2023-09-23 14:39:09 +06:00

426 lines
15 KiB
HLSL

////---------------//
///**Depth Cues**///
//---------------////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Depth Based Unsharp Mask haloing
// For Reshade 3.0+
// ---------------------------------
// Depth Cues
// Extra Information for where I got the Idea for Depth Cues.
// https://www.uni-konstanz.de/mmsp/pubsys/publishedFiles/LuCoDe06.pdf
//
// LICENSE
// ============
// Overwatch & Depth Cues 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
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#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
//Automatic Blur Adjustment based on Resolutionsup to 8k considered.
#if (BUFFER_HEIGHT <= 720)
#define Multi 0.5
#elif (BUFFER_HEIGHT <= 1080)
#define Multi 1.0
#elif (BUFFER_HEIGHT <= 1440)
#define Multi 1.5
#elif (BUFFER_HEIGHT <= 2160)
#define Multi 2
#else
#define Quality 2.5
#endif
// It is best to run Smart Sharp after tonemapping.
#if !defined(__RESHADE__) || __RESHADE__ < 40000
#define Compatibility 1
#else
#define Compatibility 0
#endif
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 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;
uniform bool DEPTH_DEBUG <
ui_label = "View Depth";
ui_tooltip = "Shows depth, you want close objects to be black and far objects to be white for things to work properly.";
ui_category = "Depth Buffer";
> = false;
uniform bool No_Depth_Map <
ui_label = "No Depth Map";
ui_tooltip = "If you have No Depth Buffer turn this On.";
ui_category = "Depth Buffer";
> = true;
uniform float Shade_Power <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 0.25; ui_max = 1.0;
ui_label = "Shade Power";
ui_tooltip = "Adjust the Shade Power This improves AO, Shadows, & Darker Areas in game.\n"
"Number 0.5 is default.";
ui_category = "Depth Cues";
> = 0.5;
uniform float Blur_Cues <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 0.0; ui_max = 1.0;
ui_label = "Blur Shade";
ui_tooltip = "Adjust the to make Shade Softer in the Image.\n"
"Number 0.5 is default.";
ui_category = "Depth Cues";
> = 0.5;
uniform float Spread <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 1.0; ui_max = 25.0; ui_step = 0.25;
ui_label = "Shade Fill";
ui_tooltip = "Adjust This to have the shade effect to fill in areas gives fakeAO effect.\n"
"This is used for gap filling.\n"
"Number 10.0 is default.";
ui_category = "Depth Cues";
> = 10.0;
uniform bool Debug_View <
ui_label = "Depth Cues Debug";
ui_tooltip = "Depth Cues Debug output the shadeded output.";
ui_category = "Depth Cues";
> = false;
//uniform bool Fake_AO <
// ui_label = "Fake AO";
// ui_tooltip = "Fake AO only works when you Have Depth Buffer Access.";
// ui_category = "Fake AO";
//> = false;
/////////////////////////////////////////////////////D3D Starts Here/////////////////////////////////////////////////////////////////
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
#define BlurSamples 10 //BlurSamples = # * 2
//#define Fake_AO_Adjust 0.001
#define S_Power Spread * Multi
#define M_Power Blur_Cues * Multi
uniform float timer < source = "timer"; >;
texture DepthBufferTex : DEPTH;
sampler DepthBuffer_DC
{
Texture = DepthBufferTex;
};
texture BackBufferTex : COLOR;
sampler BackBuffer_DC
{
Texture = BackBufferTex;
};
texture texHB_DC { Width = BUFFER_WIDTH * 0.5 ; Height = BUFFER_HEIGHT * 0.5 ; Format = R8; MipLevels = 1;};
sampler SamplerHB_DC
{
Texture = texHB_DC;
};
texture texDC { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R8; MipLevels = 3;};
sampler SamplerDC
{
Texture = texDC;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float Depth_DC(in float2 texcoord : TEXCOORD0)
{
if (Depth_Map_Flip)
texcoord.y = 1 - texcoord.y;
float zBuffer = tex2D(DepthBuffer_DC, 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 saturate(zBuffer);
}
float lum(float3 RGB)
{
return dot(RGB, float3(0.2126, 0.7152, 0.0722) );
}
float BB(in float2 texcoord, float2 AD)
{
//if(Fake_AO)
// return lerp(1-(1 - Fake_AO_Adjust/Depth_DC(texcoord + AD).x) , lum(tex2Dlod(BackBuffer_DC, float4(texcoord + AD,0,0)).rgb) , 0.125);
//else
return lum(tex2Dlod(BackBuffer_DC, float4(texcoord + AD,0,0)).rgb);
}
float H_Blur_DC(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
float S = S_Power * 0.125;
float sum = BB(texcoord,0) * BlurSamples;
float total = BlurSamples;
for ( int j = -BlurSamples; j <= BlurSamples; ++j)
{
float W = BlurSamples;
sum += BB(texcoord , + float2(pix.x * S,0) * j ) * W;
total += W;
}
return saturate(sum / total); // Get it Total sum..... :D
}
// Spread the blur a bit more.
float DepthCues(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
float2 S = S_Power * 0.75f * pix;
float M_Cues = 1, result = tex2Dlod(SamplerHB_DC,float4(texcoord,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2( 1, 0) * S ,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2( 0, 1) * S ,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2(-1, 0) * S ,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2( 0,-1) * S ,0,M_Cues)).x;
S *= 0.5;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2( 1, 0) * S ,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2( 0, 1) * S ,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2(-1, 0) * S ,0,M_Cues)).x;
result += tex2Dlod(SamplerHB_DC,float4(texcoord + float2( 0,-1) * S ,0,M_Cues)).x;
result *= rcp(9);
// Formula for Image Pop = Original + (Original / Blurred).
//float DC = BB(texcoord,0) / result;
return saturate(lerp(1.0f,BB(texcoord,0) / result,Shade_Power));
}
float3 ShaderOut_DC(float2 texcoord : TEXCOORD0)
{
float DCB = tex2Dlod(SamplerDC,float4(texcoord,0,M_Power)).x,DB = Depth_DC(texcoord).x;
float3 Out, BBN = tex2D(BackBuffer_DC,texcoord).rgb;
if(No_Depth_Map)
DB = 0.0;
Out.rgb = BBN * lerp(DCB,1., DB);
if (Debug_View)
Out = lerp(DCB,1., DB);
if (DEPTH_DEBUG)
Out = DB;
return Out;
}
////////////////////////////////////////////////////////Logo/////////////////////////////////////////////////////////////////////////
float3 Out_DC(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{ //Overwatch integration
float PosX = 0.9525f*BUFFER_WIDTH*pix.x,PosY = 0.975f*BUFFER_HEIGHT*pix.y, Text_Timer = 12500, BT = smoothstep(0,1,sin(timer*(3.75/1000)));
float D,E,P,T,H,Three,DD,Dot,I,N,F,O,R,EE,A,DDD,HH,EEE,L,PP,NN,PPP,C,Not,No;
float3 Color = ShaderOut_DC(texcoord).rgb;
if(NC || NP)
Text_Timer = 18750;
[branch] if(timer <= Text_Timer)
{
//DEPTH
//D
float PosXD = -0.035+PosX, offsetD = 0.001;
float OneD = all( abs(float2( texcoord.x -PosXD, texcoord.y-PosY)) < float2(0.0025,0.009));
float 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;
float OneE = all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.009));
float TwoE = all( abs(float2( texcoord.x -PosXE-offsetE, texcoord.y-PosY)) < float2(0.0025,0.007));
float 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;
float OneP = all( abs(float2( texcoord.x -PosXP, texcoord.y-PosYP)) < float2(0.0025,0.009*0.775));
float TwoP = all( abs(float2( texcoord.x -PosXP-offsetP, texcoord.y-PosYP)) < float2(0.0025,0.007*0.680));
float 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;
float OneT = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosYT)) < float2(0.003,0.001));
float TwoT = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosY)) < float2(0.000625,0.009));
T = OneT+TwoT;
//H
float PosXH = -0.0072+PosX;
float OneH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.001));
float TwoH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.009));
float 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;
float OneThree = all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.009));
float TwoThree = all( abs(float2( texcoord.x -PosX3 - offsetFive, texcoord.y-PosY)) < float2(0.003,0.007));
float 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;
float OneDD = all( abs(float2( texcoord.x -PosXDD, texcoord.y-PosY)) < float2(0.0025,0.009));
float 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;
float 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;
float OneI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosY)) < float2(0.003,0.001));
float TwoI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYI)) < float2(0.000625,0.005));
float 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;
float OneN = all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN)) < float2(0.002,0.004));
float 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;
float OneF = all( abs(float2( texcoord.x -PosXF-offsetF, texcoord.y-PosYF-offsetF1)) < float2(0.002,0.004));
float TwoF = all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0025,0.005));
float 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;
float OneO = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.003,0.005));
float TwoO = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.002,0.003));
O = OneO-TwoO;
//Text Warnings: No Profile / Not Compatible
//PosY += 0.953;
PosX -= 0.483;
float PosXNN = -0.458+PosX, offsetNN = 0.0015;
float OneNN = all( abs(float2( texcoord.x -PosXNN, texcoord.y-PosY)) < float2(0.00325,0.009));
float TwoNN = all( abs(float2( texcoord.x -PosXNN, texcoord.y-PosY-offsetNN)) < float2(0.002,0.008));
NN = OneNN-TwoNN;
//PPP
float PosXPPP = -0.451+PosX, PosYPPP = -0.0025+PosY, offsetPPP = 0.001, offsetPPP1 = 0.002;
float OnePPP = all( abs(float2( texcoord.x -PosXPPP, texcoord.y-PosYPPP)) < float2(0.0025,0.009*0.775));
float TwoPPP = all( abs(float2( texcoord.x -PosXPPP-offsetPPP, texcoord.y-PosYPPP)) < float2(0.0025,0.007*0.680));
float ThreePPP = all( abs(float2( texcoord.x -PosXPPP+offsetPPP1, texcoord.y-PosY)) < float2(0.0005,0.009));
PPP = (OnePPP-TwoPPP) + ThreePPP;
//C
float PosXC = -0.450+PosX, offsetC = 0.001;
float OneC = all( abs(float2( texcoord.x -PosXC, texcoord.y-PosY)) < float2(0.0035,0.009));
float TwoC = all( abs(float2( texcoord.x -PosXC-offsetC, texcoord.y-PosY)) < float2(0.0025,0.007));
C = OneC-TwoC;
if(NP)
No = (NN + PPP) * BT; //Blinking Text
if(NC)
Not = (NN + C) * BT; //Blinking Text
//Website
return D+E+P+T+H+Three+DD+Dot+I+N+F+O+No+Not ? (1-texcoord.y*50.0+48.85)*texcoord.y-0.500: Color;
}
else
return Color;
}
///////////////////////////////////////////////////////////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);
}
//*Rendering passes*//
technique Monocular_Cues
{
pass Blur
{
VertexShader = PostProcessVS;
PixelShader = H_Blur_DC;
RenderTarget = texHB_DC;
}
pass BlurDC
{
VertexShader = PostProcessVS;
PixelShader = DepthCues;
RenderTarget = texDC;
}
pass UnsharpMask
{
VertexShader = PostProcessVS;
PixelShader = Out_DC;
}
}