU = LinearEyeDepth(SampleSceneDepth(uv + float2(0, texel.y)), _ZBufferParams);
float depthDiff =
max(abs(depthMeters - depthL), abs(depthMeters - depthR)) +
max(abs(depthMeters - depthD), abs(depthMeters - depthU));
float viewFacing = abs(dot(normalWS, normalize(_WorldSpaceCameraPos - positionWS)));
float grazingMask = smoothstep(0.08, 0.35, viewFacing);
float depthThreshold = max(0.01, depthMeters * 0.03);
float depthOutline = smoothstep(depthThreshold, depthThreshold * 3.0, depthDiff);
depthOutline *= grazingMask;
// NORMAL OUTLINE
float3 normalL = normalize(SampleSceneNormals(uv + float2(-texel.x, 0)));
float3 normalR = normalize(SampleSceneNormals(uv + float2(texel.x, 0)));
float3 normalD = normalize(SampleSceneNormals(uv + float2(0, -texel.y)));
float3 normalU = normalize(SampleSceneNormals(uv + float2(0, texel.y)));
float normalDiff =
distance(normalWS, normalL) +
distance(normalWS, normalR) +
distance(normalWS, normalD) +
distance(normalWS, normalU);
float normalOutline = smoothstep(0.6, 0.8, normalDiff);
return saturate(normalOutline + depthOutline);
}
void EnkiBillalFullscreen_float
(
float2 UV,
float Test,
out float3 Output
)
{
float2 screenUV = UV;
// DEPTH
float rawDepth = SampleSceneDepth(screenUV);
float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams); // linear eye-space depth in metres
float depth01 = Linear01Depth(rawDepth, _ZBufferParams); // normalised linear depth [0..1]
float rawDepth = SampleSceneDepth(UV);
float depthMeters = LinearEyeDepth(rawDepth, _ZBufferParams);
float depth01 = Linear01Depth(rawDepth, _ZBufferParams);
// POSITION WORLD SPACE
// Remap depth for non-reversed-Z platforms before reconstruction
float depthForReconstruct = rawDepth;
#if !UNITY_REVERSED_Z
depthForReconstruct = lerp(UNITY_NEAR_CLIP_VALUE, 1.0, rawDepth);
#endif
// ComputeWorldSpacePosition handles perspective divide and platform differences
float3 positionWS = ComputeWorldSpacePosition(screenUV, depthForReconstruct, UNITY_MATRIX_I_VP);
float3 positionWS = ComputeWorldSpacePosition(UV, depthForReconstruct, UNITY_MATRIX_I_VP);
// NORMAL WORLD SPACE
// Requires DepthNormals PrePass to be enabled in the URP Renderer
float3 normalWS = SampleSceneNormals(screenUV);
float3 normalWS = normalize(SampleSceneNormals(UV));
// SCENE COLOR
float3 originColor = SampleSceneColor(screenUV);
float3 sceneColor = SampleSceneColor(UV);
float3 sceneColorBlurred = SAMPLE_TEXTURE2D_X(_BlurredTexture, sampler_BlurredTexture, screenUV).rgb;
// SETTINGS
float greyscale = (originColor.x + originColor.y + originColor.z);
float greyscaleBlurred = (sceneColorBlurred.x + sceneColorBlurred.y + sceneColorBlurred.z);
float outlineAtten = smoothstep(3, 30, depthMeters);
float hilightMask = smoothstep(.7, 1, greyscale);
hilightMask = lerp(hilightMask, smoothstep(.7, 1, greyscaleBlurred), .5);
hilightMask *= pow(smoothstep(3, 20, depthMeters), 2);
float thicknessNoise = (PerlinNoise3D(positionWS, 1.7) - .4) * 18;
thicknessNoise *= sqrt(1 - outlineAtten);
float offsetMask = hilightMask;
float3 offset3D = PerlinColor3D(positionWS * float3(1, 6, 1), 1);
offset3D = smoothstep(.45, .55, offset3D);
float thicknessRaw = lerp(thicknessNoise, 1, outlineAtten);
float thicknessA = floor(thicknessRaw);
float thicknessB = thicknessA + 1;
float thicknessBlend = frac(thicknessRaw);
float3 offsetUV = offset3D * offsetMask * .4 / depthMeters;
float3 sceneColor = SampleSceneColor(screenUV + offsetUV);
sceneColor = lerp(sceneColor, sceneColorBlurred, hilightMask);
sceneColor = lerp(sceneColor, originColor, .5);
sceneColor = lerp(sceneColor * .5, sceneColor * 1, hilightMask);
//float3 sceneColor = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_PointClamp, screenUV).rgb;
float2 texelA = (thicknessA / _ScreenParams.y * 1080) / _ScreenParams.xy;
float2 texelB = (thicknessB / _ScreenParams.y * 1080) / _ScreenParams.xy;
// OUTLINE
float OutlineWidthPx = max(PerlinNoise3D(positionWS, 1) * 3 - 1, 0);
float OutlineDepthThreshold = .03;
float OutlineNormalThreshold = .35;
float OutlineColor = float3(0, 0, 0);
float2 uvA = UV;
float2 uvB = UV;
// Width is normalised to screen height so it stays consistent at any resolution.
float widthInPixels = OutlineWidthPx * (_ScreenParams.y / 1080.0);
float outlineA = ComputeOutline(uvA, texelA, depthMeters, normalWS, positionWS);
float outlineB = ComputeOutline(uvB, texelB, depthMeters, normalWS, positionWS);
float outline = ComputeOutline(screenUV, widthInPixels, OutlineDepthThreshold, OutlineNormalThreshold);
sceneColor = lerp(sceneColor, OutlineColor, outline);
float outline = lerp(outlineA, outlineB, thicknessBlend);
// COLOR (WIP)
float3 pWS = positionWS; //scaledPositionOS;
float n0 = PerlinNoise3D(pWS, 2);
float distort = WorldDistort(pWS + n0 * .2, normalWS, 1, .1);
float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
float grad = 0;
float cell = 0;
VoronoiNoise3D_float(p, 2, 1, 1, grad, cell);
float3 v = cell * .8; // * (grad + distort * .1);
v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
float3 c = sceneColor * lerp(.9, 1, v);
// DIRT
float dirtNoise0 = PerlinNoise3D(positionWS, 30);
float dirtNoise1 = PerlinNoise3D(positionWS, 5);
float dirt0 = smoothstep(.2, .22, dirtNoise0);
float dirt1 = saturate(smoothstep(.01, .02, abs(dot(dirtNoise0, dirtNoise1) - .4)) + dirtNoise1 + outlineAtten);
c *= dirt0 * dirt1;
// SHADOW
float sceneLuminance = dot(sceneColor, float3(.299, .587, .114));
float hatchAtten = smoothstep(15, 1, depthMeters);
float hatchMask = smoothstep(.012, .004, sceneLuminance) * hatchAtten;
float hatchWidth = lerp(.025, .18, hatchMask) * hatchAtten;
float hatchNoise = PerlinNoise3D(positionWS, .85);
float hatchLayerMask = smoothstep(.35, .75, hatchNoise);
float hatch0 = BipyramidHatch(positionWS, normalWS, .35, 28, hatchWidth);
float hatch1 = BipyramidHatch(positionWS + 13.7, normalWS, 1.75, 21, hatchWidth * .85);
float hatch2 = BipyramidHatch(positionWS + 31.3, normalWS, 2.45, 26, hatchWidth * .9);
float hatch3 = BipyramidHatch(positionWS + 47.9, normalWS, .95, 19, hatchWidth * .8);
float hatchesA = saturate(hatch0 + hatch1 * .45);
float hatchesB = saturate(hatch2 + hatch3 * .45);
float hatches = saturate(hatchesA + hatchesB * hatchLayerMask * .55);
c = lerp(c, float3(0, 0, 0), hatches * hatchMask * .3);
// OUTPUT
Output = sceneColor; //BlurSceneColor(screenUV, .1);
//Output = offsetMask;
//Output = hilightMask; //BlurSceneColor(screenUV, .1);
//Output = lerp(originColor, sceneColorBlurred, smoothstep(3, 20, depthMeters));
Output = lerp(c, float3(0.0, 0.0, 0.0), outline);
//Output = hatchMask;
}
#endif