2021-09-09 20:42:29 -04:00

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#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;
}