43 lines
1.3 KiB
HLSL
43 lines
1.3 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Common.ush"
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#include "ScreenPass.ush"
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#include "DepthOfFieldCommon.ush"
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Texture2D ColorTexture;
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SamplerState ColorSampler;
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Texture2D DepthTexture;
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SamplerState DepthSampler;
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FScreenTransform SvPositionToColorUV;
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FScreenTransform SvPositionToDepthUV;
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float4 NearColor;
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float4 FarColor;
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// render in fullres to visualize the half res DOF input from the setup pass
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void VisualizeDOFPS(
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in noperspective float4 UVAndScreenPos : TEXCOORD0,
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float4 SvPosition : SV_POSITION,
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out float4 OutColor : SV_Target0)
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{
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OutColor = 0;
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float SceneDeviceZ = DepthTexture.SampleLevel(DepthSampler, ApplyScreenTransform(SvPosition.xy, SvPositionToDepthUV), 0).r;
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half3 SceneColor = Texture2DSample(ColorTexture, ColorSampler, ApplyScreenTransform(SvPosition.xy, SvPositionToColorUV)).rgb;
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float SceneDepth = ConvertFromDeviceZ(SceneDeviceZ);
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// 0..1
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half Near = CalcUnfocusedPercentCustomBound(SceneDepth, 1, 0);
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// 0..1
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half Far = CalcUnfocusedPercentCustomBound(SceneDepth, 0, 1);
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OutColor = 0;
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OutColor.rgb = lerp(OutColor.rgb, NearColor.rgb, Near);
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OutColor.rgb = lerp(OutColor.rgb, FarColor.rgb, Far);
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// blend in a bit of the scene color to make navigation easier
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OutColor.rgb = lerp(saturate(OutColor.rgb), Luminance(SceneColor), 0.1f);
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} |