#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMain #pragma multi_compile LOW_QUALITY HIGH_QUALITY TEXTURE2D_X(_InputLowTexture); TEXTURE2D_X(_InputHighTexture); RW_TEXTURE2D_X(float3, _OutputTexture); CBUFFER_START(cb0) float4 _Params; // x: scatter, yzw: unused float4 _BloomBicubicParams; // xy: low src size, zw: low src texel size float4 _TexelSize; // xy; high src size, zw: high src texel size CBUFFER_END #define Scatter _Params.x #define GROUP_SIZE 8 [numthreads(GROUP_SIZE, GROUP_SIZE, 1)] void KMain(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId.xy), _TexelSize.zw, uint2(GROUP_SIZE, GROUP_SIZE)); float2 uv = ClampAndScaleUV(posInputs.positionNDC, _BloomBicubicParams.zw, 1.0f); float3 highRes = LOAD_TEXTURE2D_X(_InputHighTexture, clamp(posInputs.positionSS, 0, _TexelSize.xy - 1)).xyz; #if LOW_QUALITY float3 lowRes = SAMPLE_TEXTURE2D_X_LOD(_InputLowTexture, s_linear_clamp_sampler, uv, 0.0).xyz; #else // HIGH_QUALITY float2 maxCoord = (1.0f - _TexelSize.zw) * _RTHandleScale.xy; float3 lowRes = SampleTexture2DBicubic(TEXTURE2D_X_ARGS(_InputLowTexture, s_linear_clamp_sampler), uv, _BloomBicubicParams, maxCoord, unity_StereoEyeIndex).xyz; #endif float3 output = lerp(highRes, lowRes, Scatter); // Guard bands output *= all(dispatchThreadId.xy <= uint2(_TexelSize.xy)); _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = output; }