// Copyright Epic Games, Inc. All Rights Reserved. #include "Common.ush" #include "ScreenPass.ush" #include "PostProcessCommon.ush" #include "PaniniProjection.ush" #include "TextureSampling.ush" #include "LensDistortion.ush" #define UPSCALE_METHOD_NEAREST 0 #define UPSCALE_METHOD_BILINEAR 1 #define UPSCALE_METHOD_DIRECTIONAL 2 #define UPSCALE_METHOD_CATMULL_ROM 3 #define UPSCALE_METHOD_LANCZOS 4 #define UPSCALE_METHOD_GAUSSIAN 5 #define UPSCALE_METHOD_SMOOTHSTEP 6 // only for MainPS float UpscaleSoftness; SCREEN_PASS_TEXTURE_VIEWPORT(Input) SCREEN_PASS_TEXTURE_VIEWPORT(Output) Texture2D DistortingDisplacementTexture; SamplerState DistortingDisplacementSampler; Texture2D SceneColorTexture; SamplerState SceneColorSampler; // Point-sampled version (used on mobile). Needs to be a separate texture because of OpenGL fused samplers. Texture2D PointSceneColorTexture; SamplerState PointSceneColorSampler; //in a multiview case, PointSceneColorTexture is an array texture Texture2DArray PointSceneColorTextureArray; uint2 GridDimensions; uint bInvertAlpha; // Do a smoothstep(x) = 3 x^2 - 2 x^3 float2 GetSmoothstepUV(float2 LinearUV, float2 TextureSize, float2 TextureInvSize) { // Top left cornered pixel coordinate to sample. float2 PixelCoord = LinearUV * TextureSize - 0.5; // Index of the top left pixel used in the bilinear interpolation. float2 TopLeftPixelCoord = floor(PixelCoord); // Interpolation factors in the 2x2 quad. float2 PixelInterp = PixelCoord - TopLeftPixelCoord; // New interpolation factors in the 2x2 quad with smoothstep. float2 SmoothPixelInterp = PixelInterp * PixelInterp * (3 - 2 * PixelInterp); // Returns new UV coordinate. return TextureInvSize * (TopLeftPixelCoord + SmoothPixelInterp + 0.5); } float Luma(float3 Color) { #if UE_LEGACY_LUMINANCE_FACTORS || WORKING_COLOR_SPACE_IS_SRGB // Note: In this case, the previous (legacy) luminance factors correctly used the sRGB definition. float3 LuminanceFactors = float3(0.2126390059, 0.7151686788, 0.0721923154); #else float3 LuminanceFactors = float3(WORKING_COLOR_SPACE_RGB_TO_XYZ_MAT._m10_m11_m12); #endif return dot(Color, LuminanceFactors); } float Gaussian(float Scale, float2 Offset) { return exp2(Scale * dot(Offset, Offset)); } // vertex shader entry point void MainVS( in uint VertexId : SV_VertexID, in FStereoVSInput StereoInput, out noperspective float4 OutTexCoord : TEXCOORD0, out FStereoVSOutput StereoOutput, out float4 OutPosition : SV_POSITION) { StereoSetupVS(StereoInput, StereoOutput); float2 TexCoord = float2(VertexId % (GridDimensions.x + 1), VertexId / (GridDimensions.x + 1)) / float2(GridDimensions); // still in 0..1 range float4 Position = float4(TexCoord.x, TexCoord.y, 0, 1); // distort pos Position.xy = ApplyLensDistortionOnViewportUV(DistortingDisplacementTexture, DistortingDisplacementSampler, TexCoord); DrawRectangle(Position, TexCoord, OutPosition, OutTexCoord.xy); OutTexCoord.zw = OutPosition.xy; } float4 SampleSceneColorRGBA(float2 BufferUV) { BufferUV = clamp(BufferUV, Input_UVViewportBilinearMin, Input_UVViewportBilinearMax); return SceneColorTexture.SampleLevel(SceneColorSampler, BufferUV, 0).rgba; } float4 AccumulateAndApplyWeight(in float4 DataRGBA, in float Weight, inout float WeightsSum) { WeightsSum += Weight; return DataRGBA * Weight; } void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, FStereoPSInput StereoInput, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0) { StereoSetupPS(StereoInput); const uint EyeIndex = GetEyeIndex(StereoInput); OutColor = 0; #if METHOD == UPSCALE_METHOD_NEAREST // Nearest sampling (not blurry but blocky, more for testing) #if ES3_1_PROFILE #if MOBILE_MULTI_VIEW OutColor = Texture2DArraySample(PointSceneColorTextureArray, PointSceneColorSampler, float3(UVAndScreenPos.xy,EyeIndex)); #else OutColor = Texture2DSample(PointSceneColorTexture, PointSceneColorSampler, UVAndScreenPos.xy); #endif #else #if MOBILE_MULTI_VIEW OutColor = PointSceneColorTextureArray.SampleLevel(PointSceneColorSampler, vec3(UVAndScreenPos.xy,EyeIndex), 0, int2(0, 0)); #else OutColor = PointSceneColorTexture.SampleLevel(PointSceneColorSampler, UVAndScreenPos.xy, 0, int2(0, 0)); #endif #endif #elif METHOD == UPSCALE_METHOD_BILINEAR // Bilinear (fast, aliasing) OutColor = SampleSceneColorRGBA(UVAndScreenPos.xy); #elif METHOD == UPSCALE_METHOD_DIRECTIONAL // Directional blur with unsharp mask upsample. float2 UV = UVAndScreenPos.xy; float X = 0.5; float4 ColorNW = SampleSceneColorRGBA(UV + float2(-X, -X) * Input_ExtentInverse); float4 ColorNE = SampleSceneColorRGBA(UV + float2( X, -X) * Input_ExtentInverse); float4 ColorSW = SampleSceneColorRGBA(UV + float2(-X, X) * Input_ExtentInverse); float4 ColorSE = SampleSceneColorRGBA(UV + float2( X, X) * Input_ExtentInverse); OutColor = (ColorNW * 0.25) + (ColorNE * 0.25) + (ColorSW * 0.25) + (ColorSE * 0.25); float LumaNW = Luma(ColorNW.rgb); float LumaNE = Luma(ColorNE.rgb); float LumaSW = Luma(ColorSW.rgb); float LumaSE = Luma(ColorSE.rgb); float2 IsoBrightnessDir; float DirSWMinusNE = LumaSW - LumaNE; float DirSEMinusNW = LumaSE - LumaNW; IsoBrightnessDir.x = DirSWMinusNE + DirSEMinusNW; IsoBrightnessDir.y = DirSWMinusNE - DirSEMinusNW; // avoid NaN on zero vectors by adding 2^-24 (float ulp when length==1, and also minimum representable half) IsoBrightnessDir = IsoBrightnessDir * (0.125 * rsqrt(dot(IsoBrightnessDir, IsoBrightnessDir) + 6e-8)); float4 ColorN = SampleSceneColorRGBA(UV - IsoBrightnessDir * Input_ExtentInverse); float4 ColorP = SampleSceneColorRGBA(UV + IsoBrightnessDir * Input_ExtentInverse); float UnsharpMask = 0.25; OutColor = (ColorN + ColorP) * ((UnsharpMask + 1.0) * 0.5) - (OutColor * UnsharpMask); #elif METHOD == UPSCALE_METHOD_CATMULL_ROM // Bicubic Catmull-Rom in five samples FCatmullRomSamples Samples = GetBicubic2DCatmullRomSamples(UVAndScreenPos.xy, Input_Extent, Input_ExtentInverse); for (uint i = 0; i < Samples.Count; i++) { OutColor += SampleSceneColorRGBA(Samples.UV[i]) * Samples.Weight[i]; } OutColor *= Samples.FinalMultiplier; #elif METHOD == UPSCALE_METHOD_LANCZOS { // Lanczos 3 float2 UV = UVAndScreenPos.xy * Input_Extent; float2 tc = floor(UV - 0.5) + 0.5; float2 f = UV - tc + 2; // compute at f, f-1, f-2, f-3, f-4, and f-5 using trig angle addition float2 fpi = f*PI, fpi3 = f * (PI / 3.0); float2 sinfpi = sin(fpi), sinfpi3 = sin(fpi3), cosfpi3 = cos(fpi3); const float r3 = sqrt(3.0); float2 w0 = ( sinfpi * sinfpi3 ) / ( f * f ); float2 w1 = (-sinfpi * ( sinfpi3 - r3*cosfpi3)) / ((f - 1.0)*(f - 1.0)); float2 w2 = ( sinfpi * ( -sinfpi3 - r3*cosfpi3)) / ((f - 2.0)*(f - 2.0)); float2 w3 = (-sinfpi * (-2.0*sinfpi3 )) / ((f - 3.0)*(f - 3.0)); float2 w4 = ( sinfpi * ( -sinfpi3 + r3*cosfpi3)) / ((f - 4.0)*(f - 4.0)); float2 w5 = (-sinfpi * ( sinfpi3 + r3*cosfpi3)) / ((f - 5.0)*(f - 5.0)); // use bilinear texture weights to merge center two samples in each dimension float2 Weight[5]; Weight[0] = w0; Weight[1] = w1; Weight[2] = w2 + w3; Weight[3] = w4; Weight[4] = w5; float2 Sample[5]; Sample[0] = Input_ExtentInverse * (tc - 2); Sample[1] = Input_ExtentInverse * (tc - 1); Sample[2] = Input_ExtentInverse * (tc + w3 / Weight[2]); Sample[3] = Input_ExtentInverse * (tc + 2); Sample[4] = Input_ExtentInverse * (tc + 3); OutColor = 0; float WeightsSum = 0; // 5x5 footprint with corners dropped to give 13 texture taps OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[0].x, Sample[2].y)), Weight[0].x * Weight[2].y, WeightsSum); OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[1].x, Sample[1].y)), Weight[1].x * Weight[1].y, WeightsSum); OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[1].x, Sample[2].y)), Weight[1].x * Weight[2].y, WeightsSum); OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[1].x, Sample[3].y)), Weight[1].x * Weight[3].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[0].y)), Weight[2].x * Weight[0].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[1].y)), Weight[2].x * Weight[1].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[2].y)), Weight[2].x * Weight[2].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[3].y)), Weight[2].x * Weight[3].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[2].x, Sample[4].y)), Weight[2].x * Weight[4].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[3].x, Sample[1].y)), Weight[3].x * Weight[1].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[3].x, Sample[2].y)), Weight[3].x * Weight[2].y, WeightsSum); OutColor += AccumulateAndApplyWeight( SampleSceneColorRGBA(float2(Sample[3].x, Sample[3].y)), Weight[3].x * Weight[3].y, WeightsSum); OutColor += AccumulateAndApplyWeight(SampleSceneColorRGBA(float2(Sample[4].x, Sample[2].y)), Weight[4].x * Weight[2].y, WeightsSum); OutColor /= WeightsSum; } #elif METHOD == UPSCALE_METHOD_GAUSSIAN { // Gaussian filtered unsharp mask float2 UV = UVAndScreenPos.xy * Input_Extent; float2 tc = floor(UV) + 0.5; // estimate pixel value and derivatives OutColor = 0; float4 Laplacian = 0; float WeightsSum = 0; UNROLL for (int i = -3; i <= 2; ++i) { UNROLL for (int j = -3; j <= 2; ++j) { float2 TexelOffset = float2(i, j) + 0.5; // skip corners: eliminated entirely by UNROLL if (dot(TexelOffset, TexelOffset) > 9) continue; float2 Texel = tc + TexelOffset; float2 Offset = UV - Texel; float OffsetSq = 2 * dot(Offset, Offset); // texel loop is optimized for variance = 0.5 float Weight = exp(-0.5 * OffsetSq); float4 Sample = AccumulateAndApplyWeight(SampleSceneColorRGBA(Texel * Input_ExtentInverse), Weight, WeightsSum); OutColor += Sample; Laplacian += Sample * (OffsetSq - 2); } } const float InvWeightsSum = 1.0f / WeightsSum; OutColor *= InvWeightsSum; Laplacian *= InvWeightsSum; float UnsharpScale = UpscaleSoftness * (1 - Input_Extent.x * Input_Extent.y * Output_ViewportSizeInverse.x * Output_ViewportSizeInverse.y); OutColor -= UnsharpScale * Laplacian; } #elif METHOD == UPSCALE_METHOD_SMOOTHSTEP // smooth step. { OutColor = SampleSceneColorRGBA(GetSmoothstepUV(UVAndScreenPos.xy, Input_Extent, Input_ExtentInverse)); } #endif #if defined(DIM_ALPHA_CHANNEL) && DIM_ALPHA_CHANNEL == 1 FLATTEN if (OutColor.a > 0.999) { OutColor.a = 1; } else if (OutColor.a < 0.001) { OutColor.a = 0.0; } OutColor.a = select(bInvertAlpha > 0, 1.0f - OutColor.a, OutColor.a); #else OutColor.a = 0; // Skip all computations related to alpha #endif }