Shader "Hidden/SEGITraceScene" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _EmissionColor("Color", Color) = (0,0,0) _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333 } SubShader { Cull Off ZTest Always Pass { CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #pragma geometry geom #include "UnityCG.cginc" #define PI 3.14159265 RWTexture3D RG0; sampler3D SEGIVolumeLevel0; sampler3D SEGIVolumeLevel1; sampler3D SEGIVolumeLevel2; sampler3D SEGIVolumeLevel3; sampler3D SEGIVolumeLevel4; sampler3D SEGIVolumeLevel5; sampler3D SEGIVolumeLevel6; sampler3D SEGIVolumeLevel7; float4x4 SEGIVoxelViewFront; float4x4 SEGIVoxelViewLeft; float4x4 SEGIVoxelViewTop; sampler2D _MainTex; float4 _MainTex_ST; half4 _EmissionColor; float _Cutoff; struct v2g { float4 pos : SV_POSITION; half4 uv : TEXCOORD0; float3 normal : TEXCOORD1; float angle : TEXCOORD2; }; struct g2f { float4 pos : SV_POSITION; half4 uv : TEXCOORD0; float3 normal : TEXCOORD1; float angle : TEXCOORD2; }; half4 _Color; float SEGISecondaryOcclusionStrength; v2g vert(appdata_full v) { v2g o; UNITY_INITIALIZE_OUTPUT(v2g, o); float4 vertex = v.vertex; o.normal = UnityObjectToWorldNormal(v.normal); float3 absNormal = abs(o.normal); o.pos = vertex; o.uv = float4(TRANSFORM_TEX(v.texcoord.xy, _MainTex), 1.0, 1.0); return o; } int SEGIVoxelResolution; [maxvertexcount(3)] void geom(triangle v2g input[3], inout TriangleStream triStream) { v2g p[3]; int i = 0; for (i = 0; i < 3; i++) { p[i] = input[i]; p[i].pos = mul(unity_ObjectToWorld, p[i].pos); } float3 realNormal = float3(0.0, 0.0, 0.0); float3 V = p[1].pos.xyz - p[0].pos.xyz; float3 W = p[2].pos.xyz - p[0].pos.xyz; realNormal.x = (V.y * W.z) - (V.z * W.y); realNormal.y = (V.z * W.x) - (V.x * W.z); realNormal.z = (V.x * W.y) - (V.y * W.x); float3 absNormal = abs(realNormal); int angle = 0; if (absNormal.z > absNormal.y && absNormal.z > absNormal.x) { angle = 0; } else if (absNormal.x > absNormal.y && absNormal.x > absNormal.z) { angle = 1; } else if (absNormal.y > absNormal.x && absNormal.y > absNormal.z) { angle = 2; } else { angle = 0; } for (i = 0; i < 3; i ++) { if (angle == 0) { p[i].pos = mul(SEGIVoxelViewFront, p[i].pos); } else if (angle == 1) { p[i].pos = mul(SEGIVoxelViewLeft, p[i].pos); } else { p[i].pos = mul(SEGIVoxelViewTop, p[i].pos); } p[i].pos = mul(UNITY_MATRIX_P, p[i].pos); #if defined(UNITY_REVERSED_Z) p[i].pos.z = 1.0 - p[i].pos.z; #else p[i].pos.z *= -1.0; #endif p[i].angle = (float)angle; } triStream.Append(p[0]); triStream.Append(p[1]); triStream.Append(p[2]); } float4x4 SEGIVoxelToGIProjection; float4x4 SEGIVoxelProjectionInverse; sampler2D SEGIGIDepthNormalsTexture; float4 SEGISunlightVector; float4 GISunColor; int SEGIFrameSwitch; half4 SEGISkyColor; float SEGISoftSunlight; int SEGISecondaryCones; sampler3D SEGIVolumeTexture0; float SEGIVoxelScaleFactor; int SEGIVoxelAA; int SEGISphericalSkylight; #define VoxelResolution (SEGIVoxelResolution) float4 ConeTrace(float3 voxelOrigin, float3 kernel, float3 worldNormal) { float skyVisibility = 1.0; float3 gi = float3(0,0,0); int numSteps = (int)(7.0 * lerp(SEGIVoxelScaleFactor, 1.0, 0.5)); float3 adjustedKernel = normalize(kernel + worldNormal * 0.2); for (int i = 0; i < numSteps; i++) { float fi = ((float)i) / numSteps; fi = lerp(fi, 1.0, 0.06); float coneDistance = (exp2(fi * 4.0) - 0.9) / 8.0; float coneSize = fi * 6.0 * lerp(SEGIVoxelScaleFactor, 1.0, 0.5); float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.12 + 0.001); float4 sample = float4(0.0, 0.0, 0.0, 0.0); int mipLevel = floor(coneSize); if (mipLevel == 0) sample = tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize)); else if (mipLevel == 1) sample = tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize)); else if (mipLevel == 2) sample = tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize)); else if (mipLevel == 3) sample = tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize)); else if (mipLevel == 4) sample = tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize)); else if (mipLevel == 5) sample = tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize)); else sample = float4(1,1,1,0); float occlusion = skyVisibility * skyVisibility * skyVisibility; float falloffFix = pow(fi, 1.0) * 4.0 + 0.0456; gi.rgb += sample.rgb * (coneSize * 1.0 + 1.0) * occlusion * falloffFix; sample.a *= SEGISecondaryOcclusionStrength; skyVisibility *= pow(saturate(1.0 - (sample.a) * (coneSize * 0.2 + 1.0 + coneSize * coneSize * 0.08)), lerp(0.014, 1.0, min(1.0, coneSize / 5.0))); } skyVisibility *= saturate(dot(worldNormal, kernel)); skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0), 1.0, SEGISphericalSkylight); gi *= saturate(dot(worldNormal, kernel)); 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 * 2.0, SEGISkyColor.rgb, pow(upGradient, (0.5).xxx)); skyColor += GISunColor.rgb * pow(sunGradient, (4.0).xxx) * SEGISoftSunlight; gi *= 0.5; gi += skyColor * skyVisibility; return float4(gi.rgb * 0.8, 0.0f); } float2 rand(float3 coord) { float noiseX = saturate(frac(sin(dot(coord, float3(12.9898, 78.223, 35.3820))) * 43758.5453)); float noiseY = saturate(frac(sin(dot(coord, float3(12.9898, 78.223, 35.2879)*2.0)) * 43758.5453)); return float2(noiseX, noiseY); } float3 rgb2hsv(float3 c) { float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, k.wz), float4(c.gb, k.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 hsv2rgb(float3 c) { float4 k = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + k.xyz) * 6.0 - k.www); return c.z * lerp(k.xxx, saturate(p - k.xxx), c.y); } float4 DecodeRGBAuint(uint value) { uint ai = value & 0x0000007F; uint vi = (value / 0x00000080) & 0x000007FF; uint si = (value / 0x00040000) & 0x0000007F; uint hi = value / 0x02000000; float h = float(hi) / 127.0; float s = float(si) / 127.0; float v = (float(vi) / 2047.0) * 10.0; float a = ai * 2.0; v = pow(v, 3.0); float3 color = hsv2rgb(float3(h, s, v)); return float4(color.rgb, a); } uint EncodeRGBAuint(float4 color) { //7[HHHHHHH] 7[SSSSSSS] 11[VVVVVVVVVVV] 7[AAAAAAAA] float3 hsv = rgb2hsv(color.rgb); hsv.z = pow(hsv.z, 1.0 / 3.0); uint result = 0; uint a = min(127, uint(color.a / 2.0)); uint v = min(2047, uint((hsv.z / 10.0) * 2047)); uint s = uint(hsv.y * 127); uint h = uint(hsv.x * 127); result += a; result += v * 0x00000080; // << 7 result += s * 0x00040000; // << 18 result += h * 0x02000000; // << 25 return result; } void interlockedAddFloat4(RWTexture3D destination, int3 coord, float4 value) { uint writeValue = EncodeRGBAuint(value); uint compareValue = 0; uint originalValue; [allow_uav_condition] for (int i = 0; i < 12; i++) { InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue); if (compareValue == originalValue) break; compareValue = originalValue; float4 originalValueFloats = DecodeRGBAuint(originalValue); writeValue = EncodeRGBAuint(originalValueFloats + value); } } float4 frag (g2f input) : SV_TARGET { int3 coord = int3((int)(input.pos.x), (int)(input.pos.y), (int)(input.pos.z * VoxelResolution)); int angle = 0; angle = (int)input.angle; if (angle == 1) { coord.xyz = coord.zyx; coord.z = VoxelResolution - coord.z - 1; } else if (angle == 2) { coord.xyz = coord.xzy; coord.y = VoxelResolution - coord.y - 1; } float3 fcoord = (float3)coord.xyz / VoxelResolution; float3 gi = (0.0).xxx; float3 worldNormal = input.normal; float3 voxelOrigin = (fcoord + worldNormal.xyz * 0.006 * 1.0); float4 traceResult = float4(0,0,0,0); float2 dither = rand(fcoord); const float phi = 1.618033988; const float gAngle = phi * PI * 2.0; const int numSamples = SEGISecondaryCones; for (int i = 0; i < numSamples; i++) { float fi = (float)i; float fiN = fi / numSamples; float longitude = gAngle * fi; float latitude = asin(fiN * 2.0 - 1.0); float3 kernel; kernel.x = cos(latitude) * cos(longitude); kernel.z = cos(latitude) * sin(longitude); kernel.y = sin(latitude); kernel = normalize(kernel + worldNormal.xyz); if (i == 0) { kernel = float3(0.0, 1.0, 0.0); } traceResult += ConeTrace(voxelOrigin.xyz, kernel.xyz, worldNormal.xyz); } traceResult /= numSamples; gi.rgb = traceResult.rgb; gi.rgb *= 4.3; gi.rgb += traceResult.a * 1.0 * SEGISkyColor; float4 result = float4(gi.rgb, 2.0); interlockedAddFloat4(RG0, coord, result); return float4(0.0, 0.0, 0.0, 0.0); } ENDCG } } FallBack Off }