Shader "Hidden/SEGIVoxelizeScene" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333 _BlockerValue ("Blocker Value", Range(0, 10)) = 0 } SubShader { Cull Off ZTest Always Pass { CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #pragma geometry geom #include "UnityCG.cginc" RWTexture3D RG0; int LayerToVisualize; float4x4 SEGIVoxelViewFront; float4x4 SEGIVoxelViewLeft; float4x4 SEGIVoxelViewTop; sampler2D _MainTex; sampler2D _EmissionMap; float _Cutoff; float4 _MainTex_ST; half4 _EmissionColor; float SEGISecondaryBounceGain; float _BlockerValue; 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; 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]); } 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] while (true) { InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue); if (compareValue == originalValue) break; compareValue = originalValue; float4 originalValueFloats = DecodeRGBAuint(originalValue); writeValue = EncodeRGBAuint(originalValueFloats + value); } } void interlockedAddFloat4b(RWTexture3D destination, int3 coord, float4 value) { uint writeValue = EncodeRGBAuint(value); uint compareValue = 0; uint originalValue; [allow_uav_condition] while (true) { InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue); if (compareValue == originalValue) break; compareValue = originalValue; float4 originalValueFloats = DecodeRGBAuint(originalValue); writeValue = EncodeRGBAuint(originalValueFloats + value); } } float4x4 SEGIVoxelToGIProjection; float4x4 SEGIVoxelProjectionInverse; sampler2D SEGISunDepth; float4 SEGISunlightVector; float4 GISunColor; float4 SEGIVoxelSpaceOriginDelta; sampler3D SEGIVolumeTexture1; int SEGIInnerOcclusionLayers; #define VoxelResolution (SEGIVoxelResolution * (1 + SEGIVoxelAA)) int SEGIVoxelAA; float4 frag (g2f input) : SV_TARGET { int3 coord = int3((int)(input.pos.x), (int)(input.pos.y), (int)(input.pos.z * VoxelResolution)); float3 absNormal = abs(input.normal); 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; float4 shadowPos = mul(SEGIVoxelProjectionInverse, float4(fcoord * 2.0 - 1.0, 0.0)); shadowPos = mul(SEGIVoxelToGIProjection, shadowPos); shadowPos.xyz = shadowPos.xyz * 0.5 + 0.5; float sunDepth = tex2Dlod(SEGISunDepth, float4(shadowPos.xy, 0, 0)).x; #if defined(UNITY_REVERSED_Z) sunDepth = 1.0 - sunDepth; #endif float sunVisibility = saturate((sunDepth - shadowPos.z + 0.2525) * 1000.0); float sunNdotL = saturate(dot(input.normal, -SEGISunlightVector.xyz)); float4 tex = tex2D(_MainTex, input.uv.xy); float4 emissionTex = tex2D(_EmissionMap, input.uv.xy); float4 color = _Color; if (length(_Color.rgb) < 0.0001) { color.rgb = float3(1, 1, 1); } float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a + _EmissionColor.rgb * 0.9 * emissionTex.rgb; float4 prevBounce = tex3D(SEGIVolumeTexture1, fcoord + SEGIVoxelSpaceOriginDelta.xyz); col.rgb += prevBounce.rgb * 1.6 * SEGISecondaryBounceGain * tex.rgb * color.rgb; float4 result = float4(col.rgb, 2.0); const float sqrt2 = sqrt(2.0) * 1.0; coord /= (uint)SEGIVoxelAA + 1u; if (_BlockerValue > 0.01) { result.a += 20.0; result.a += _BlockerValue; result.rgb = float3(0.0, 0.0, 0.0); } interlockedAddFloat4(RG0, coord, result); if (SEGIInnerOcclusionLayers > 0) { interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 1.0), (int)(input.normal.y * sqrt2 * 1.0), (int)(input.normal.z * sqrt2 * 1.0)), float4(0.0, 0.0, 0.0, 8.0)); } if (SEGIInnerOcclusionLayers > 1) { interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 2.0), (int)(input.normal.y * sqrt2 * 2.0), (int)(input.normal.z * sqrt2 * 2.0)), float4(0.0, 0.0, 0.0, 22.0)); } return float4(0.0, 0.0, 0.0, 0.0); } ENDCG } } FallBack Off }