458 lines
15 KiB
HLSL
458 lines
15 KiB
HLSL
float SEGIVoxelScaleFactor;
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int StochasticSampling;
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int TraceDirections;
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int TraceSteps;
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float TraceLength;
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float ConeSize;
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float OcclusionStrength;
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float OcclusionPower;
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float ConeTraceBias;
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float GIGain;
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float NearLightGain;
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float NearOcclusionStrength;
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float SEGISoftSunlight;
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float FarOcclusionStrength;
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float FarthestOcclusionStrength;
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half4 GISunColor;
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sampler3D SEGIVolumeLevel0;
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sampler3D SEGIVolumeLevel1;
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sampler3D SEGIVolumeLevel2;
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sampler3D SEGIVolumeLevel3;
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sampler3D SEGIVolumeLevel4;
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sampler3D SEGIVolumeLevel5;
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sampler3D SEGIVolumeLevel6;
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sampler3D SEGIVolumeLevel7;
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sampler3D VolumeTexture1;
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sampler3D VolumeTexture2;
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sampler3D VolumeTexture3;
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float4x4 SEGIVoxelProjection;
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float4x4 SEGIWorldToVoxel;
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float4x4 GIProjectionInverse;
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float4x4 GIToWorld;
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float4x4 GIToVoxelProjection;
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half4 SEGISkyColor;
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float4 SEGISunlightVector;
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int ReflectionSteps;
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uniform half4 _MainTex_TexelSize;
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float4x4 ProjectionMatrixInverse;
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sampler2D _CameraDepthNormalsTexture;
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//sampler2D _CameraDepthNormalsTextureGIBLI;
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sampler2D _MainTex;
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//HDRP
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//sampler2D _MainTexARRAY;
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//UNITY_DECLARE_TEX2DARRAY(_MainTexARRAY);
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sampler2D PreviousGITexture;
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sampler2D _CameraGBufferTexture0;
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//HDRP2
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//float4 _ScreenSize;
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//float4 DepthPyramidScale;
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//#define TEXTURE2D(textureName) Texture2D textureName
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//#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) textureName.Load(int3(icoord2, 0))
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//#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
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//#define SLICE_ARRAY_INDEX 0
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//#define SAMPLER(samplerName) SamplerState samplerName
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//#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
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//#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
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//#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod)
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//#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod)
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sampler2D _CameraMotionVectorsTexture; //HDRP2
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//TEXTURE2D_ARRAY(_CameraDepthTexture);
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//SAMPLER(sampler_CameraDepthTexture); //v0.4a HDRP 10.2
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//TEXTURE2D(_CameraDepthTexture);
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//SAMPLER(sampler_CameraDepthTexture);
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//v1.5
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sampler2D _CameraDepthTexture;//
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//https://forum.unity.com/threads/has-depthpyramidtexture-been-removed-from-hdrp-in-unity-2019-3.851236/
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//UNITY_DECLARE_TEX2DARRAY(_CameraDepthTexture);
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//TEXTURE2D_ARRAY(_CameraDepthTexture);
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//SAMPLER(sampler_CameraDepthTexture);
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//TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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//TEXTURE2D_ARRAY(_CameraDepthTexture);// TEXTURE2D_X(_CameraDepthTexture);
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//SamplerState sampler_CameraDepthTexture;// SAMPLER(sampler_CameraDepthTexture);
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//float4 _DepthPyramidScale;
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float4x4 WorldToCamera;
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float4x4 ProjectionMatrix;
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int SEGISphericalSkylight;
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//v1.5
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float GetDepthTexture(float2 coord)
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{
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#if defined(UNITY_REVERSED_Z)
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return 1.0 - tex2Dlod(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0)).x;
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#else
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return tex2Dlod(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0)).x;
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#endif
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//uint2 positionSS = coord * float2(DepthPyramidScale.x, DepthPyramidScale.y) + float2(DepthPyramidScale.z, DepthPyramidScale.w);// *_ScreenSize.xy;
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//half depth = LOAD_TEXTURE2D(_CameraDepthTexture, 0,positionSS).r;
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//half depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, float2(coord.x, coord.y), 0).r;
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//half depth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, positionSS, 0).r;
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//return depth;
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}
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//float GetDepthTexture(float2 coord)
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//{
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//#if defined(UNITY_REVERSED_Z)
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// return 1.0 - UNITY_SAMPLE_TEX2DARRAY_LOD(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0), 0).x;
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//#else
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// return UNITY_SAMPLE_TEX2DARRAY_LOD(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0), 0).x;
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//#endif
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//}
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float4 GetViewSpacePosition(float2 coord)
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{
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float depth = GetDepthTexture(coord);
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float4 viewPosition = mul(ProjectionMatrixInverse, float4(coord.x * 2.0 - 1.0, coord.y * 2.0 - 1.0, 2.0 * depth - 1.0, 1.0));
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viewPosition /= viewPosition.w;
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return viewPosition;
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}
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float3 ProjectBack(float4 viewPos)
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{
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viewPos = mul(ProjectionMatrix, float4(viewPos.xyz, 0.0));
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viewPos.xyz /= viewPos.w;
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viewPos.xyz = viewPos.xyz * 0.5 + 0.5;
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return viewPos.xyz;
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}
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float2 rand(float2 coord)
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{
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float noiseX = saturate(frac(sin(dot(coord, float2(12.9898, 78.223))) * 43758.5453));
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float noiseY = saturate(frac(sin(dot(coord, float2(12.9898, 78.223)*2.0)) * 43758.5453));
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return float2(noiseX, noiseY);
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}
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float4 ConeTrace(float3 voxelOrigin, float3 kernel, float3 worldNormal, float2 uv, float noise, int steps, float width, float lengthMult, float skyMult)
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{
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float skyVisibility = 1.0;
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float3 gi = float3(0, 0, 0);
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int numSteps = (int)(steps * lerp(SEGIVoxelScaleFactor, 1.0, 0.5));
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float3 adjustedKernel = normalize(kernel.xyz + worldNormal.xyz * 0.00 * width);
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for (int i = 0; i < numSteps; i++)
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{
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float fi = ((float)i) / numSteps;
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fi = lerp(fi, 1.0, 0.01);
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float coneDistance = (exp2(fi * 4.0) - 0.9) / 8.0;
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coneDistance -= 0.00;
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float coneSize = fi * width * lerp(SEGIVoxelScaleFactor, 1.0, 0.5);
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float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.12 * TraceLength * lengthMult + 0.001);
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float4 sample = float4(0.0, 0.0, 0.0, 0.0);
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int mipLevel = floor(coneSize);
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if (mipLevel == 0)
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sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 1)
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sample = tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 2)
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sample = tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 3)
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sample = tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 4)
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sample = tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 5)
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sample = tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize));
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else
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sample = float4(1, 1, 1, 0);
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float occlusion = skyVisibility * skyVisibility;
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float falloffFix = pow(fi, 1.0) * 4.0 + NearLightGain;
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sample.a *= lerp(saturate(coneSize / 1.0), 1.0, NearOcclusionStrength);
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gi.rgb += sample.rgb * (coneSize * 1.0 + 1.0) * occlusion * falloffFix;
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skyVisibility *= pow(saturate(1.0 - (sample.a) * (coneSize * 0.2 * FarOcclusionStrength + 1.0 + coneSize * coneSize * 0.05 * FarthestOcclusionStrength) * OcclusionStrength), lerp(0.014, 1.5 * OcclusionPower, min(1.0, coneSize / 5.0)));
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}
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float NdotL = pow(saturate(dot(worldNormal, kernel) * 1.0 - 0.0), 0.5);
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gi *= NdotL;
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skyVisibility *= NdotL;
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if (StochasticSampling > 0)
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{
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skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0 + 0.0), 1.0, SEGISphericalSkylight);
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}
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else
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{
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skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0 + 0.0), 1.0, SEGISphericalSkylight);
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}
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float3 skyColor = float3(0.0, 0.0, 0.0);
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float upGradient = saturate(dot(kernel, float3(0.0, 1.0, 0.0)));
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float sunGradient = saturate(dot(kernel, -SEGISunlightVector.xyz));
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skyColor += lerp(SEGISkyColor.rgb * 1.0, SEGISkyColor.rgb * 0.5, pow(upGradient, (0.5).xxx));
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skyColor += GISunColor.rgb * pow(sunGradient, (4.0).xxx) * SEGISoftSunlight;
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gi.rgb *= GIGain * 0.25;
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gi += skyColor * skyVisibility * skyMult;
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return float4(gi.rgb * 0.8, 0.0f);
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}
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float ReflectionOcclusionPower;
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float SkyReflectionIntensity;
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float4 SpecularConeTrace(float3 voxelOrigin, float3 kernel, float3 worldNormal, float smoothness, float2 uv, float dither, float lodScaler)
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{
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float skyVisibility = 1.0;
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float3 gi = float3(0, 0, 0);
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float coneLength = 6.0;
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float coneSizeScalar = lerp(1.3, 0.05, smoothness) * coneLength;
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float3 adjustedKernel = normalize(kernel.xyz + worldNormal.xyz * 0.2 * (1.0 - smoothness));
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int numSamples = (int)(lerp(uint(ReflectionSteps*3) / uint(5), ReflectionSteps*3, smoothness));
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for (int i = 0; i < numSamples; i++)
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{
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float fi = ((float)i) / numSamples;
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float coneSize = fi * coneSizeScalar;
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float coneDistance = (exp2(fi * coneSizeScalar) - 0.998) / exp2(coneSizeScalar);
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float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.12 * coneLength + 0.001);
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float4 sample = float4(0.0, 0.0, 0.0, 0.0);
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coneSize = pow(coneSize / 5.0, 2.0) * 1.0*lodScaler; //*5.0; //coneSize = pow(coneSize / 5.0, 2.0) * 5.0; //HDRP
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int mipLevel = floor(coneSize);
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if (mipLevel == 0)
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{
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sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize));
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sample = lerp(sample, tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
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}
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else if (mipLevel == 1)
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{
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sample = tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize));
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sample = lerp(sample, tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
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}
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else if (mipLevel == 2)
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{
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sample = tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize));
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sample = lerp(sample, tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
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}
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else if (mipLevel == 3)
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{
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sample = tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize));
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sample = lerp(sample, tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
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}
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else if (mipLevel == 4)
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{
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sample = tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize));
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sample = lerp(sample, tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
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}
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else if (mipLevel == 5)
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sample = tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize));
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else
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sample = float4(0, 0, 0, 0);
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float occlusion = skyVisibility;
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float falloffFix = fi * 6.0 + 0.6;
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gi.rgb += sample.rgb * (coneSize * 5.0 + 1.0) * occlusion * 0.5;
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sample.a *= lerp(saturate(fi / 0.2), 1.0, NearOcclusionStrength);
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skyVisibility *= pow(saturate(1.0 - sample.a * 0.5), (lerp(4.0, 1.0, smoothness) + coneSize * 0.5) * ReflectionOcclusionPower);
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}
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skyVisibility *= saturate(dot(worldNormal, kernel) * 0.7 + 0.3);
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skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0), 1.0, SEGISphericalSkylight);
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gi *= saturate(dot(worldNormal, kernel) * 10.0);
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return float4(gi.rgb * 4.0, skyVisibility);
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}
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float4 VisualConeTrace(float3 voxelOrigin, float3 kernel)
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{
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float skyVisibility = 1.0;
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float3 gi = float3(0, 0, 0);
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float coneLength = 6.0;
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float coneSizeScalar = 0.25 * coneLength;
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for (int i = 0; i < 423; i++)
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{
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float fi = ((float)i) / 423;
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float coneSize = fi * coneSizeScalar;
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float3 voxelCheckCoord = voxelOrigin.xyz + kernel.xyz * (0.12 * coneLength * fi * fi + 0.005);
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float4 sample = float4(0.0, 0.0, 0.0, 0.0);
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sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize));
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float occlusion = skyVisibility;
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float falloffFix = fi * 6.0 + 0.6;
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gi.rgb += sample.rgb * (coneSize * 5.0 + 1.0) * occlusion * 0.5;
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skyVisibility *= saturate(1.0 - sample.a);
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}
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return float4(gi.rgb, skyVisibility);
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}
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//
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//float4 VisualConeTrace4(float3 voxelOrigin, float3 kernel, float depth)
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//{
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// float skyVisibility = 0.1;
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//
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// float3 gi = float3(0, 0, 0);
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//
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// float coneLength = 6.0;
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// float coneSizeScalar = 0.25 * coneLength;
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//
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// float alpha = 0;
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// for (int i = 0; i < 483; i++)
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// {
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// float fi = ((float)i) / 483;
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//
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// float coneSize = fi * coneSizeScalar;
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//
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// float3 voxelCheckCoord = voxelOrigin.xyz + kernel.xyz * (0.12 * coneLength * fi * fi + 0.005);
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//
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// float4 sample = float4(0.0, 0.0, 0.0, 0.0);
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//
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// sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize*1110.1));
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//
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// float occlusion = skyVisibility;
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//
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// float falloffFix = fi * 6.0 + 0.6;
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//
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// gi.rgb += sample.rgb * (coneSize * 2.0 + 2.0) * occlusion * 2.23;
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// skyVisibility *= saturate(1 - sample.a);
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//
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// alpha = sample.a;
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// }
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//
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// return 0.4*float4(gi.rgb * (alpha+0.12)*7, skyVisibility);
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//}
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//
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//
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float4 ConeTraceA(float3 voxelOrigin, float3 kernel, float3 worldNormal, float2 uv, float noise, int steps, float width, float lengthMult, float skyMult)
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{
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float skyVisibility = 0.1; //HDRP
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float3 gi = float3(0, 0, 0);
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int numSteps = (int)(steps * lerp(SEGIVoxelScaleFactor, 1.0, 0.5));
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float3 adjustedKernel = normalize(kernel.xyz + worldNormal.xyz * 0.00 * width);
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for (int i = 0; i < numSteps; i++)
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{
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float fi = ((float)i) / numSteps;
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fi = lerp(fi, 1.0, 0.01);
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float coneDistance = (exp2(fi * 4.0) - 0.9) / 8.0;
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coneDistance -= 0.00;
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float coneSize = fi * width * lerp(SEGIVoxelScaleFactor, 1.0, 0.5);
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float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.02 * TraceLength * lengthMult + 0.001); //v1.0i was 0.12
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float4 sample = float4(0.0, 0.0, 0.0, 0.0);
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int mipLevel = floor(coneSize);
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if (mipLevel == 0)
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sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 1)
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sample = tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 2)
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sample = tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 3)
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sample = tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 4)
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sample = tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize));
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else if (mipLevel == 5)
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sample = tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize));
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else
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sample = float4(1, 1, 1, 0);
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//sample *= 2135;
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//sample *= 25;
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float occlusion = skyVisibility * skyVisibility;
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float falloffFix = pow(fi, 1.0) * 4.0 + NearLightGain;
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sample.a *= lerp(saturate(coneSize / 1.0), 1.0, NearOcclusionStrength);
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gi.rgb += sample.rgb * (coneSize * 1.0 + 1.0) * occlusion * falloffFix;
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skyVisibility *= pow(saturate(1.0 - (sample.a) * (coneSize * 0.2 * FarOcclusionStrength + 1.0 + coneSize * coneSize * 0.05 * FarthestOcclusionStrength) * OcclusionStrength), lerp(0.014, 1.5 * OcclusionPower, min(1.0, coneSize / 5.0)));
|
|
}
|
|
|
|
float NdotL = pow(saturate(dot(worldNormal, kernel) * 1.0 - 0.0), 0.5);
|
|
|
|
gi *= NdotL;
|
|
skyVisibility *= NdotL;
|
|
if (StochasticSampling > 0)
|
|
{
|
|
skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0 + 0.0), 1.0, SEGISphericalSkylight);
|
|
}
|
|
else
|
|
{
|
|
skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0 + 0.0), 1.0, SEGISphericalSkylight);
|
|
}
|
|
|
|
float3 skyColor = float3(0.0, 0.0, 0.0);
|
|
|
|
float upGradient = saturate(dot(kernel, float3(0.0, 1.0, 0.0)));
|
|
float sunGradient = saturate(dot(kernel, -SEGISunlightVector.xyz));
|
|
skyColor += lerp(SEGISkyColor.rgb * 1.0, SEGISkyColor.rgb * 0.5, pow(upGradient, (0.5).xxx));
|
|
skyColor += GISunColor.rgb * pow(sunGradient, (4.0).xxx) * SEGISoftSunlight;
|
|
|
|
gi.rgb *= GIGain * 0.25;
|
|
|
|
gi += skyColor * skyVisibility * skyMult;
|
|
|
|
|
|
return float4(gi.rgb * 0.8, 0.0f);
|
|
} |