#ifndef SERVICE_FILTERING_INCLUDED #define SERVICE_FILTERING_INCLUDED #include "SharedSamplingLib.hlsl" float4 cubic(float v) { float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; float4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return float4(x, y, z, w); } // Unity's SampleTexture2DBicubic doesn't exist in 2018, which is our target here. // So this is a similar function with tweaks to have similar semantics. float4 SampleTexture2DBicubicFilter(TEXTURE2D_PARAM(tex, smp), float2 coord, float4 texSize) { coord = coord * texSize.xy - 0.5; float fx = frac(coord.x); float fy = frac(coord.y); coord.x -= fx; coord.y -= fy; float4 xcubic = cubic(fx); float4 ycubic = cubic(fy); float4 c = float4(coord.x - 0.5, coord.x + 1.5, coord.y - 0.5, coord.y + 1.5); float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; float4 sample0 = SAMPLE_TEXTURE2D(tex, smp, float2(offset.x, offset.z) * texSize.zw); float4 sample1 = SAMPLE_TEXTURE2D(tex, smp, float2(offset.y, offset.z) * texSize.zw); float4 sample2 = SAMPLE_TEXTURE2D(tex, smp, float2(offset.x, offset.w) * texSize.zw); float4 sample3 = SAMPLE_TEXTURE2D(tex, smp, float2(offset.y, offset.w) * texSize.zw); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return lerp( lerp(sample3, sample2, sx), lerp(sample1, sample0, sx), sy); } #endif // SERVICE_FILTERING_INCLUDED