Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // ReShade effect file
- // visit facebook.com/MartyMcModding for news/updates
- //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Ambient Obscurance with Indirect Lighting "MXAO" 1.1r by Marty McFly
- // Copyright © 2008-2016 Marty McFly
- //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- #define fMXAOAmbientOcclusionAmount 2.0 //[0.0 to 2.0] Linearly increases AO intensity. Can cause pitch black clipping if set too high.
- #define bMXAOIndirectLightingEnable 0 //[0 or 1] Enables Indirect Lighting calculation. Will cause a major fps hit.
- #define fMXAOIndirectLightingAmount 4.0 //[0.0 to 8.0] Linearly increases IL intensity.
- #define fMXAOIndirectLightingSaturation 1.0 //[0.0 to 3.0] Boosts IL saturation for more pronounced effect.
- #define fMXAOSampleRadius 5.0 //[0.5 to 20.0] Sample radius of GI, higher values drop performance. Heavily depending on game, GTASA: 10 = GTA V: 40ish
- #define iMXAOSampleCount 255 //[16 to 255] Amount of MXAO samples. Higher means more accurate and less noisy AO at the cost of fps.
- #define bMXAOSmartSamplingEnable 1 //[0 or 1] Enables smart sample count reduction for far areas. May look ugly when low sample count (16 or less) is used, turn it off then.
- #define fMXAOSampleRandomization 1.0 //[0.0 to 1.0] Breaks up the dither pattern a bit if sample spiral gets too visible (low samples and/or high radius). Needs stronger blurring though.
- #define fMXAONormalBias 0.2 //[0.00 to 0.4] Normals bias to reduce self-occlusion of surfaces that have a low angle to each other.
- #define bMXAOBackfaceCheckEnable 0 //[0 or 1] For indirect lighting only! Enables back face check so surfaces facing away from the source position don't cast light. It comes with a slight fps drop.
- #define bMXAOBoundaryCheckEnable 0 //[0 or 1] Enables screen boundary check for samples. Can be useful to remove odd behaviour with too high sample radius / objects very close to camera. It comes with a slight fps drop.
- #define bMXAOLowPrecisionEnable 1 //[0 or 1] Enables lower bit mode for AO source texture (R32F vs R16F). This will improve performance but may introduce some artifacts at distant objects.
- #define fMXAOBlurSharpness 2.5 //[0.00 to 3.0] AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
- #define fMXAOBlurSteps 3 //[2 to 7] Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
- #define fMXAOSizeScale 1.0 //[0.5 to 1.0] Resolution scale in which AO is being calculated.
- #define fMXAOMipLevelIL 2 //[0 to 4] Miplevel of IL texture. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth.
- #define fMXAOMipLevelAO 0 //[0 to 2] Miplevel of AO texture. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
- #define bMXAODebugViewEnable 1 //[0 or 1] Enables raw AO/IL output for debugging and tuning purposes.
- //custom variables, depleted after Framework implementation.
- #define AO_FADE____START 0.6 //[0.0 to 1.0] Depth at which AO starts to fade out. 0.0 = camera, 1.0 = sky. Must be lower than AO fade end.
- #define AO_FADE____END 0.9 //[0.0 to 1.0] Depth at which AO completely fades out. 0.0 = camera, 1.0 = sky. Must be higher than AO fade start.
- #define MXAO_TOGGLEKEY 0x20 //NUM5
- #pragma reshade showfps
- uniform float Timer < source = "timer"; >;
- #define PixelSize float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
- //textures
- texture2D texColor : COLOR;
- texture2D texDepth : DEPTH;
- texture2D texLOD { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 5+fMXAOMipLevelIL;};
- #if(bMXAOLowPrecisionEnable != 0)
- texture2D texDepthLOD { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R16F; MipLevels = 5+fMXAOMipLevelAO;};
- #else
- texture2D texDepthLOD { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R32F; MipLevels = 5+fMXAOMipLevelAO;};
- #endif
- #if(bMXAOBackfaceCheckEnable != 0)
- texture2D texNormal { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 5+fMXAOMipLevelIL;};
- #else
- texture2D texNormal { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
- #endif
- texture2D texSSAO { Width = BUFFER_WIDTH*fMXAOSizeScale; Height = BUFFER_HEIGHT*fMXAOSizeScale; Format = RGBA8; };
- texture2D texDither <string source = "bayer16x16.png";> { Width = 16;Height = 16;Format = R8;};
- sampler2D SamplerColor
- {
- Texture = texColor;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- sampler2D SamplerDepth
- {
- Texture = texDepth;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- sampler2D SamplerLOD
- {
- Texture = texLOD;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- sampler2D SamplerDepthLOD
- {
- Texture = texDepthLOD;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- sampler2D SamplerNormal
- {
- Texture = texNormal;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- sampler2D SamplerSSAO
- {
- Texture = texSSAO;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- sampler2D SamplerDither
- {
- Texture = texDither;
- MinFilter = POINT;
- MagFilter = POINT;
- MipFilter = POINT;
- AddressU = Wrap;
- AddressV = Wrap;
- };
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 texcoord : TEXCOORD)
- {
- texcoord.x = (id == 2) ? 2.0 : 0.0;
- texcoord.y = (id == 1) ? 2.0 : 0.0;
- pos = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- #define RESHADE_DEPTH_LINEARIZATION_FAR_PLANE 1000.0
- float GetLinearDepth(float2 coords)
- {
- float depth = tex2Dlod(SamplerDepth, float4(coords.xy,0,0)).x;
- depth = -depth + 0.00;
- return depth;
- }
- float3 GetPosition(float2 coords)
- {
- float EyeDepth = GetLinearDepth(coords.xy)*RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- return float3((coords.xy * 2.0 - 1.0)*EyeDepth,EyeDepth);
- }
- float3 GetPositionLOD(float2 coords, int mipLevel)
- {
- float EyeDepth = tex2Dlod(SamplerDepthLOD, float4(coords.xy,0,mipLevel)).x;
- return float3((coords.xy * 2.0 - 1.0)*EyeDepth,EyeDepth);
- }
- float3 GetNormalFromDepth(float2 coords)
- {
- float3 centerPos = GetPosition(coords.xy);
- float2 offs = PixelSize.xy*1.0;
- float3 ddx1 = GetPosition(coords.xy + float2(offs.x, 0)) - centerPos;
- float3 ddx2 = centerPos - GetPosition(coords.xy + float2(-offs.x, 0));
- float3 ddy1 = GetPosition(coords.xy + float2(0, offs.y)) - centerPos;
- float3 ddy2 = centerPos - GetPosition(coords.xy + float2(0, -offs.y));
- ddx1 = lerp(ddx1, ddx2, abs(ddx1.z) > abs(ddx2.z));
- ddy1 = lerp(ddy1, ddy2, abs(ddy1.z) > abs(ddy2.z));
- float3 normal = cross(ddy1, ddx1);
- return normalize(normal);
- }
- float4 GetBlurFactors(float2 coords)
- {
- return float4(tex2Dlod(SamplerNormal, float4(coords.xy,0,0)).xyz*2.0-1.0,GetLinearDepth(coords.xy));
- }
- float GetBlurWeight(float r, float4 z, float4 z0)
- {
- float normaldiff = distance(z.xyz,z0.xyz);
- float depthdiff = abs(z.w-z0.w);
- float depthfalloff = pow(saturate(1.0 - z0.w),3.0);
- float fresnelfactor = saturate(min(-z0.z,-z.z));
- float normalweight = saturate(1.0-normaldiff * fMXAOBlurSharpness);
- float depthweight = saturate(1.0-depthdiff * RESHADE_DEPTH_LINEARIZATION_FAR_PLANE * fMXAOBlurSharpness * fresnelfactor * depthfalloff * 0.5);
- return min(depthweight,normalweight);
- }
- float2 GetRandom2FromCoord(float2 coords)
- {
- coords *= 1000.0;
- float3 coords3 = frac(float3(coords.xyx) * 0.1031);
- coords3 += dot(coords3.xyz, coords3.yzx+19.19);
- return frac(float2((coords3.x + coords3.y)*coords3.z, (coords3.x+coords3.z)*coords3.y));
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void PS_AO_Pre(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0, out float4 depth : SV_Target1, out float4 normal : SV_Target2)
- {
- color = tex2D(SamplerColor, texcoord.xy);
- depth = GetLinearDepth(texcoord.xy)*RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- normal = GetNormalFromDepth(texcoord.xy).xyzz*0.5+0.5; // * 0.5 + 0.5; //packing into 2 components not possible.
- }
- void PS_AO_Gen(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0)
- {
- float3 ScreenSpaceNormals = GetNormalFromDepth(texcoord.xy); //tex2D(SamplerNormal, texcoord.xy).xyz * 2.0 - 1.0; //better to use best possible data than rounded texture values
- float3 ScreenSpacePosition = GetPositionLOD(texcoord.xy, 0);
- float scenedepth = ScreenSpacePosition.z / RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- ScreenSpacePosition += ScreenSpaceNormals * scenedepth;
- float numSamples = lerp(iMXAOSampleCount,12,scenedepth / AO_FADE____END); //AO FADEOUT //12 is minimum acceptable sampling count and max(12,...) makes falloff ineffective for small sample counts.
- float2 SampleRadiusScaled = fMXAOSampleRadius / (numSamples * ScreenSpacePosition.z * float2(1.0, PixelSize.x/PixelSize.y) * 0.6);
- float radialJitter = (GetRandom2FromCoord(texcoord.xy).x-0.5) * fMXAOSampleRandomization;
- float rotAngle = tex2D(SamplerDither, texcoord.xy * float2(BUFFER_WIDTH,BUFFER_HEIGHT) * fMXAOSizeScale * 0.0625).x;
- float mipFactor = SampleRadiusScaled.x*numSamples*19.0;
- float4 AOandGI = 0.0;
- float2x2 radialMatrix = float2x2(0.575,0.81815,-0.81815,0.575); //E.F
- float2 currentVector = float2(cos(rotAngle*6.283), sin(rotAngle*6.283));
- float fNegInvR2 = -1.0/(fMXAOSampleRadius*fMXAOSampleRadius);
- [loop]
- for (float i=1.0; i <= numSamples; i++)
- {
- currentVector = mul(currentVector.xy, radialMatrix);
- float2 currentOffset = texcoord.xy + currentVector.xy * SampleRadiusScaled.xy * (i+radialJitter);
- #if(bMXAOBoundaryCheckEnable != 0)
- [branch]
- if(currentOffset.x < 1.0 && currentOffset.y < 1.0 && currentOffset.x > 0.0 && currentOffset.y > 0.0)
- {
- #endif
- float mipLevel = clamp((int)floor(log2(mipFactor*i)) - 3, fMXAOMipLevelAO, 5); //AO must not go beyond 5
- float3 occlVec = GetPositionLOD(currentOffset.xy, mipLevel) - ScreenSpacePosition;
- float occlDistance = length(occlVec);
- float SurfaceAngle = dot(occlVec/occlDistance, ScreenSpaceNormals);
- float fAO = saturate(occlDistance * fNegInvR2 + 1.0) * saturate(SurfaceAngle - fMXAONormalBias);
- #if(bMXAOIndirectLightingEnable != 0)
- float3 fIL = tex2Dlod(SamplerLOD, float4(currentOffset,0,mipLevel + fMXAOMipLevelIL)).xyz;
- #if(bMXAOBackfaceCheckEnable != 0)
- float3 offsetNormals = tex2Dlod(SamplerNormal, float4(currentOffset,0,mipLevel + fMXAOMipLevelIL)).xyz * 2.0 - 1.0;
- float facingtoSource = dot(-normalize(occlVec),offsetNormals);
- facingtoSource = smoothstep(-0.5,0.0,facingtoSource);
- fIL *= facingtoSource;
- #endif
- AOandGI.w += fAO*saturate(1-dot(fIL,float3(0.299,0.587,0.114)));
- AOandGI.xyz += fIL*fAO;
- #else
- AOandGI.w += fAO;
- #endif
- #if(bMXAOBoundaryCheckEnable != 0)
- }
- #endif
- }
- AOandGI *= 20.0 / ((1.0-fMXAONormalBias)*numSamples*fMXAOSampleRadius);
- res = lerp(AOandGI,float4(0.0.xxx,0.0), AO_FADE____END < scenedepth); //AO FADEOUT
- }
- void PS_AO_Blur1(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0)
- {
- float4 center_factor = GetBlurFactors(texcoord.xy);
- float4 temp_factor = 0.0;
- float totalweight = 1.0;
- float tempweight = 0.0;
- float4 total_ao = tex2Dlod(SamplerSSAO, float4(texcoord.xy,0,0));
- float4 temp_ao = 0.0;
- [loop]
- for(float r = 1.0; r <= fMXAOBlurSteps; r += 1.0)
- {
- float2 axis = float2(-r,r)/fMXAOSizeScale*1.25;
- temp_factor = GetBlurFactors(texcoord.xy + axis * PixelSize.xy);
- temp_ao = tex2Dlod(SamplerSSAO, float4(texcoord.xy + axis * PixelSize.xy,0,0));
- tempweight = GetBlurWeight(r, temp_factor, center_factor);
- total_ao += temp_ao * tempweight;
- totalweight += tempweight;
- temp_factor = GetBlurFactors(texcoord.xy - axis * PixelSize.xy);
- temp_ao = tex2Dlod(SamplerSSAO, float4(texcoord.xy - axis * PixelSize.xy,0,0));
- tempweight = GetBlurWeight(r, temp_factor, center_factor);
- total_ao += temp_ao * tempweight;
- totalweight += tempweight;
- }
- total_ao /= totalweight;
- res = total_ao;
- }
- void PS_AO_Blur2(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0)
- {
- float4 center_factor = GetBlurFactors(texcoord.xy);
- float4 temp_factor = 0.0;
- float totalweight = 1.0;
- float tempweight = 0.0;
- float4 total_ao = tex2Dlod(SamplerColor, float4(texcoord.xy,0,0));
- float4 temp_ao = 0.0;
- [loop]
- for(float r = 1.0; r <= fMXAOBlurSteps; r += 1.0)
- {
- float2 axis = float2(r,r)/fMXAOSizeScale*1.25;
- temp_factor = GetBlurFactors(texcoord.xy + axis * PixelSize.xy);
- temp_ao = tex2Dlod(SamplerColor, float4(texcoord.xy + axis * PixelSize.xy,0,0));
- tempweight = GetBlurWeight(r, temp_factor, center_factor);
- total_ao += temp_ao * tempweight;
- totalweight += tempweight;
- temp_factor = GetBlurFactors(texcoord.xy - axis * PixelSize.xy);
- temp_ao = tex2Dlod(SamplerColor, float4(texcoord.xy - axis * PixelSize.xy,0,0));
- tempweight = GetBlurWeight(r, temp_factor, center_factor);
- total_ao += temp_ao * tempweight;
- totalweight += tempweight;
- }
- total_ao /= totalweight;
- float4 mxao = saturate(total_ao);
- float scenedepth = GetLinearDepth(texcoord.xy); //might change center_factor so better fetch depth directly here.
- float4 color = max(0.0,tex2D(SamplerLOD, texcoord.xy));
- float colorgray = dot(color.xyz,float3(0.299,0.587,0.114));
- mxao.xyz = lerp(dot(mxao.xyz,float3(0.299,0.587,0.114)),mxao.xyz,fMXAOIndirectLightingSaturation) * fMXAOIndirectLightingAmount;
- mxao.w = 1.0-pow(1.0-mxao.w, fMXAOAmbientOcclusionAmount * 2.0);
- #if(bMXAODebugViewEnable == 0)
- mxao = lerp(mxao, 0.0, pow(colorgray,2.0));
- #endif
- mxao.w = lerp(mxao.w, 0.0,smoothstep(AO_FADE____START, AO_FADE____END, scenedepth)); //AO FADEOUT
- mxao.xyz = lerp(mxao.xyz,0.0,smoothstep(AO_FADE____START*0.5, AO_FADE____END*0.5, scenedepth)); //AO FADEOUT //IL can look really bad on far objects.
- float3 GI = mxao.w - mxao.xyz;
- GI = max(0.0,1-GI);
- color.xyz *= GI;
- #if(bMXAODebugViewEnable != 0)
- #if(bMXAOIndirectLightingEnable != 0)
- color.xyz = 1-mxao.w;
- #else
- color.xyz = 1-mxao.w;
- #endif
- #endif
- res = color;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- technique PostProcess < bool enabled = 1;toggle = MXAO_TOGGLEKEY;>
- {
- pass P0
- {
- VertexShader = VS_PostProcess;
- PixelShader = PS_AO_Pre;
- RenderTarget0 = texLOD;
- RenderTarget1 = texDepthLOD;
- RenderTarget2 = texNormal;
- }
- pass P1
- {
- VertexShader = VS_PostProcess;
- PixelShader = PS_AO_Gen;
- RenderTarget = texSSAO;
- }
- pass P2_0
- {
- VertexShader = VS_PostProcess;
- PixelShader = PS_AO_Blur1;
- }
- pass P2_1
- {
- VertexShader = VS_PostProcess;
- PixelShader = PS_AO_Blur2;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement