mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 08:37:58 +01:00
355 lines
8.7 KiB
GLSL
355 lines
8.7 KiB
GLSL
Shader "Hidden/SEGIVoxelizeScene" {
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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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_EmissionMap("Emission", 2D) = "white" {}
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333
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_BlockerValue ("Blocker Value", Range(0, 10)) = 0
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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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RWTexture3D<uint> RG0;
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int LayerToVisualize;
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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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sampler2D _EmissionMap;
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float _Cutoff;
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float4 _MainTex_ST;
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half4 _EmissionColor;
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float SEGISecondaryBounceGain;
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float _BlockerValue;
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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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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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///*
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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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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]
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while (true)
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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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void interlockedAddFloat4b(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]
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while (true)
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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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float4x4 SEGIVoxelToGIProjection;
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float4x4 SEGIVoxelProjectionInverse;
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sampler2D SEGISunDepth;
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float4 SEGISunlightVector;
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float4 GISunColor;
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float4 SEGIVoxelSpaceOriginDelta;
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sampler3D SEGIVolumeTexture1;
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int SEGIInnerOcclusionLayers;
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#define VoxelResolution (SEGIVoxelResolution * (1 + SEGIVoxelAA))
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int SEGIVoxelAA;
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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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float3 absNormal = abs(input.normal);
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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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float4 shadowPos = mul(SEGIVoxelProjectionInverse, float4(fcoord * 2.0 - 1.0, 0.0));
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shadowPos = mul(SEGIVoxelToGIProjection, shadowPos);
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shadowPos.xyz = shadowPos.xyz * 0.5 + 0.5;
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float sunDepth = tex2Dlod(SEGISunDepth, float4(shadowPos.xy, 0, 0)).x;
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#if defined(UNITY_REVERSED_Z)
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sunDepth = 1.0 - sunDepth;
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#endif
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float sunVisibility = saturate((sunDepth - shadowPos.z + 0.2525) * 1000.0);
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float sunNdotL = saturate(dot(input.normal, -SEGISunlightVector.xyz));
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float4 tex = tex2D(_MainTex, input.uv.xy);
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float4 emissionTex = tex2D(_EmissionMap, input.uv.xy);
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float4 color = _Color;
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if (length(_Color.rgb) < 0.0001)
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{
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color.rgb = float3(1, 1, 1);
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}
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float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a + _EmissionColor.rgb * 0.9 * emissionTex.rgb;
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float4 prevBounce = tex3D(SEGIVolumeTexture1, fcoord + SEGIVoxelSpaceOriginDelta.xyz);
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col.rgb += prevBounce.rgb * 1.6 * SEGISecondaryBounceGain * tex.rgb * color.rgb;
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float4 result = float4(col.rgb, 2.0);
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const float sqrt2 = sqrt(2.0) * 1.0;
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coord /= (uint)SEGIVoxelAA + 1u;
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if (_BlockerValue > 0.01)
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{
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result.a += 20.0;
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result.a += _BlockerValue;
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result.rgb = float3(0.0, 0.0, 0.0);
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}
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interlockedAddFloat4(RG0, coord, result);
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if (SEGIInnerOcclusionLayers > 0)
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{
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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));
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}
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if (SEGIInnerOcclusionLayers > 1)
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{
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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));
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}
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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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