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////-------//
///**TAA**///
//-------////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//* Temporal AA "Epic Games" implementation + Some Magic:
//* For ReShade 3.0+ v 1.1
//* ---------------------------------
//* TAA
//* Due Diligence
//* Based on port by yvt
//* https://www.shadertoy.com/view/4tcXD2
//* https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
//* If I missed any please tell me.
//*
//* LICENSE
//* ============
//* Image Contrast Enhancement is licenses under: Attribution-NoDerivatives 4.0 International
//*
//* You are free to:
//* Share - copy and redistribute the material in any medium or format
//* for any purpose, even commercially.
//* The licensor cannot revoke these freedoms as long as you follow the license terms.
//* Under the following terms:
//* Attribution - You must give appropriate credit, provide a link to the license, and indicate if changes were made.
//* You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
//*
//* NoDerivatives - If you remix, transform, or build upon the material, you may not distribute the modified material.
//*
//* No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
//*
//* https://creativecommons.org/licenses/by-nd/4.0/
//*
//* Have fun,
//* Jose Negrete AKA BlueSkyDefender
//*
//* https://github.com/BlueSkyDefender/Depth3D
//*
//* Special thank you too "Jak0bW" j4712@web.de For Mouse Compatibility & Guidance.
//* Please feel free to message him for help and information
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if exists "Overwatch.fxh" //Overwatch Intercepter//
#include "Overwatch.fxh"
#else //DA_W Depth_Linearization | DB_X Depth_Flip
static const float DA_W = 0.0, DB_X = 0;
#define NC 0
#define NP 0
#endif
#define App_Sync 0
uniform float Clamping_Adjust <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 0; ui_max = 1.0;
ui_label = "Clamping Adjust";
ui_tooltip = "Adjust Clamping that effects Blur.\n"
"Default is Zero.";
ui_category = "TAA";
> = 0.0;
uniform float Persistence <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 0.0; ui_max = 1.00;
ui_label = "User Adjust";
ui_tooltip = "Increase persistence of the frames this is really the Temporal Part.\n"
"Default is 0.25. But, a value around 0.05 is recommended.";
ui_category = "TAA";
> = 0.125;
uniform float Similarity <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = -1.0; ui_max = 1.0;
ui_label = "Depth Similarity";
ui_tooltip = "Extra Image clamping based on Depth Similarities between Past and Current Depth for DeGhosing TAA.\n"
"Works on Depth & Color Delta is Selected and Depth is working in the game.\n"
"Default is 0.25.";
ui_category = "TAA";
> = 0.25;
uniform int Delta <
ui_type = "combo";
ui_label = "Used Delta Masking";
ui_items = "Color Delta\0Depth Delta\0";
ui_label = "TAA";
ui_category = "TAA";
> = 0;
uniform float Delta_Power <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 0.0; ui_max = 1.0;
ui_label = "Color & Depth Delta Power";
ui_tooltip = "Extra Image clamping based on delta between Past and Current Depth Buffer.\n"
"Only works on Depth Delta is Selected and Depth is working in the game.\n"
"Default is 0.25.";
ui_category = "TAA";
> = 0.25;
//Depth Map//
uniform int Debug <
ui_type = "combo";
ui_items = "TAA\0Delta Clamping\0DeGhosting Mask\0Depth\0";
ui_label = "Debug View";
> = 0;
uniform int Depth_Map <
ui_type = "combo";
ui_items = "Normal\0Reverse\0";
ui_label = "Custom Depth Map";
ui_tooltip = "Pick your Depth Map.";
ui_category = "Depth Buffer";
> =
DA_W;
uniform float Depth_Map_Adjust <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 1.0; ui_max = 1000.0; ui_step = 0.125;
ui_label = "Depth Map Adjustment";
ui_tooltip = "Adjust the depth map and sharpness distance.";
ui_category = "Depth Buffer";
> = 250.0;
uniform float Depth_CutOff <
ui_type = "drag";
ui_min = -1.0; ui_max = 1.0;
ui_label = "Depth CutOff point";
ui_tooltip = "Use this too set a TAA Cutoff point based on depth.\n"
"Default is 0.0.";
ui_category = "Depth Buffer";
> = 0.0;
uniform bool Depth_Map_Flip <
ui_label = "Depth Map Flip";
ui_tooltip = "Flip the depth map if it is upside down.";
ui_category = "Depth Buffer";
> =
DB_X;
/////////////////////////////////////////////D3D Starts Here/////////////////////////////////////////////////////////////////
texture2D DepthBufferTex : DEPTH;
sampler2D DepthBuffer
{
Texture = DepthBufferTex;
};
texture BackBufferTex : COLOR;
sampler BackBuffer
{
Texture = BackBufferTex;
};
texture CurrentBackBufferTAA
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
Format = RGBA8;
};
sampler CBackBuffer
{
Texture = CurrentBackBufferTAA;
};
texture CurrentDepthBufferTAA
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
Format = R16f;
};
sampler CDepthBuffer
{
Texture = CurrentDepthBufferTAA;
};
texture PastBackBufferTAA
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
Format = RGBA8;
};
sampler PBackBuffer
{
Texture = PastBackBufferTAA;
};
texture PastSingleBackBufferTAA
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
Format = RGBA8;
};
sampler PSBackBuffer
{
Texture = PastSingleBackBufferTAA;
};
texture PastSingleDepthBufferTAA
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
Format = R16f;
};
sampler PSDepthBuffer
{
Texture = PastSingleDepthBufferTAA;
};
//Total amount of frames since the game started.
uniform uint framecount < source = "framecount"; >;
uniform float timer < source = "timer"; >;
///////////////////////////////////////////////////////////TAA/////////////////////////////////////////////////////////////////////
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
#define iResolution float2(BUFFER_WIDTH, BUFFER_HEIGHT)
#define Alternate framecount % 2 == 0
float2 DepthM(float2 texcoord)
{
if (Depth_Map_Flip)
texcoord.y = 1 - texcoord.y;
float zBuffer = tex2D(DepthBuffer, texcoord).x; //Depth Buffer
//Conversions to linear space.....
//Near & Far Adjustment
float Far = 1.0, Near = 0.125 / Depth_Map_Adjust; //Division Depth Map Adjust - Near
float2 Z = float2(zBuffer, 1 - zBuffer);
if (Depth_Map == 0)//DM0. Normal
zBuffer = Far * Near / (Far + Z.x * (Near - Far));
else if (Depth_Map == 1)//DM1. Reverse
zBuffer = Far * Near / (Far + Z.y * (Near - Far));
return float2(step(smoothstep(0, 1, zBuffer), abs(Depth_CutOff)), zBuffer);
}
float4 BB_H(float2 TC)
{
return tex2D(BackBuffer, TC);
}
// YUV-RGB conversion routine from Hyper3D
float3 encodePalYuv(float3 rgb)
{
float3 RGB2Y = float3(0.299, 0.587, 0.114);
float3 RGB2Cb = float3(-0.169, -0.331, 0.500);
float3 RGB2Cr = float3(0.500, -0.419, -0.081);
return float3(dot(rgb, RGB2Y), dot(rgb, RGB2Cb), dot(rgb, RGB2Cr));
}
float3 decodePalYuv(float3 ycc)
{
float3 YCbCr2R = float3(1.000, 0.000, 1.400);
float3 YCbCr2G = float3(1.000, -0.343, -0.711);
float3 YCbCr2B = float3(1.000, 1.765, 0.000);
return float3(dot(ycc, YCbCr2R), dot(ycc, YCbCr2G), dot(ycc, YCbCr2B));
}
float4 TAA(float2 texcoord)
{ //Depth Similarity
float M_Similarity = 1 - abs(Similarity), D_Similarity = saturate(pow(abs(DepthM(texcoord).y / tex2D(PSDepthBuffer, texcoord).x), 100) + M_Similarity);
//Velocity Scaler
float S_Velocity = 12.5 * lerp(1, 80, Delta_Power), V_Buffer = saturate(distance(DepthM(texcoord).y, tex2D(PSDepthBuffer, texcoord).x) * S_Velocity);
float Per = 1 - Persistence;
float4 PastColor = tex2Dlod(PBackBuffer, float4(texcoord, 0, 0)); //Past Back Buffer
PastColor = (1 - Per) * tex2D(BackBuffer, texcoord) + Per * PastColor;
float3 antialiased = PastColor.xyz;
float mixRate = min(PastColor.w, 0.5), MB = Clamping_Adjust; //WIP
float3 BB = tex2D(BackBuffer, texcoord).xyz;
antialiased = lerp(antialiased * antialiased, BB * BB, mixRate);
antialiased = sqrt(antialiased);
const float2 XYoffset[8] = { float2(0, +pix.y), float2(0, -pix.y), float2(+pix.x, 0), float2(-pix.x, 0), float2(-pix.x, -pix.y), float2(+pix.x, -pix.y), float2(-pix.x, +pix.y), float2(+pix.x, +pix.y) };
float3 minColor = encodePalYuv(tex2D(BackBuffer, texcoord).rgb) - MB;
float3 maxColor = encodePalYuv(tex2D(BackBuffer, texcoord).rgb) + MB;
for (int i = 1; i < 8; ++i)
{ //DX9 work around.
minColor = min(minColor, encodePalYuv(tex2Dlod(BackBuffer, float4(texcoord + XYoffset[i], 0, 0)).rgb)) - MB;
maxColor = max(maxColor, encodePalYuv(tex2Dlod(BackBuffer, float4(texcoord + XYoffset[i], 0, 0)).rgb)) + MB;
}
antialiased = clamp(encodePalYuv(antialiased), minColor, maxColor);
mixRate = rcp(1.0 / mixRate + 1.0);
float diff = length(BB - tex2D(PSBackBuffer, texcoord).xyz) * lerp(1.0, 8.0, Delta_Power);
if (Delta == 1)
diff = V_Buffer;
float clampAmount = diff;
mixRate += clampAmount;
mixRate = clamp(mixRate, 0.05, 0.5);
antialiased = decodePalYuv(antialiased);
//Need to check for DX9
float4 Output = Similarity > 0 ? lerp(float4(BB, 1), float4(antialiased, mixRate), D_Similarity) : float4(lerp(BB, antialiased, D_Similarity), mixRate);
if (Debug == 1)
Output = diff;
else if (Debug == 2)
Output = lerp(float3(1, 0, 0), Output.rgb, D_Similarity);
else if (Debug == 3)
Output = DepthM(texcoord).y;
return Output;
}
void Out(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target)
{
float PosX = 0.9525f * BUFFER_WIDTH * pix.x, PosY = 0.975f * BUFFER_HEIGHT * pix.y, Scale = 2;
float3 D, E, P, T, H, Three, DD, Dot, I, N, F, O;
float4 T_A_A = TAA(texcoord);
#if App_Sync
if(texcoord.x < pix.x * Scale && 1-texcoord.y < pix.y * Scale)
T_A_A = Alternate ? 0 : 1; //Jak0bW Suggestion for Mouse Jiggle Wiggle
#endif
[branch]
if (timer <= 12500)
{
//DEPTH
//D
float PosXD = -0.035 + PosX, offsetD = 0.001;
float3 OneD = all(abs(float2(texcoord.x - PosXD, texcoord.y - PosY)) < float2(0.0025, 0.009));
float3 TwoD = all(abs(float2(texcoord.x - PosXD - offsetD, texcoord.y - PosY)) < float2(0.0025, 0.007));
D = OneD - TwoD;
//E
float PosXE = -0.028 + PosX, offsetE = 0.0005;
float3 OneE = all(abs(float2(texcoord.x - PosXE, texcoord.y - PosY)) < float2(0.003, 0.009));
float3 TwoE = all(abs(float2(texcoord.x - PosXE - offsetE, texcoord.y - PosY)) < float2(0.0025, 0.007));
float3 ThreeE = all(abs(float2(texcoord.x - PosXE, texcoord.y - PosY)) < float2(0.003, 0.001));
E = (OneE - TwoE) + ThreeE;
//P
float PosXP = -0.0215 + PosX, PosYP = -0.0025 + PosY, offsetP = 0.001, offsetP1 = 0.002;
float3 OneP = all(abs(float2(texcoord.x - PosXP, texcoord.y - PosYP)) < float2(0.0025, 0.009 * 0.775));
float3 TwoP = all(abs(float2(texcoord.x - PosXP - offsetP, texcoord.y - PosYP)) < float2(0.0025, 0.007 * 0.680));
float3 ThreeP = all(abs(float2(texcoord.x - PosXP + offsetP1, texcoord.y - PosY)) < float2(0.0005, 0.009));
P = (OneP - TwoP) + ThreeP;
//T
float PosXT = -0.014 + PosX, PosYT = -0.008 + PosY;
float3 OneT = all(abs(float2(texcoord.x - PosXT, texcoord.y - PosYT)) < float2(0.003, 0.001));
float3 TwoT = all(abs(float2(texcoord.x - PosXT, texcoord.y - PosY)) < float2(0.000625, 0.009));
T = OneT + TwoT;
//H
float PosXH = -0.0072 + PosX;
float3 OneH = all(abs(float2(texcoord.x - PosXH, texcoord.y - PosY)) < float2(0.002, 0.001));
float3 TwoH = all(abs(float2(texcoord.x - PosXH, texcoord.y - PosY)) < float2(0.002, 0.009));
float3 ThreeH = all(abs(float2(texcoord.x - PosXH, texcoord.y - PosY)) < float2(0.00325, 0.009));
H = (OneH - TwoH) + ThreeH;
//Three
float offsetFive = 0.001, PosX3 = -0.001 + PosX;
float3 OneThree = all(abs(float2(texcoord.x - PosX3, texcoord.y - PosY)) < float2(0.002, 0.009));
float3 TwoThree = all(abs(float2(texcoord.x - PosX3 - offsetFive, texcoord.y - PosY)) < float2(0.003, 0.007));
float3 ThreeThree = all(abs(float2(texcoord.x - PosX3, texcoord.y - PosY)) < float2(0.002, 0.001));
Three = (OneThree - TwoThree) + ThreeThree;
//DD
float PosXDD = 0.006 + PosX, offsetDD = 0.001;
float3 OneDD = all(abs(float2(texcoord.x - PosXDD, texcoord.y - PosY)) < float2(0.0025, 0.009));
float3 TwoDD = all(abs(float2(texcoord.x - PosXDD - offsetDD, texcoord.y - PosY)) < float2(0.0025, 0.007));
DD = OneDD - TwoDD;
//Dot
float PosXDot = 0.011 + PosX, PosYDot = 0.008 + PosY;
float3 OneDot = all(abs(float2(texcoord.x - PosXDot, texcoord.y - PosYDot)) < float2(0.00075, 0.0015));
Dot = OneDot;
//INFO
//I
float PosXI = 0.0155 + PosX, PosYI = 0.004 + PosY, PosYII = 0.008 + PosY;
float3 OneI = all(abs(float2(texcoord.x - PosXI, texcoord.y - PosY)) < float2(0.003, 0.001));
float3 TwoI = all(abs(float2(texcoord.x - PosXI, texcoord.y - PosYI)) < float2(0.000625, 0.005));
float3 ThreeI = all(abs(float2(texcoord.x - PosXI, texcoord.y - PosYII)) < float2(0.003, 0.001));
I = OneI + TwoI + ThreeI;
//N
float PosXN = 0.0225 + PosX, PosYN = 0.005 + PosY, offsetN = -0.001;
float3 OneN = all(abs(float2(texcoord.x - PosXN, texcoord.y - PosYN)) < float2(0.002, 0.004));
float3 TwoN = all(abs(float2(texcoord.x - PosXN, texcoord.y - PosYN - offsetN)) < float2(0.003, 0.005));
N = OneN - TwoN;
//F
float PosXF = 0.029 + PosX, PosYF = 0.004 + PosY, offsetF = 0.0005, offsetF1 = 0.001;
float3 OneF = all(abs(float2(texcoord.x - PosXF - offsetF, texcoord.y - PosYF - offsetF1)) < float2(0.002, 0.004));
float3 TwoF = all(abs(float2(texcoord.x - PosXF, texcoord.y - PosYF)) < float2(0.0025, 0.005));
float3 ThreeF = all(abs(float2(texcoord.x - PosXF, texcoord.y - PosYF)) < float2(0.0015, 0.00075));
F = (OneF - TwoF) + ThreeF;
//O
float PosXO = 0.035 + PosX, PosYO = 0.004 + PosY;
float3 OneO = all(abs(float2(texcoord.x - PosXO, texcoord.y - PosYO)) < float2(0.003, 0.005));
float3 TwoO = all(abs(float2(texcoord.x - PosXO, texcoord.y - PosYO)) < float2(0.002, 0.003));
O = OneO - TwoO;
//Website
color = float4(D + E + P + T + H + Three + DD + Dot + I + N + F + O, 1.) ? 1 - texcoord.y * 50.0 + 48.35f : T_A_A;
}
else
color = T_A_A;
}
void Current_BackBuffer(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 Color : SV_Target0, out float Depth : SV_Target1)
{
Color = BB_H(texcoord);
Depth = DepthM(texcoord).y;
}
void Past_BackBuffer(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 PastSingleC : SV_Target0, out float PastSingleD : SV_Target1, out float4 Past : SV_Target2)
{
PastSingleC = tex2D(CBackBuffer, texcoord).rgba;
PastSingleD = tex2D(CDepthBuffer, texcoord).x;
Past = BB_H(texcoord);
}
///////////////////////////////////////////////////////////ReShade.fxh/////////////////////////////////////////////////////////////
// Vertex shader generating a triangle covering the entire screen
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
{
texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
technique TAA
{
pass CBB
{
VertexShader = PostProcessVS;
PixelShader = Current_BackBuffer;
RenderTarget0 = CurrentBackBufferTAA;
RenderTarget1 = CurrentDepthBufferTAA;
}
pass Out
{
VertexShader = PostProcessVS;
PixelShader = Out;
}
pass PBB
{
VertexShader = PostProcessVS;
PixelShader = Past_BackBuffer;
RenderTarget0 = PastSingleBackBufferTAA;
RenderTarget1 = PastSingleDepthBufferTAA;
RenderTarget2 = PastBackBufferTAA;
}
}