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- //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // ReShade 3.0 effect file
- // visit facebook.com/MartyMcModding for news/updates
- //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Ambient Obscurance with Indirect Lighting "MXAO" 3.4.3 by Marty McFly
- // CC BY-NC-ND 3.0 licensed.
- //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- #ifndef BUFFER_SHIT
- #define BUFFER_SHIT 0
- #endif
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Preprocessor Settings
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- #ifndef MXAO_MIPLEVEL_AO
- #define MXAO_MIPLEVEL_AO 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
- #endif
- #ifndef MXAO_MIPLEVEL_IL
- #define MXAO_MIPLEVEL_IL 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.
- #endif
- #ifndef MXAO_ENABLE_IL
- #define MXAO_ENABLE_IL 0 //[0 or 1] Enables Indirect Lighting calculation. Will cause a major fps hit.
- #endif
- #ifndef MXAO_SMOOTHNORMALS
- #define MXAO_SMOOTHNORMALS 0 //[0 or 1] This feature makes low poly surfaces smoother, especially useful on older games.
- #endif
- #ifndef MXAO_TWO_LAYER
- #define MXAO_TWO_LAYER 0 //[0 or 1] Splits MXAO into two separate layers that allow for both large and fine AO.
- #endif
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // UI variables
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- uniform int MXAO_GLOBAL_SAMPLE_QUALITY_PRESET <
- ui_type = "combo";
- ui_label = "Sample Quality";
- ui_items = "Very Low\0Low\0Medium\0High\0Very High\0Ultra\0Maximum\0";
- ui_tooltip = "Global quality control, main performance knob. Higher radii might require higher quality.";
- > = 2;
- uniform float MXAO_SAMPLE_RADIUS <
- ui_type = "drag";
- ui_min = 0.5; ui_max = 20.0;
- ui_label = "Sample Radius";
- ui_tooltip = "Sample radius of MXAO, higher means more large-scale occlusion with less fine-scale details.";
- > = 2.5;
- uniform float MXAO_SAMPLE_NORMAL_BIAS <
- ui_type = "drag";
- ui_min = 0.0; ui_max = 0.8;
- ui_label = "Normal Bias";
- ui_tooltip = "Occlusion Cone bias to reduce self-occlusion of surfaces that have a low angle to each other.";
- > = 0.2;
- uniform float MXAO_GLOBAL_RENDER_SCALE <
- ui_type = "drag";
- ui_label = "Render Size Scale";
- ui_min = 0.50; ui_max = 1.00;
- ui_tooltip = "Factor of MXAO resolution, lower values greatly reduce performance overhead but decrease quality.\n1.0 = MXAO is computed in original resolution\n0.5 = MXAO is computed in 1/2 width 1/2 height of original resolution\n...";
- > = 1.0;
- uniform float MXAO_SSAO_AMOUNT <
- ui_type = "drag";
- ui_min = 0.00; ui_max = 4.00;
- ui_label = "Ambient Occlusion Amount";
- ui_tooltip = "Intensity of AO effect. Can cause pitch black clipping if set too high.";
- > = 1.00;
- #if(MXAO_ENABLE_IL != 0)
- uniform float MXAO_SSIL_AMOUNT <
- ui_type = "drag";
- ui_min = 0.00; ui_max = 12.00;
- ui_label = "Indirect Lighting Amount";
- ui_tooltip = "Intensity of IL effect. Can cause overexposured white spots if set too high.";
- > = 4.00;
- uniform float MXAO_SSIL_SATURATION <
- ui_type = "drag";
- ui_min = 0.00; ui_max = 3.00;
- ui_label = "Indirect Lighting Saturation";
- ui_tooltip = "Controls color saturation of IL effect.";
- > = 1.00;
- #endif
- #if (MXAO_TWO_LAYER != 0)
- uniform float MXAO_SAMPLE_RADIUS_SECONDARY <
- ui_type = "drag";
- ui_min = 0.1; ui_max = 1.00;
- ui_label = "Fine AO Scale";
- ui_tooltip = "Multiplier of Sample Radius for fine geometry. A setting of 0.5 scans the geometry at half the radius of the main AO.";
- > = 0.2;
- uniform float MXAO_AMOUNT_FINE <
- ui_type = "drag";
- ui_min = 0.00; ui_max = 1.00;
- ui_label = "Fine AO intensity multiplier";
- ui_tooltip = "Intensity of small scale AO / IL.";
- > = 1.0;
- uniform float MXAO_AMOUNT_COARSE <
- ui_type = "drag";
- ui_min = 0.00; ui_max = 1.00;
- ui_label = "Coarse AO intensity multiplier";
- ui_tooltip = "Intensity of large scale AO / IL.";
- > = 1.0;
- #endif
- uniform int MXAO_DEBUG_VIEW_ENABLE <
- ui_type = "combo";
- ui_label = "Enable Debug View";
- ui_items = "None\0AO/IL channel\0Culling Mask\0";
- ui_tooltip = "Different debug outputs";
- > = 0;
- uniform int MXAO_BLEND_TYPE <
- ui_type = "drag";
- ui_min = 0; ui_max = 2;
- ui_label = "Blending Mode";
- ui_tooltip = "Different blending modes for merging AO/IL with original color.\0Blending mode 0 matches formula of MXAO 2.0 and older.";
- > = 0;
- uniform float MXAO_FADE_DEPTH_START <
- ui_type = "drag";
- ui_label = "Fade Out Start";
- ui_min = 0.00; ui_max = 1.00;
- ui_tooltip = "Distance where MXAO starts to fade out. 0.0 = camera, 1.0 = sky. Must be less than Fade Out End.";
- > = 0.05;
- uniform float MXAO_FADE_DEPTH_END <
- ui_type = "drag";
- ui_label = "Fade Out End";
- ui_min = 0.00; ui_max = 1.00;
- ui_tooltip = "Distance where MXAO completely fades out. 0.0 = camera, 1.0 = sky. Must be greater than Fade Out Start.";
- > = 0.4;
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Textures, Samplers
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- #include "ReShade.fxh"
- texture2D MXAO_ColorTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 3+MXAO_MIPLEVEL_IL;};
- texture2D MXAO_DepthTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R16F; MipLevels = 3+MXAO_MIPLEVEL_AO;};
- texture2D MXAO_NormalTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 3+MXAO_MIPLEVEL_IL;};
- texture2D MXAO_CullingTex { Width = BUFFER_WIDTH/8; Height = BUFFER_HEIGHT/8; Format = R8; };
- #if(BUFFER_SHIT != 0)
- texture2D MXAO_BlurTex1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
- texture2D MXAO_BlurTex2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
- sampler2D sMXAO_BlurTex1 { Texture = MXAO_BlurTex1; };
- sampler2D sMXAO_BlurTex2 { Texture = MXAO_BlurTex2; };
- #endif
- sampler2D sMXAO_ColorTex { Texture = MXAO_ColorTex; };
- sampler2D sMXAO_DepthTex { Texture = MXAO_DepthTex; };
- sampler2D sMXAO_NormalTex { Texture = MXAO_NormalTex; };
- sampler2D sMXAO_CullingTex { Texture = MXAO_CullingTex; };
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Vertex Shader
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- struct MXAO_VSOUT
- {
- float4 position : SV_Position;
- float2 texcoord : TEXCOORD0;
- float2 scaledcoord : TEXCOORD1;
- float samples : TEXCOORD2;
- float3 uvtoviewADD : TEXCOORD4;
- float3 uvtoviewMUL : TEXCOORD5;
- };
- MXAO_VSOUT VS_MXAO(in uint id : SV_VertexID)
- {
- MXAO_VSOUT MXAO;
- MXAO.texcoord.x = (id == 2) ? 2.0 : 0.0;
- MXAO.texcoord.y = (id == 1) ? 2.0 : 0.0;
- MXAO.scaledcoord.xy = MXAO.texcoord.xy / MXAO_GLOBAL_RENDER_SCALE;
- MXAO.position = float4(MXAO.texcoord.xy * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
- MXAO.samples = 8;
- if( MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 0) { MXAO.samples = 4; }
- else if(MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 1) { MXAO.samples = 8; }
- else if(MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 2) { MXAO.samples = 16; }
- else if(MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 3) { MXAO.samples = 24; }
- else if(MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 4) { MXAO.samples = 32; }
- else if(MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 5) { MXAO.samples = 64; }
- else if(MXAO_GLOBAL_SAMPLE_QUALITY_PRESET == 6) { MXAO.samples = 255; }
- MXAO.uvtoviewADD = float3(-1.0,-1.0,1.0);
- MXAO.uvtoviewMUL = float3(2.0,2.0,0.0);
- /* //uncomment to enable perspective-correct position recontruction. Minor difference for common FoV's
- static const float FOV = 70.0; //vertical FoV
- MXAO.uvtoviewADD = float3(-tan(radians(FOV * 0.5)).xx,1.0);
- MXAO.uvtoviewADD.y *= BUFFER_WIDTH * BUFFER_RCP_HEIGHT;
- MXAO.uvtoviewMUL = float3(-2.0 * MXAO.uvtoviewADD.xy,0.0);
- */
- return MXAO;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Functions
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- float GetLinearDepth(in float2 coords)
- {
- return ReShade::GetLinearizedDepth(coords);
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- float3 GetPosition(in float2 coords, in MXAO_VSOUT MXAO)
- {
- return (coords.xyx * MXAO.uvtoviewMUL + MXAO.uvtoviewADD) * GetLinearDepth(coords.xy) * RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- float3 GetPositionLOD(in float2 coords, in MXAO_VSOUT MXAO, in int mipLevel)
- {
- return (coords.xyx * MXAO.uvtoviewMUL + MXAO.uvtoviewADD) * tex2Dlod(sMXAO_DepthTex, float4(coords.xy,0,mipLevel)).x;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void GetBlurWeight(in float4 tempKey, in float4 centerKey, in float surfacealignment, inout float weight)
- {
- float depthdiff = abs(tempKey.w - centerKey.w);
- float normaldiff = saturate(1.0 - dot(tempKey.xyz,centerKey.xyz));
- weight = saturate(0.15 / surfacealignment - depthdiff) * saturate(0.65 - normaldiff);
- weight = saturate(weight * 4.0) * 2.0;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void GetBlurKeyAndSample(in float2 texcoord, in float inputscale, in sampler inputsampler, inout float4 tempsample, inout float4 key)
- {
- float4 lodcoord = float4(texcoord.xy,0,0);
- tempsample = tex2Dlod(inputsampler,lodcoord * inputscale);
- key = float4(tex2Dlod(sMXAO_NormalTex,lodcoord).xyz*2-1, tex2Dlod(sMXAO_DepthTex,lodcoord).x);
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- float4 BlurFilter(in MXAO_VSOUT MXAO, in sampler inputsampler, in float inputscale, in float radius, in int blursteps)
- {
- float4 tempsample;
- float4 centerkey, tempkey;
- float centerweight = 1.0, tempweight;
- float4 blurcoord = 0.0;
- GetBlurKeyAndSample(MXAO.texcoord.xy,inputscale,inputsampler,tempsample,centerkey);
- float surfacealignment = saturate(-dot(centerkey.xyz,normalize(float3(MXAO.texcoord.xy*2.0-1.0,1.0)*centerkey.w)));
- #if(MXAO_ENABLE_IL != 0)
- #define BLUR_COMP_SWIZZLE xyzw
- #else
- #define BLUR_COMP_SWIZZLE w
- #endif
- float4 blurSum = tempsample.BLUR_COMP_SWIZZLE;
- float2 blurOffsets[8] = {float2(1.5,0.5),float2(-1.5,-0.5),float2(-0.5,1.5),float2(0.5,-1.5),float2(1.5,2.5),float2(-1.5,-2.5),float2(-2.5,1.5),float2(2.5,-1.5)};
- [loop]
- for(int iStep = 0; iStep < blursteps; iStep++)
- {
- float2 sampleCoord = MXAO.texcoord.xy + blurOffsets[iStep] * ReShade::PixelSize * radius / inputscale;
- GetBlurKeyAndSample(sampleCoord, inputscale, inputsampler, tempsample, tempkey);
- GetBlurWeight(tempkey, centerkey, surfacealignment, tempweight);
- blurSum += tempsample.BLUR_COMP_SWIZZLE * tempweight;
- centerweight += tempweight;
- }
- blurSum.BLUR_COMP_SWIZZLE /= centerweight;
- #if(MXAO_ENABLE_IL == 0)
- blurSum.xyz = centerkey.xyz*0.5+0.5;
- #endif
- return blurSum;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void SetupAOParameters(in MXAO_VSOUT MXAO, in float3 P, in float layerID, out float scaledRadius, out float falloffFactor)
- {
- scaledRadius = 0.25 * MXAO_SAMPLE_RADIUS / (MXAO.samples * (P.z + 2.0));
- falloffFactor = -1.0/(MXAO_SAMPLE_RADIUS * MXAO_SAMPLE_RADIUS);
- #if(MXAO_TWO_LAYER != 0)
- scaledRadius *= lerp(1.0,MXAO_SAMPLE_RADIUS_SECONDARY,layerID);
- falloffFactor *= lerp(1.0,1.0/(MXAO_SAMPLE_RADIUS_SECONDARY*MXAO_SAMPLE_RADIUS_SECONDARY),layerID);
- #endif
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void TesselateNormals(inout float3 N, in float3 P, in MXAO_VSOUT MXAO)
- {
- float2 searchRadiusScaled = 0.018 / P.z * float2(1.0,ReShade::AspectRatio);
- float3 likelyFace[4] = {N,N,N,N};
- for(int iDirection=0; iDirection < 4; iDirection++)
- {
- float2 cdir;
- sincos(6.28318548 * 0.25 * iDirection,cdir.y,cdir.x);
- for(int i=1; i<=5; i++)
- {
- float cSearchRadius = exp2(i);
- float2 cOffset = MXAO.scaledcoord.xy + cdir * cSearchRadius * searchRadiusScaled;
- float3 cN = tex2Dlod(sMXAO_NormalTex,float4(cOffset,0,0)).xyz * 2.0 - 1.0;
- float3 cP = GetPositionLOD(cOffset.xy,MXAO,0);
- float3 cDelta = cP - P;
- float validWeightDistance = saturate(1.0 - dot(cDelta,cDelta) * 20.0 / cSearchRadius);
- float Angle = dot(N.xyz,cN.xyz);
- float validWeightAngle = smoothstep(0.3,0.98,Angle) * smoothstep(1.0,0.98,Angle); //only take normals into account that are NOT equal to the current normal.
- float validWeight = saturate(3.0 * validWeightDistance * validWeightAngle / cSearchRadius);
- likelyFace[iDirection] = lerp(likelyFace[iDirection],cN.xyz, validWeight);
- }
- }
- N = normalize(likelyFace[0] + likelyFace[1] + likelyFace[2] + likelyFace[3]);
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- float GetCullingMask(in MXAO_VSOUT MXAO)
- {
- float4 cOffsets = float4(ReShade::PixelSize.xy,-ReShade::PixelSize.xy) * 8;
- float cullingArea = tex2D(sMXAO_CullingTex, MXAO.scaledcoord.xy + cOffsets.xy).x;
- cullingArea += tex2D(sMXAO_CullingTex, MXAO.scaledcoord.xy + cOffsets.zy).x;
- cullingArea += tex2D(sMXAO_CullingTex, MXAO.scaledcoord.xy + cOffsets.xw).x;
- cullingArea += tex2D(sMXAO_CullingTex, MXAO.scaledcoord.xy + cOffsets.zw).x;
- return cullingArea > 0.000001;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Pixel Shaders
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void PS_InputBufferSetup(in MXAO_VSOUT MXAO, out float4 color : SV_Target0, out float4 depth : SV_Target1, out float4 normal : SV_Target2)
- {
- float3 offs = float3(ReShade::PixelSize.xy,0);
- float3 f = GetPosition(MXAO.texcoord.xy, MXAO);
- float3 gradx1 = - f + GetPosition(MXAO.texcoord.xy + offs.xz, MXAO);
- float3 gradx2 = f - GetPosition(MXAO.texcoord.xy - offs.xz, MXAO);
- float3 grady1 = - f + GetPosition(MXAO.texcoord.xy + offs.zy, MXAO);
- float3 grady2 = f - GetPosition(MXAO.texcoord.xy - offs.zy, MXAO);
- gradx1 = lerp(gradx1, gradx2, abs(gradx1.z) > abs(gradx2.z));
- grady1 = lerp(grady1, grady2, abs(grady1.z) > abs(grady2.z));
- normal = float4(normalize(cross(grady1,gradx1)) * 0.5 + 0.5,0.0);
- color = tex2D(ReShade::BackBuffer, MXAO.texcoord.xy);
- depth = GetLinearDepth(MXAO.texcoord.xy)*RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void PS_Culling(in MXAO_VSOUT MXAO, out float color : SV_Target0)
- {
- color = 0.0;
- MXAO.scaledcoord.xy = MXAO.texcoord.xy;
- MXAO.samples = clamp(MXAO.samples, 8, 32);
- float3 P = GetPositionLOD(MXAO.scaledcoord.xy, MXAO, 0);
- float3 N = tex2D(sMXAO_NormalTex, MXAO.scaledcoord.xy).xyz * 2.0 - 1.0;
- P += N * P.z / RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- float scaledRadius;
- float falloffFactor;
- SetupAOParameters(MXAO, P, 0, scaledRadius, falloffFactor);
- float randStep = dot(floor(MXAO.position.xy % 4 + 0.1),int2(1,4)) + 1;
- randStep *= 0.0625;
- float2 sampleUV, Dir;
- sincos(38.39941 * randStep, Dir.x, Dir.y);
- Dir *= scaledRadius;
- [loop]
- for(int iSample=0; iSample < MXAO.samples; iSample++)
- {
- sampleUV = MXAO.scaledcoord.xy + Dir.xy * float2(1.0, ReShade::AspectRatio) * (iSample + randStep);
- Dir.xy = mul(Dir.xy, float2x2(0.76465,-0.64444,0.64444,0.76465));
- float sampleMIP = saturate(scaledRadius * iSample * 20.0) * 3.0;
- float3 V = -P + GetPositionLOD(sampleUV, MXAO, sampleMIP + MXAO_MIPLEVEL_AO);
- float VdotV = dot(V, V);
- float VdotN = dot(V, N) * rsqrt(VdotV);
- float fAO = saturate(1.0 + falloffFactor * VdotV) * saturate(VdotN - MXAO_SAMPLE_NORMAL_BIAS * 0.5);
- color += fAO;
- }
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void PS_StencilSetup(in MXAO_VSOUT MXAO, out float4 color : SV_Target0)
- {
- if( GetLinearDepth(MXAO.scaledcoord.xy) >= MXAO_FADE_DEPTH_END
- || 0.25 * 0.5 * MXAO_SAMPLE_RADIUS / (tex2D(sMXAO_DepthTex,MXAO.scaledcoord.xy).x + 2.0) * BUFFER_HEIGHT < 1.0
- || MXAO.scaledcoord.x > 1.0
- || MXAO.scaledcoord.y > 1.0
- || GetCullingMask(MXAO) < 0.5
- ) discard;
- color = 1.0;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void PS_AmbientObscurance(in MXAO_VSOUT MXAO, out float4 color : SV_Target0)
- {
- color = 0.0;
- float3 P = GetPositionLOD(MXAO.scaledcoord.xy, MXAO, 0);
- float3 N = tex2D(sMXAO_NormalTex, MXAO.scaledcoord.xy).xyz * 2.0 - 1.0;
- float layerID = (MXAO.position.x + MXAO.position.y) % 2.0;
- #if(MXAO_SMOOTHNORMALS != 0)
- TesselateNormals(N, P, MXAO);
- #endif
- P += N * P.z / RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
- float scaledRadius;
- float falloffFactor;
- SetupAOParameters(MXAO, P, layerID, scaledRadius, falloffFactor);
- float randStep = dot(floor(MXAO.position.xy % 4 + 0.1),int2(1,4)) + 1;
- randStep *= 0.0625;
- float2 sampleUV, Dir;
- sincos(38.39941 * randStep, Dir.x, Dir.y);
- Dir *= scaledRadius;
- [loop]
- for(int iSample=0; iSample < MXAO.samples; iSample++)
- {
- sampleUV = MXAO.scaledcoord.xy + Dir.xy * float2(1.0, ReShade::AspectRatio) * (iSample + randStep);
- Dir.xy = mul(Dir.xy, float2x2(0.76465,-0.64444,0.64444,0.76465));
- float sampleMIP = saturate(scaledRadius * iSample * 20.0) * 3.0;
- float3 V = -P + GetPositionLOD(sampleUV, MXAO, sampleMIP + MXAO_MIPLEVEL_AO);
- float VdotV = dot(V, V);
- float VdotN = dot(V, N) * rsqrt(VdotV);
- float fAO = saturate(1.0 + falloffFactor * VdotV) * saturate(VdotN - MXAO_SAMPLE_NORMAL_BIAS);
- #if(MXAO_ENABLE_IL != 0)
- if(fAO > 0.1)
- {
- float3 fIL = tex2Dlod(sMXAO_ColorTex, float4(sampleUV,0,sampleMIP + MXAO_MIPLEVEL_IL)).xyz;
- float3 tN = tex2Dlod(sMXAO_NormalTex, float4(sampleUV,0,sampleMIP + MXAO_MIPLEVEL_IL)).xyz * 2.0 - 1.0;
- fIL = fIL - fIL*saturate(dot(V,tN)*rsqrt(VdotV)*2.0);
- color += float4(fIL*fAO,fAO - fAO * dot(fIL,0.333));
- }
- #else
- color.w += fAO;
- #endif
- }
- color = saturate(color/((1.0-MXAO_SAMPLE_NORMAL_BIAS)*MXAO.samples));
- color = sqrt(color); //AO denoise
- #if(MXAO_TWO_LAYER != 0)
- color = pow(color,1.0 / lerp(MXAO_AMOUNT_COARSE, MXAO_AMOUNT_FINE, layerID));
- #endif
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- void PS_BlurX(in MXAO_VSOUT MXAO, out float4 color : SV_Target0)
- {
- #if(BUFFER_SHIT != 0)
- color = BlurFilter(MXAO, sMXAO_BlurTex1, MXAO_GLOBAL_RENDER_SCALE, 1.0, 8);
- #else
- color = BlurFilter(MXAO, ReShade::BackBuffer, MXAO_GLOBAL_RENDER_SCALE, 1.0, 8);
- #endif
- }
- void PS_BlurYandCombine(MXAO_VSOUT MXAO, out float4 color : SV_Target0)
- {
- #if(BUFFER_SHIT != 0)
- float4 aoil = BlurFilter(MXAO, sMXAO_BlurTex2, 1.0, 0.75/MXAO_GLOBAL_RENDER_SCALE, 4);
- #else
- float4 aoil = BlurFilter(MXAO, ReShade::BackBuffer, 1.0, 0.75/MXAO_GLOBAL_RENDER_SCALE, 4);
- #endif
- aoil *= aoil; //AO denoise
- color = tex2D(sMXAO_ColorTex, MXAO.texcoord.xy);
- float scenedepth = GetLinearDepth(MXAO.texcoord.xy);
- float3 lumcoeff = float3(0.2126, 0.7152, 0.0722);
- float colorgray = dot(color.rgb,lumcoeff);
- float blendfact = 1.0 - colorgray;
- #if(MXAO_ENABLE_IL != 0)
- aoil.xyz = lerp(dot(aoil.xyz,lumcoeff),aoil.xyz, MXAO_SSIL_SATURATION) * MXAO_SSIL_AMOUNT * 4.0;
- #else
- aoil.xyz = 0.0;
- #endif
- aoil.w = 1.0-pow(1.0-aoil.w, MXAO_SSAO_AMOUNT*4.0);
- aoil = lerp(aoil,0.0,smoothstep(MXAO_FADE_DEPTH_START, MXAO_FADE_DEPTH_END, scenedepth * float4(2.0,2.0,2.0,1.0)));
- if(MXAO_BLEND_TYPE == 0)
- {
- color.rgb -= (aoil.www - aoil.xyz) * blendfact * color.rgb;
- }
- else if(MXAO_BLEND_TYPE == 1)
- {
- color.rgb = color.rgb * saturate(1.0 - aoil.www * blendfact * 1.2) + aoil.xyz * blendfact * colorgray * 2.0;
- }
- else if(MXAO_BLEND_TYPE == 2)
- {
- float colordiff = saturate(2.0 * distance(normalize(color.rgb + 1e-6),normalize(aoil.rgb + 1e-6)));
- color.rgb = color.rgb + aoil.rgb * lerp(color.rgb, dot(color.rgb, 0.3333), colordiff) * blendfact * blendfact * 4.0;
- color.rgb = color.rgb * (1.0 - aoil.www * (1.0 - dot(color.rgb, lumcoeff)));
- }
- else if(MXAO_BLEND_TYPE == 3)
- {
- color.rgb = pow(color.rgb,2.2);
- color.rgb -= (aoil.www - aoil.xyz) * color.rgb;
- color.rgb = pow(color.rgb,1.0/2.2);
- }
- color.rgb = saturate(color.rgb);
- if(MXAO_DEBUG_VIEW_ENABLE == 1) //can't move this into ternary as one is preprocessor def and the other is a uniform
- {
- color.rgb = max(0.0,1.0 - aoil.www + aoil.xyz);
- color.rgb *= (MXAO_ENABLE_IL != 0) ? 0.5 : 1.0;
- }
- else if(MXAO_DEBUG_VIEW_ENABLE == 2)
- {
- color.rgb = max(0.0,1.0 - aoil.www + aoil.xyz);
- color.rgb *= (MXAO_ENABLE_IL != 0) ? 0.5 : 1.0;
- color.rgb *= GetCullingMask(MXAO)*0.5+0.5;
- }
- else if(MXAO_DEBUG_VIEW_ENABLE == 3)
- {
- color.rgb = max(0.0,1.0 - aoil.www + aoil.xyz);
- color.rgb *= (MXAO_ENABLE_IL != 0) ? 0.5 : 1.0;
- }
- color.a = 1.0;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- // Technique
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- technique MXAO
- {
- pass
- {
- VertexShader = VS_MXAO;
- PixelShader = PS_InputBufferSetup;
- RenderTarget0 = MXAO_ColorTex;
- RenderTarget1 = MXAO_DepthTex;
- RenderTarget2 = MXAO_NormalTex;
- }
- pass
- {
- VertexShader = VS_MXAO;
- PixelShader = PS_Culling;
- RenderTarget = MXAO_CullingTex;
- }
- pass
- {
- VertexShader = VS_MXAO;
- PixelShader = PS_StencilSetup;
- /*Render Target is Backbuffer*/
- ClearRenderTargets = true;
- StencilEnable = true;
- StencilPass = REPLACE;
- StencilRef = 1;
- }
- pass
- {
- VertexShader = VS_MXAO;
- PixelShader = PS_AmbientObscurance;
- /*Render Target is Backbuffer*/
- #if(BUFFER_SHIT != 0)
- RenderTarget = MXAO_BlurTex1;
- #endif
- ClearRenderTargets = true;
- StencilEnable = true;
- StencilPass = KEEP;
- StencilFunc = EQUAL;
- StencilRef = 1;
- }
- pass
- {
- VertexShader = VS_MXAO;
- PixelShader = PS_BlurX;
- #if(BUFFER_SHIT != 0)
- RenderTarget = MXAO_BlurTex2;
- #endif
- /*Render Target is Backbuffer*/
- }
- pass
- {
- VertexShader = VS_MXAO;
- PixelShader = PS_BlurYandCombine;
- /*Render Target is Backbuffer*/
- }
- }
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