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sha256:5691fb073fe7e51646796d8f4f1826e1c7753fb52acce11350aa0370280eb44f -size 512112 +oid sha256:8666ea141d16c56d4416ef82933e00a8caba34ebcbb09a49c09f25d3fe5b0f84 +size 516167 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e4db7cc2005..e30ea89f6b9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -125,6 +125,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Optimized Grain and sRGB Dithering. - On platforms that allow it skip the first mip of the depth pyramid and compute it alongside the depth buffer used for low res transparents. - When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not. +- Improved MSAA color resolve to fix issues when very bright and very dark samples are resolved together. ## [10.0.0] - 2019-06-10 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader index 0db2490b910..60a8cb67b03 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader @@ -33,11 +33,41 @@ Shader "Hidden/HDRP/ColorResolve" return output; } + float ResolveWeight(float4 color, float totalSampleCount) + { + const float boxFilterWeight = rcp(totalSampleCount); + float toneMapWeight = rcp(1.0f + Luminance(color.xyz)); + + return boxFilterWeight * toneMapWeight; + } + + float InverseToneMapWeight(float4 color) + { + return rcp(1.0f - Luminance(color.xyz)); + } + float4 LoadColorTextureMS(float2 pixelCoords, uint sampleIndex) { return LOAD_TEXTURE2D_X_MSAA(_ColorTextureMS, pixelCoords, sampleIndex); } + float4 Resolve(Varyings input, uint sampleCount) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + int2 pixelCoords = int2(input.texcoord); + + float4 finalVal = 0; + for (int i = 0; i < sampleCount; ++i) + { + float4 currSample = (LoadColorTextureMS(pixelCoords, i)); + finalVal += currSample * ResolveWeight(currSample, sampleCount); + } + + finalVal.xyz *= InverseToneMapWeight(finalVal); + + return float4(finalVal.rgb, 1.0f); + } + float4 Frag1X(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -47,28 +77,19 @@ Shader "Hidden/HDRP/ColorResolve" float4 Frag2X(Varyings input) : SV_Target { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - int2 pixelCoords = int2(input.texcoord); - return FastTonemapInvert((FastTonemap(LoadColorTextureMS(pixelCoords, 0)) + FastTonemap(LoadColorTextureMS(pixelCoords, 1))) * 0.5f); + return Resolve(input, 2); } float4 Frag4X(Varyings input) : SV_Target { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - int2 pixelCoords = int2(input.texcoord); - return FastTonemapInvert((FastTonemap(LoadColorTextureMS(pixelCoords, 0)) + FastTonemap(LoadColorTextureMS(pixelCoords, 1)) - + FastTonemap(LoadColorTextureMS(pixelCoords, 2)) + FastTonemap(LoadColorTextureMS(pixelCoords, 3))) * 0.25f); + return Resolve(input, 4); } float4 Frag8X(Varyings input) : SV_Target { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - int2 pixelCoords = int2(input.texcoord); - return FastTonemapInvert((FastTonemap(LoadColorTextureMS(pixelCoords, 0)) + FastTonemap(LoadColorTextureMS(pixelCoords, 1)) - + FastTonemap(LoadColorTextureMS(pixelCoords, 2)) + FastTonemap(LoadColorTextureMS(pixelCoords, 3)) - + FastTonemap(LoadColorTextureMS(pixelCoords, 4)) + FastTonemap(LoadColorTextureMS(pixelCoords, 5)) - + FastTonemap(LoadColorTextureMS(pixelCoords, 6)) + FastTonemap(LoadColorTextureMS(pixelCoords, 7))) * 0.125f); + return Resolve(input, 8); } + ENDHLSL SubShader {