lygia
/v1.1.6
/sample
/dof
)http://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html
Dependencies:
Use:
sampleDoF(<SAMPLER_TYPE> texture, <SAMPLER_TYPE> depth, <vec2> st, <float> focusPoint, <float> focusScale)
#ifndef FNC_SAMPLEDOF
#define FNC_SAMPLEDOF
#ifndef SAMPLEDOF_BLUR_SIZE
#define SAMPLEDOF_BLUR_SIZE 6.
#endif
// Smaller = nicer blur, larger = faster
#ifndef SAMPLEDOF_RAD_SCALE
#define SAMPLEDOF_RAD_SCALE .5
#endif
#ifndef GOLDEN_ANGLE
#define GOLDEN_ANGLE 2.39996323
#endif
#ifndef SAMPLEDOF_DEPTH_SAMPLE_FNC
#define SAMPLEDOF_DEPTH_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEX,UV).r
#endif
#ifndef SAMPLEDOF_COLOR_SAMPLE_FNC
#define SAMPLEDOF_COLOR_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#ifndef SAMPLEDOF_TYPE
#define SAMPLEDOF_TYPE vec3
#endif
float getBlurSize(float depth,float focusPoint,float focusScale){
float coc = clamp((1./focusPoint-1./depth)*focusScale,-1.,1.);
return abs(coc) * SAMPLEDOF_BLUR_SIZE;
}
#ifdef PLATFORM_WEBGL
SAMPLEDOF_TYPE sampleDoF(SAMPLER_TYPE tex,SAMPLER_TYPE texDepth, vec2 st, float focusPoint,float focusScale){
float pct=0.;
float centerDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, st);
float centerSize = getBlurSize(centerDepth, focusPoint, focusScale);
vec2 pixelSize = 1.0/RESOLUTION.xy;
SAMPLEDOF_TYPE color = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, st);
float total = 1.0;
float radius = SAMPLEDOF_RAD_SCALE;
for (float angle = 0.0 ; angle < 60.; angle += GOLDEN_ANGLE){
if (radius >= SAMPLEDOF_BLUR_SIZE)
break;
vec2 tc = st + vec2(cos(angle), sin(angle)) * pixelSize * radius;
float sampleDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, tc);
float sampleSize = getBlurSize(sampleDepth, focusPoint, focusScale);
if (sampleDepth > centerDepth)
sampleSize=clamp(sampleSize, 0.0, centerSize*2.0);
pct = smoothstep(radius-0.5, radius+0.5, sampleSize);
SAMPLEDOF_TYPE sampleColor = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, tc);
#ifdef SAMPLEDOF_DEBUG
sampleColor.rgb = heatmap(pct*0.5+(angle/SAMPLEDOF_BLUR_SIZE)*0.1);
#endif
color += mix(color/total, sampleColor, pct);
total += 1.0;
radius += SAMPLEDOF_RAD_SCALE/radius;
}
return color/=total;
}
#else
SAMPLEDOF_TYPE sampleDoF(SAMPLER_TYPE tex, SAMPLER_TYPE texDepth, vec2 st, float focusPoint, float focusScale) {
float pct = 0.0;
float ang = 0.0;
float centerDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, st);
float centerSize = getBlurSize(centerDepth, focusPoint, focusScale);
vec2 pixelSize = 1./RESOLUTION.xy;
SAMPLEDOF_TYPE color = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, st);
float tot = 1.0;
float radius = SAMPLEDOF_RAD_SCALE;
for (ang = 0.0; radius < SAMPLEDOF_BLUR_SIZE; ang += GOLDEN_ANGLE) {
vec2 tc = st + vec2(cos(ang), sin(ang)) * pixelSize * radius;
float sampleDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, tc);
float sampleSize = getBlurSize(sampleDepth, focusPoint, focusScale);
if (sampleDepth > centerDepth)
sampleSize = clamp(sampleSize, 0.0, centerSize*2.0);
pct = smoothstep(radius-0.5, radius+0.5, sampleSize);
SAMPLEDOF_TYPE sampleColor = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, tc);
#ifdef SAMPLEDOF_DEBUG
sampleColor.rgb = heatmap(pct * 0.5 + (ang/SAMPLEDOF_BLUR_SIZE) * 0.1);
#endif
color += mix(color/tot, sampleColor, pct);
tot += 1.0;
radius += SAMPLEDOF_RAD_SCALE/radius;
}
return color /= tot;
}
#endif
#endif
Dependencies:
Use:
sampleDoF(<SAMPLER_TYPE> texture, <SAMPLER_TYPE> depth, <float2> st, <float> focusPoint, <float> focusScale)
#ifndef RESOLUTION
#if defined(UNITY_COMPILER_HLSL)
#define RESOLUTION _ScreenParams
#endif
#endif
#ifndef FNC_SAMPLEDOF
#define FNC_SAMPLEDOF
#ifndef SAMPLEDOF_BLUR_SIZE
#define SAMPLEDOF_BLUR_SIZE 6.
#endif
// Smaller = nicer blur, larger = faster
#ifndef SAMPLEDOF_RAD_SCALE
#define SAMPLEDOF_RAD_SCALE .5
#endif
#ifndef GOLDEN_ANGLE
#define GOLDEN_ANGLE 2.39996323
#endif
#ifndef SAMPLEDOF_DEPTH_SAMPLE_FNC
#define SAMPLEDOF_DEPTH_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEX,UV).r
#endif
#ifndef SAMPLEDOF_COLOR_SAMPLE_FNC
#define SAMPLEDOF_COLOR_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEx, UV).rgb
#endif
#ifndef SAMPLEDOF_TYPE
#define SAMPLEDOF_TYPE float3
#endif
float getBlurSize(float depth,float focusPoint,float focusScale){
float coc = clamp((1./focusPoint-1./depth)*focusScale,-1.,1.);
return abs(coc) * SAMPLEDOF_BLUR_SIZE;
}
#ifdef PLATFORM_WEBGL
SAMPLEDOF_TYPE sampleDoF(SAMPLER_TYPE tex, SAMPLER_TYPE texDepth, float2 texCoord, float focusPoint, float focusScale){
float pct=0.;
float centerDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, texCoord);
float centerSize = getBlurSize(centerDepth, focusPoint, focusScale);
float2 pixelSize = 1.0/RESOLUTION.xy;
SAMPLEDOF_TYPE color = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, texCoord);
float total = 1.0;
float radius = SAMPLEDOF_RAD_SCALE;
for (float angle = 0.0 ; angle < 60.; angle += GOLDEN_ANGLE){
if (radius >= SAMPLEDOF_BLUR_SIZE)
break;
float2 tc = texCoord + float2(cos(angle), sin(angle)) * pixelSize * radius;
float sampleDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, tc);
float sampleSize = getBlurSize(sampleDepth, focusPoint, focusScale);
if (sampleDepth > centerDepth)
sampleSize=clamp(sampleSize, 0.0, centerSize*2.0);
pct = smoothstep(radius-0.5, radius+0.5, sampleSize);
SAMPLEDOF_TYPE sampleColor = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, tc);
#ifdef SAMPLEDOF_DEBUG
sampleColor.rgb = heatmap(pct*0.5+(angle/SAMPLEDOF_BLUR_SIZE)*0.1);
#endif
color += lerp(color/total, sampleColor, pct);
total += 1.0;
radius += SAMPLEDOF_RAD_SCALE/radius;
}
return color/=total;
}
#else
SAMPLEDOF_TYPE sampleDoF(SAMPLER_TYPE tex, SAMPLER_TYPE texDepth, float2 texCoord, float focusPoint, float focusScale) {
float pct = 0.0;
float ang = 0.0;
float centerDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, texCoord);
float centerSize = getBlurSize(centerDepth, focusPoint, focusScale);
float2 pixelSize = 1./RESOLUTION.xy;
SAMPLEDOF_TYPE color = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, texCoord);
float tot = 1.0;
float radius = SAMPLEDOF_RAD_SCALE;
for (ang = 0.0; radius < SAMPLEDOF_BLUR_SIZE; ang += GOLDEN_ANGLE) {
float2 tc = texCoord + float2(cos(ang), sin(ang)) * pixelSize * radius;
float sampleDepth = SAMPLEDOF_DEPTH_SAMPLE_FNC(texDepth, tc);
float sampleSize = getBlurSize(sampleDepth, focusPoint, focusScale);
if (sampleDepth > centerDepth)
sampleSize = clamp(sampleSize, 0.0, centerSize*2.0);
pct = smoothstep(radius-0.5, radius+0.5, sampleSize);
SAMPLEDOF_TYPE sampleColor = SAMPLEDOF_COLOR_SAMPLE_FNC(tex, tc);
#ifdef SAMPLEDOF_DEBUG
sampleColor.rgb = heatmap(pct * 0.5 + (ang/SAMPLEDOF_BLUR_SIZE) * 0.1);
#endif
color += lerp(color/tot, sampleColor, pct);
tot += 1.0;
radius += SAMPLEDOF_RAD_SCALE/radius;
}
return color /= tot;
}
#endif
#endif
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