mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
407 lines
10 KiB
GLSL
407 lines
10 KiB
GLSL
Shader "Hidden/SEGITraceScene" {
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333
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}
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SubShader
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{
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Cull Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma target 5.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma geometry geom
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#include "UnityCG.cginc"
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#define PI 3.14159265
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RWTexture3D<uint> RG0;
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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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float4x4 SEGIVoxelViewFront;
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float4x4 SEGIVoxelViewLeft;
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float4x4 SEGIVoxelViewTop;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half4 _EmissionColor;
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float _Cutoff;
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struct v2g
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{
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float4 pos : SV_POSITION;
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half4 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float angle : TEXCOORD2;
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};
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struct g2f
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{
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float4 pos : SV_POSITION;
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half4 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float angle : TEXCOORD2;
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};
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half4 _Color;
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float SEGISecondaryOcclusionStrength;
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v2g vert(appdata_full v)
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{
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v2g o;
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UNITY_INITIALIZE_OUTPUT(v2g, o);
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float4 vertex = v.vertex;
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o.normal = UnityObjectToWorldNormal(v.normal);
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float3 absNormal = abs(o.normal);
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o.pos = vertex;
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o.uv = float4(TRANSFORM_TEX(v.texcoord.xy, _MainTex), 1.0, 1.0);
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return o;
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}
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int SEGIVoxelResolution;
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[maxvertexcount(3)]
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void geom(triangle v2g input[3], inout TriangleStream<g2f> triStream)
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{
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v2g p[3];
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int i = 0;
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for (i = 0; i < 3; i++)
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{
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p[i] = input[i];
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p[i].pos = mul(unity_ObjectToWorld, p[i].pos);
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}
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float3 realNormal = float3(0.0, 0.0, 0.0);
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float3 V = p[1].pos.xyz - p[0].pos.xyz;
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float3 W = p[2].pos.xyz - p[0].pos.xyz;
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realNormal.x = (V.y * W.z) - (V.z * W.y);
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realNormal.y = (V.z * W.x) - (V.x * W.z);
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realNormal.z = (V.x * W.y) - (V.y * W.x);
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float3 absNormal = abs(realNormal);
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int angle = 0;
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if (absNormal.z > absNormal.y && absNormal.z > absNormal.x)
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{
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angle = 0;
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}
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else if (absNormal.x > absNormal.y && absNormal.x > absNormal.z)
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{
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angle = 1;
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}
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else if (absNormal.y > absNormal.x && absNormal.y > absNormal.z)
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{
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angle = 2;
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}
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else
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{
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angle = 0;
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}
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for (i = 0; i < 3; i ++)
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{
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if (angle == 0)
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{
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p[i].pos = mul(SEGIVoxelViewFront, p[i].pos);
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}
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else if (angle == 1)
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{
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p[i].pos = mul(SEGIVoxelViewLeft, p[i].pos);
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}
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else
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{
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p[i].pos = mul(SEGIVoxelViewTop, p[i].pos);
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}
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p[i].pos = mul(UNITY_MATRIX_P, p[i].pos);
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#if defined(UNITY_REVERSED_Z)
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p[i].pos.z = 1.0 - p[i].pos.z;
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#else
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p[i].pos.z *= -1.0;
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#endif
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p[i].angle = (float)angle;
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}
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triStream.Append(p[0]);
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triStream.Append(p[1]);
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triStream.Append(p[2]);
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}
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float4x4 SEGIVoxelToGIProjection;
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float4x4 SEGIVoxelProjectionInverse;
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sampler2D SEGIGIDepthNormalsTexture;
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float4 SEGISunlightVector;
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float4 GISunColor;
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int SEGIFrameSwitch;
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half4 SEGISkyColor;
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float SEGISoftSunlight;
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int SEGISecondaryCones;
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sampler3D SEGIVolumeTexture0;
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float SEGIVoxelScaleFactor;
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int SEGIVoxelAA;
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int SEGISphericalSkylight;
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#define VoxelResolution (SEGIVoxelResolution)
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float4 ConeTrace(float3 voxelOrigin, float3 kernel, float3 worldNormal)
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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)(7.0 * lerp(SEGIVoxelScaleFactor, 1.0, 0.5));
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float3 adjustedKernel = normalize(kernel + worldNormal * 0.2);
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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, 0.06);
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float coneDistance = (exp2(fi * 4.0) - 0.9) / 8.0;
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float coneSize = fi * 6.0 * lerp(SEGIVoxelScaleFactor, 1.0, 0.5);
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float3 voxelCheckCoord = voxelOrigin.xyz + adjustedKernel.xyz * (coneDistance * 0.12 + 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(SEGIVolumeLevel1, 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 * skyVisibility;
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float falloffFix = pow(fi, 1.0) * 4.0 + 0.0456;
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gi.rgb += sample.rgb * (coneSize * 1.0 + 1.0) * occlusion * falloffFix;
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sample.a *= SEGISecondaryOcclusionStrength;
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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)));
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}
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skyVisibility *= saturate(dot(worldNormal, kernel));
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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));
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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 * 2.0, SEGISkyColor.rgb, pow(upGradient, (0.5).xxx));
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skyColor += GISunColor.rgb * pow(sunGradient, (4.0).xxx) * SEGISoftSunlight;
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gi *= 0.5;
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gi += skyColor * skyVisibility;
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return float4(gi.rgb * 0.8, 0.0f);
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}
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float2 rand(float3 coord)
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{
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float noiseX = saturate(frac(sin(dot(coord, float3(12.9898, 78.223, 35.3820))) * 43758.5453));
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float noiseY = saturate(frac(sin(dot(coord, float3(12.9898, 78.223, 35.2879)*2.0)) * 43758.5453));
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return float2(noiseX, noiseY);
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}
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float3 rgb2hsv(float3 c)
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{
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float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp(float4(c.bg, k.wz), float4(c.gb, k.xy), step(c.b, c.g));
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float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float3 hsv2rgb(float3 c)
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{
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float4 k = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + k.xyz) * 6.0 - k.www);
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return c.z * lerp(k.xxx, saturate(p - k.xxx), c.y);
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}
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float4 DecodeRGBAuint(uint value)
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{
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uint ai = value & 0x0000007F;
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uint vi = (value / 0x00000080) & 0x000007FF;
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uint si = (value / 0x00040000) & 0x0000007F;
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uint hi = value / 0x02000000;
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float h = float(hi) / 127.0;
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float s = float(si) / 127.0;
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float v = (float(vi) / 2047.0) * 10.0;
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float a = ai * 2.0;
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v = pow(v, 3.0);
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float3 color = hsv2rgb(float3(h, s, v));
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return float4(color.rgb, a);
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}
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uint EncodeRGBAuint(float4 color)
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{
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//7[HHHHHHH] 7[SSSSSSS] 11[VVVVVVVVVVV] 7[AAAAAAAA]
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float3 hsv = rgb2hsv(color.rgb);
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hsv.z = pow(hsv.z, 1.0 / 3.0);
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uint result = 0;
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uint a = min(127, uint(color.a / 2.0));
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uint v = min(2047, uint((hsv.z / 10.0) * 2047));
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uint s = uint(hsv.y * 127);
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uint h = uint(hsv.x * 127);
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result += a;
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result += v * 0x00000080; // << 7
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result += s * 0x00040000; // << 18
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result += h * 0x02000000; // << 25
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return result;
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}
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void interlockedAddFloat4(RWTexture3D<uint> destination, int3 coord, float4 value)
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{
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uint writeValue = EncodeRGBAuint(value);
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uint compareValue = 0;
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uint originalValue;
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[allow_uav_condition] for (int i = 0; i < 12; i++)
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{
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InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue);
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if (compareValue == originalValue)
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break;
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compareValue = originalValue;
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float4 originalValueFloats = DecodeRGBAuint(originalValue);
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writeValue = EncodeRGBAuint(originalValueFloats + value);
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}
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}
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float4 frag (g2f input) : SV_TARGET
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{
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int3 coord = int3((int)(input.pos.x), (int)(input.pos.y), (int)(input.pos.z * VoxelResolution));
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int angle = 0;
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angle = (int)input.angle;
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if (angle == 1)
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{
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coord.xyz = coord.zyx;
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coord.z = VoxelResolution - coord.z - 1;
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}
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else if (angle == 2)
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{
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coord.xyz = coord.xzy;
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coord.y = VoxelResolution - coord.y - 1;
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}
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float3 fcoord = (float3)coord.xyz / VoxelResolution;
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float3 gi = (0.0).xxx;
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float3 worldNormal = input.normal;
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float3 voxelOrigin = (fcoord + worldNormal.xyz * 0.006 * 1.0);
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float4 traceResult = float4(0,0,0,0);
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float2 dither = rand(fcoord);
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const float phi = 1.618033988;
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const float gAngle = phi * PI * 2.0;
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const int numSamples = SEGISecondaryCones;
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for (int i = 0; i < numSamples; i++)
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{
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float fi = (float)i;
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float fiN = fi / numSamples;
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float longitude = gAngle * fi;
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float latitude = asin(fiN * 2.0 - 1.0);
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float3 kernel;
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kernel.x = cos(latitude) * cos(longitude);
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kernel.z = cos(latitude) * sin(longitude);
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kernel.y = sin(latitude);
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kernel = normalize(kernel + worldNormal.xyz);
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if (i == 0)
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{
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kernel = float3(0.0, 1.0, 0.0);
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}
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traceResult += ConeTrace(voxelOrigin.xyz, kernel.xyz, worldNormal.xyz);
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}
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traceResult /= numSamples;
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gi.rgb = traceResult.rgb;
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gi.rgb *= 4.3;
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gi.rgb += traceResult.a * 1.0 * SEGISkyColor;
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float4 result = float4(gi.rgb, 2.0);
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interlockedAddFloat4(RG0, coord, result);
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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ENDCG
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}
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}
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FallBack Off
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}
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