|
| 1 | +Shader "Default/FXAA" |
| 2 | + |
| 3 | +Properties |
| 4 | +{ |
| 5 | +} |
| 6 | + |
| 7 | +Pass "FXAA" |
| 8 | +{ |
| 9 | + Tags { "RenderOrder" = "Opaque" } |
| 10 | + |
| 11 | + Cull None |
| 12 | + ZTest Off |
| 13 | + ZWrite Off |
| 14 | + |
| 15 | + GLSLPROGRAM |
| 16 | + |
| 17 | + Vertex |
| 18 | + { |
| 19 | + layout (location = 0) in vec3 vertexPosition; |
| 20 | + layout (location = 1) in vec2 vertexTexCoord; |
| 21 | + |
| 22 | + out vec2 TexCoords; |
| 23 | + |
| 24 | + void main() |
| 25 | + { |
| 26 | + TexCoords = vertexTexCoord; |
| 27 | + gl_Position = vec4(vertexPosition, 1.0); |
| 28 | + } |
| 29 | + } |
| 30 | + |
| 31 | + Fragment |
| 32 | + { |
| 33 | + #include "Fragment" |
| 34 | + |
| 35 | + layout(location = 0) out vec4 OutputColor; |
| 36 | + |
| 37 | + in vec2 TexCoords; |
| 38 | + |
| 39 | + uniform sampler2D _MainTex; |
| 40 | + uniform vec2 _Resolution; |
| 41 | + uniform float _EdgeThresholdMin; |
| 42 | + uniform float _EdgeThresholdMax; |
| 43 | + uniform float _SubpixelQuality; |
| 44 | + |
| 45 | + float GetLuminance(vec3 color) { |
| 46 | + return dot(color, vec3(0.299, 0.587, 0.114)); |
| 47 | + } |
| 48 | + |
| 49 | + vec3 FXAA311(vec2 texCoord) { |
| 50 | + float quality[12] = float[12](1.0, 1.0, 1.0, 1.0, 1.0, 1.5, 2.0, 2.0, 2.0, 2.0, 4.0, 8.0); |
| 51 | + int iterations = 12; |
| 52 | + |
| 53 | + vec2 inverseScreenSize = 1.0 / _Resolution; |
| 54 | + ivec2 texelCoord = ivec2(texCoord * _Resolution); |
| 55 | + |
| 56 | + vec3 colorCenter = texelFetch(_MainTex, texelCoord, 0).rgb; |
| 57 | + |
| 58 | + float lumaCenter = GetLuminance(colorCenter); |
| 59 | + float lumaDown = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2( 0, -1)).rgb); |
| 60 | + float lumaUp = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2( 0, 1)).rgb); |
| 61 | + float lumaLeft = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2(-1, 0)).rgb); |
| 62 | + float lumaRight = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2( 1, 0)).rgb); |
| 63 | + |
| 64 | + float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight))); |
| 65 | + float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight))); |
| 66 | + |
| 67 | + float lumaRange = lumaMax - lumaMin; |
| 68 | + |
| 69 | + // Early exit if no edge detected |
| 70 | + if (lumaRange < max(_EdgeThresholdMin, lumaMax * _EdgeThresholdMax)) { |
| 71 | + return colorCenter; |
| 72 | + } |
| 73 | + |
| 74 | + // Sample corners |
| 75 | + float lumaDownLeft = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2(-1, -1)).rgb); |
| 76 | + float lumaUpRight = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2( 1, 1)).rgb); |
| 77 | + float lumaUpLeft = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2(-1, 1)).rgb); |
| 78 | + float lumaDownRight = GetLuminance(texelFetchOffset(_MainTex, texelCoord, 0, ivec2( 1, -1)).rgb); |
| 79 | + |
| 80 | + float lumaDownUp = lumaDown + lumaUp; |
| 81 | + float lumaLeftRight = lumaLeft + lumaRight; |
| 82 | + |
| 83 | + float lumaLeftCorners = lumaDownLeft + lumaUpLeft; |
| 84 | + float lumaDownCorners = lumaDownLeft + lumaDownRight; |
| 85 | + float lumaRightCorners = lumaDownRight + lumaUpRight; |
| 86 | + float lumaUpCorners = lumaUpRight + lumaUpLeft; |
| 87 | + |
| 88 | + // Detect horizontal/vertical edge |
| 89 | + float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners ) + |
| 90 | + abs(-2.0 * lumaCenter + lumaDownUp ) * 2.0 + |
| 91 | + abs(-2.0 * lumaRight + lumaRightCorners); |
| 92 | + float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners ) + |
| 93 | + abs(-2.0 * lumaCenter + lumaLeftRight ) * 2.0 + |
| 94 | + abs(-2.0 * lumaDown + lumaDownCorners ); |
| 95 | + |
| 96 | + bool isHorizontal = (edgeHorizontal >= edgeVertical); |
| 97 | + |
| 98 | + float luma1 = isHorizontal ? lumaDown : lumaLeft; |
| 99 | + float luma2 = isHorizontal ? lumaUp : lumaRight; |
| 100 | + float gradient1 = luma1 - lumaCenter; |
| 101 | + float gradient2 = luma2 - lumaCenter; |
| 102 | + |
| 103 | + bool is1Steepest = abs(gradient1) >= abs(gradient2); |
| 104 | + float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2)); |
| 105 | + |
| 106 | + float stepLength = isHorizontal ? inverseScreenSize.y : inverseScreenSize.x; |
| 107 | + |
| 108 | + float lumaLocalAverage = 0.0; |
| 109 | + |
| 110 | + if (is1Steepest) { |
| 111 | + stepLength = -stepLength; |
| 112 | + lumaLocalAverage = 0.5 * (luma1 + lumaCenter); |
| 113 | + } else { |
| 114 | + lumaLocalAverage = 0.5 * (luma2 + lumaCenter); |
| 115 | + } |
| 116 | + |
| 117 | + vec2 currentUv = texCoord; |
| 118 | + if (isHorizontal) { |
| 119 | + currentUv.y += stepLength * 0.5; |
| 120 | + } else { |
| 121 | + currentUv.x += stepLength * 0.5; |
| 122 | + } |
| 123 | + |
| 124 | + vec2 offset = isHorizontal ? vec2(inverseScreenSize.x, 0.0) : vec2(0.0, inverseScreenSize.y); |
| 125 | + |
| 126 | + vec2 uv1 = currentUv - offset; |
| 127 | + vec2 uv2 = currentUv + offset; |
| 128 | + |
| 129 | + float lumaEnd1 = GetLuminance(texture(_MainTex, uv1).rgb); |
| 130 | + float lumaEnd2 = GetLuminance(texture(_MainTex, uv2).rgb); |
| 131 | + lumaEnd1 -= lumaLocalAverage; |
| 132 | + lumaEnd2 -= lumaLocalAverage; |
| 133 | + |
| 134 | + bool reached1 = abs(lumaEnd1) >= gradientScaled; |
| 135 | + bool reached2 = abs(lumaEnd2) >= gradientScaled; |
| 136 | + bool reachedBoth = reached1 && reached2; |
| 137 | + |
| 138 | + if (!reached1) { |
| 139 | + uv1 -= offset; |
| 140 | + } |
| 141 | + if (!reached2) { |
| 142 | + uv2 += offset; |
| 143 | + } |
| 144 | + |
| 145 | + if (!reachedBoth) { |
| 146 | + for (int i = 2; i < iterations; i++) { |
| 147 | + if (!reached1) { |
| 148 | + lumaEnd1 = GetLuminance(texture(_MainTex, uv1).rgb); |
| 149 | + lumaEnd1 = lumaEnd1 - lumaLocalAverage; |
| 150 | + } |
| 151 | + if (!reached2) { |
| 152 | + lumaEnd2 = GetLuminance(texture(_MainTex, uv2).rgb); |
| 153 | + lumaEnd2 = lumaEnd2 - lumaLocalAverage; |
| 154 | + } |
| 155 | + |
| 156 | + reached1 = abs(lumaEnd1) >= gradientScaled; |
| 157 | + reached2 = abs(lumaEnd2) >= gradientScaled; |
| 158 | + reachedBoth = reached1 && reached2; |
| 159 | + |
| 160 | + if (!reached1) { |
| 161 | + uv1 -= offset * quality[i]; |
| 162 | + } |
| 163 | + if (!reached2) { |
| 164 | + uv2 += offset * quality[i]; |
| 165 | + } |
| 166 | + |
| 167 | + if (reachedBoth) break; |
| 168 | + } |
| 169 | + } |
| 170 | + |
| 171 | + float distance1 = isHorizontal ? (texCoord.x - uv1.x) : (texCoord.y - uv1.y); |
| 172 | + float distance2 = isHorizontal ? (uv2.x - texCoord.x) : (uv2.y - texCoord.y); |
| 173 | + |
| 174 | + bool isDirection1 = distance1 < distance2; |
| 175 | + float distanceFinal = min(distance1, distance2); |
| 176 | + |
| 177 | + float edgeThickness = (distance1 + distance2); |
| 178 | + |
| 179 | + float pixelOffset = -distanceFinal / edgeThickness + 0.5; |
| 180 | + |
| 181 | + bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage; |
| 182 | + |
| 183 | + bool correctVariation = ((isDirection1 ? lumaEnd1 : lumaEnd2) < 0.0) != isLumaCenterSmaller; |
| 184 | + |
| 185 | + float finalOffset = correctVariation ? pixelOffset : 0.0; |
| 186 | + |
| 187 | + // Sub-pixel antialiasing |
| 188 | + float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners); |
| 189 | + float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0); |
| 190 | + float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1; |
| 191 | + float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * _SubpixelQuality; |
| 192 | + |
| 193 | + finalOffset = max(finalOffset, subPixelOffsetFinal); |
| 194 | + |
| 195 | + // Compute final UV coordinates |
| 196 | + vec2 finalUv = texCoord; |
| 197 | + if (isHorizontal) { |
| 198 | + finalUv.y += finalOffset * stepLength; |
| 199 | + } else { |
| 200 | + finalUv.x += finalOffset * stepLength; |
| 201 | + } |
| 202 | + |
| 203 | + return texture(_MainTex, finalUv).rgb; |
| 204 | + } |
| 205 | + |
| 206 | + void main() |
| 207 | + { |
| 208 | + vec3 color = FXAA311(TexCoords); |
| 209 | + OutputColor = vec4(color, 1.0); |
| 210 | + } |
| 211 | + } |
| 212 | + |
| 213 | + ENDGLSL |
| 214 | +} |
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