mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
287 lines
8.4 KiB
HLSL
287 lines
8.4 KiB
HLSL
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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 _CameraDepthTexture;
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sampler2D _MainTex;
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sampler2D PreviousGITexture;
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sampler2D _CameraGBufferTexture0;
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sampler2D _CameraMotionVectorsTexture;
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float4x4 WorldToCamera;
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float4x4 ProjectionMatrix;
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int SEGISphericalSkylight;
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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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}
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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)
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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) / uint(5), ReflectionSteps, 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) * 5.0;
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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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