sebastianhein / urp_kawase_blur

URP renderfeature test project
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Single Pass Stereo Instancing compatibility. #10

Open electricpuppets opened 2 years ago

electricpuppets commented 2 years ago

Attempted to rewrite the shader to make it compatible with SinglePass Stereo Rendering. As below, it works in multipass and it also works in the scene camera but not on the VR headset (strange result on the headset, half black half brown jaggedly...Here it is, any suggestions?

Shader "Custom/RenderFeature/KawaseBlur" { Properties { _MainTex ("Texture", 2D) = "white" {} // _offset ("Offset", float) = 0.5 }

SubShader
{
    Tags { "RenderType"="Opaque" }
    LOD 100

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        // make fog work
        #pragma multi_compile_fog

        #include "UnityCG.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;

            UNITY_VERTEX_INPUT_INSTANCE_ID //Insert
        };

        struct v2f
        {
            float4 uv : TEXCOORD0;
            UNITY_FOG_COORDS(1)
            float4 vertex : SV_POSITION;

            UNITY_VERTEX_OUTPUT_STEREO //Insert
        };

        uniform sampler2D _MainTex2;
        UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); //Insert

        float4 _MainTex_ST;
        float4 _MainTex2_ST;
        float4 _MainTex_TexelSize;

        float _offset;

        v2f vert (appdata v)
        {
            v2f o;
            UNITY_SETUP_INSTANCE_ID(v); //Insert
            UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
            o.vertex = UnityObjectToClipPos(v.vertex.xyz);
            float2 worldXY = mul(unity_ObjectToWorld, v.vertex).xy;
            o.uv.xy = TRANSFORM_TEX(worldXY, _MainTex);
            return o;
        }

        fixed4 frag (v2f input) : SV_Target
        {
            float2 res = _MainTex_TexelSize.xy;
            float i = _offset;
            UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); //Insert
            fixed4 col = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, input.uv);
            col.rgb = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST)).rgb;
            col.rgb += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust((input.uv + float2(i, i) * res), _MainTex_ST)).rgb;
            col.rgb += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust((input.uv + float2(i, -i) * res), _MainTex_ST)).rgb;
            col.rgb += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust((input.uv + float2(-i, i) * res), _MainTex_ST)).rgb;
            col.rgb += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust((input.uv + float2(-i, -i) * res), _MainTex_ST)).rgb;
            col.rgb /= 5.0f;
            return col;
        }
        ENDCG
    }
}

}

raymondscopiclabs commented 1 month ago

Were you able to solve it? Currently attempting to do the same.