FiE-Game/Assets/SEGI/Resources/SEGI.cginc
2023-07-25 00:52:50 +05:00

287 lines
No EOL
8.4 KiB
HLSL

float SEGIVoxelScaleFactor;
int StochasticSampling;
int TraceDirections;
int TraceSteps;
float TraceLength;
float ConeSize;
float OcclusionStrength;
float OcclusionPower;
float ConeTraceBias;
float GIGain;
float NearLightGain;
float NearOcclusionStrength;
float SEGISoftSunlight;
float FarOcclusionStrength;
float FarthestOcclusionStrength;
half4 GISunColor;
sampler3D SEGIVolumeLevel0;
sampler3D SEGIVolumeLevel1;
sampler3D SEGIVolumeLevel2;
sampler3D SEGIVolumeLevel3;
sampler3D SEGIVolumeLevel4;
sampler3D SEGIVolumeLevel5;
sampler3D SEGIVolumeLevel6;
sampler3D SEGIVolumeLevel7;
sampler3D VolumeTexture1;
sampler3D VolumeTexture2;
sampler3D VolumeTexture3;
float4x4 SEGIVoxelProjection;
float4x4 SEGIWorldToVoxel;
float4x4 GIProjectionInverse;
float4x4 GIToWorld;
float4x4 GIToVoxelProjection;
half4 SEGISkyColor;
float4 SEGISunlightVector;
int ReflectionSteps;
uniform half4 _MainTex_TexelSize;
float4x4 ProjectionMatrixInverse;
sampler2D _CameraDepthNormalsTexture;
sampler2D _CameraDepthTexture;
sampler2D _MainTex;
sampler2D PreviousGITexture;
sampler2D _CameraGBufferTexture0;
sampler2D _CameraMotionVectorsTexture;
float4x4 WorldToCamera;
float4x4 ProjectionMatrix;
int SEGISphericalSkylight;
float GetDepthTexture(float2 coord)
{
#if defined(UNITY_REVERSED_Z)
return 1.0 - tex2Dlod(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0)).x;
#else
return tex2Dlod(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0)).x;
#endif
}
float4 GetViewSpacePosition(float2 coord)
{
float depth = GetDepthTexture(coord);
float4 viewPosition = mul(ProjectionMatrixInverse, float4(coord.x * 2.0 - 1.0, coord.y * 2.0 - 1.0, 2.0 * depth - 1.0, 1.0));
viewPosition /= viewPosition.w;
return viewPosition;
}
float3 ProjectBack(float4 viewPos)
{
viewPos = mul(ProjectionMatrix, float4(viewPos.xyz, 0.0));
viewPos.xyz /= viewPos.w;
viewPos.xyz = viewPos.xyz * 0.5 + 0.5;
return viewPos.xyz;
}
float2 rand(float2 coord)
{
float noiseX = saturate(frac(sin(dot(coord, float2(12.9898, 78.223))) * 43758.5453));
float noiseY = saturate(frac(sin(dot(coord, float2(12.9898, 78.223)*2.0)) * 43758.5453));
return float2(noiseX, noiseY);
}
float4 ConeTrace(float3 voxelOrigin, float3 kernel, float3 worldNormal, float2 uv, float noise, int steps, float width, float lengthMult, float skyMult)
{
float skyVisibility = 1.0;
float3 gi = float3(0, 0, 0);
int numSteps = (int)(steps * lerp(SEGIVoxelScaleFactor, 1.0, 0.5));
float3 adjustedKernel = normalize(kernel.xyz + worldNormal.xyz * 0.00 * width);
for (int i = 0; i < numSteps; i++)
{
float fi = ((float)i) / numSteps;
fi = lerp(fi, 1.0, 0.01);
float coneDistance = (exp2(fi * 4.0) - 0.9) / 8.0;
coneDistance -= 0.00;
float coneSize = fi * width * lerp(SEGIVoxelScaleFactor, 1.0, 0.5);
float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.12 * TraceLength * lengthMult + 0.001);
float4 sample = float4(0.0, 0.0, 0.0, 0.0);
int mipLevel = floor(coneSize);
if (mipLevel == 0)
sample = tex3Dlod(SEGIVolumeLevel0, 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;
float falloffFix = pow(fi, 1.0) * 4.0 + NearLightGain;
sample.a *= lerp(saturate(coneSize / 1.0), 1.0, NearOcclusionStrength);
gi.rgb += sample.rgb * (coneSize * 1.0 + 1.0) * occlusion * falloffFix;
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);
}
float ReflectionOcclusionPower;
float SkyReflectionIntensity;
float4 SpecularConeTrace(float3 voxelOrigin, float3 kernel, float3 worldNormal, float smoothness, float2 uv, float dither)
{
float skyVisibility = 1.0;
float3 gi = float3(0, 0, 0);
float coneLength = 6.0;
float coneSizeScalar = lerp(1.3, 0.05, smoothness) * coneLength;
float3 adjustedKernel = normalize(kernel.xyz + worldNormal.xyz * 0.2 * (1.0 - smoothness));
int numSamples = (int)(lerp(uint(ReflectionSteps) / uint(5), ReflectionSteps, smoothness));
for (int i = 0; i < numSamples; i++)
{
float fi = ((float)i) / numSamples;
float coneSize = fi * coneSizeScalar;
float coneDistance = (exp2(fi * coneSizeScalar) - 0.998) / exp2(coneSizeScalar);
float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.12 * coneLength + 0.001);
float4 sample = float4(0.0, 0.0, 0.0, 0.0);
coneSize = pow(coneSize / 5.0, 2.0) * 5.0;
int mipLevel = floor(coneSize);
if (mipLevel == 0)
{
sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize));
sample = lerp(sample, tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
}
else if (mipLevel == 1)
{
sample = tex3Dlod(SEGIVolumeLevel1, float4(voxelCheckCoord.xyz, coneSize));
sample = lerp(sample, tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
}
else if (mipLevel == 2)
{
sample = tex3Dlod(SEGIVolumeLevel2, float4(voxelCheckCoord.xyz, coneSize));
sample = lerp(sample, tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
}
else if (mipLevel == 3)
{
sample = tex3Dlod(SEGIVolumeLevel3, float4(voxelCheckCoord.xyz, coneSize));
sample = lerp(sample, tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
}
else if (mipLevel == 4)
{
sample = tex3Dlod(SEGIVolumeLevel4, float4(voxelCheckCoord.xyz, coneSize));
sample = lerp(sample, tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize + 1.0)), frac(coneSize));
}
else if (mipLevel == 5)
sample = tex3Dlod(SEGIVolumeLevel5, float4(voxelCheckCoord.xyz, coneSize));
else
sample = float4(0, 0, 0, 0);
float occlusion = skyVisibility;
float falloffFix = fi * 6.0 + 0.6;
gi.rgb += sample.rgb * (coneSize * 5.0 + 1.0) * occlusion * 0.5;
sample.a *= lerp(saturate(fi / 0.2), 1.0, NearOcclusionStrength);
skyVisibility *= pow(saturate(1.0 - sample.a * 0.5), (lerp(4.0, 1.0, smoothness) + coneSize * 0.5) * ReflectionOcclusionPower);
}
skyVisibility *= saturate(dot(worldNormal, kernel) * 0.7 + 0.3);
skyVisibility *= lerp(saturate(dot(kernel, float3(0.0, 1.0, 0.0)) * 10.0), 1.0, SEGISphericalSkylight);
gi *= saturate(dot(worldNormal, kernel) * 10.0);
return float4(gi.rgb * 4.0, skyVisibility);
}
float4 VisualConeTrace(float3 voxelOrigin, float3 kernel)
{
float skyVisibility = 1.0;
float3 gi = float3(0, 0, 0);
float coneLength = 6.0;
float coneSizeScalar = 0.25 * coneLength;
for (int i = 0; i < 423; i++)
{
float fi = ((float)i) / 423;
float coneSize = fi * coneSizeScalar;
float3 voxelCheckCoord = voxelOrigin.xyz + kernel.xyz * (0.12 * coneLength * fi * fi + 0.005);
float4 sample = float4(0.0, 0.0, 0.0, 0.0);
sample = tex3Dlod(SEGIVolumeLevel0, float4(voxelCheckCoord.xyz, coneSize));
float occlusion = skyVisibility;
float falloffFix = fi * 6.0 + 0.6;
gi.rgb += sample.rgb * (coneSize * 5.0 + 1.0) * occlusion * 0.5;
skyVisibility *= saturate(1.0 - sample.a);
}
return float4(gi.rgb, skyVisibility);
}