我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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#include "Packages\com.unity.render-pipelines.high-definition\Runtime\ShaderLibrary\ClusterDisplay.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
// LensFlare Data :
// * X = RayPos
// * Y = Rotation (< 0 = Auto)
// * ZW = Size (Width, Height) in Screen Height Ratio
nointerpolation float4 lensflare_data : TEXCOORD1;
// World Position (XYZ) and Radius(W) :
nointerpolation float4 worldPosRadius : TEXCOORD2;
// LensFlare FadeData :
// * X = Near Start Distance
// * Y = Near End Distance
// * Z = Far Start Distance
// * W = Far End Distance
nointerpolation float4 lensflare_fadeData : TEXCOORD3;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
sampler2D _CustomDepthTex;
float4 _CustomDepthTex_TexelSize;
float4 _CustomDepthZBufferParams;
float _OccludedSizeScale;
// thanks, internets
static const uint DEPTH_SAMPLE_COUNT = 32;
static float2 samples[DEPTH_SAMPLE_COUNT] = {
float2(0.658752441406,-0.0977704077959),
float2(0.505380451679,-0.862896621227),
float2(-0.678673446178,0.120453640819),
float2(-0.429447203875,-0.501827657223),
float2(-0.239791020751,0.577527523041),
float2(-0.666824519634,-0.745214760303),
float2(0.147858589888,-0.304675519466),
float2(0.0334240831435,0.263438135386),
float2(-0.164710089564,-0.17076793313),
float2(0.289210408926,0.0226817727089),
float2(0.109557107091,-0.993980526924),
float2(-0.999996423721,-0.00266989553347),
float2(0.804284930229,0.594243884087),
float2(0.240315377712,-0.653567194939),
float2(-0.313934922218,0.94944447279),
float2(0.386928111315,0.480902403593),
float2(0.979771316051,-0.200120285153),
float2(0.505873680115,-0.407543361187),
float2(0.617167234421,0.247610524297),
float2(-0.672138273716,0.740425646305),
float2(-0.305256098509,-0.952270269394),
float2(0.493631094694,0.869671344757),
float2(0.0982239097357,0.995164275169),
float2(0.976404249668,0.21595069766),
float2(-0.308868765831,0.150203511119),
float2(-0.586166858673,-0.19671548903),
float2(-0.912466347218,-0.409151613712),
float2(0.0959918648005,0.666364192963),
float2(0.813257217407,-0.581904232502),
float2(-0.914829492569,0.403840065002),
float2(-0.542099535465,0.432246923447),
float2(-0.106764614582,-0.618209302425)
};
float GetOcclusion(float2 screenPos, float depth, float radius, float ratio)
{
float contrib = 0.0f;
float sample_Contrib = 1.0 / DEPTH_SAMPLE_COUNT;
float2 ratioScale = float2(1 / ratio, 1.0);
for (uint i = 0; i < DEPTH_SAMPLE_COUNT; i++)
{
float2 pos = screenPos + (samples[i] * radius * ratioScale);
pos = pos * 0.5 + 0.5;
pos.y = 1 - pos.y;
if (pos.x >= 0 && pos.x <= 1 && pos.y >= 0 && pos.y <= 1)
{
#if defined(USING_CLUSTER_DISPLAY)
float sampledDepth = LinearEyeDepth(tex2Dlod(_CustomDepthTex, float4(pos, 0, 0)).r, _CustomDepthZBufferParams);
#else
float sampledDepth = LinearEyeDepth(SampleCameraDepth(pos), _ZBufferParams);
#endif
if (sampledDepth >= depth)
contrib += sample_Contrib;
}
}
return contrib;
}
v2f vert(appdata v)
{
v2f o;
float4 clip = TransformWorldToHClip(GetCameraRelativePositionWS(v.worldPosRadius.xyz));
float depth = clip.w;
float3 cameraUp = normalize(mul(UNITY_MATRIX_V, float4(0, 1, 0, 0))).xyz;
float4 extent = TransformWorldToHClip(GetCameraRelativePositionWS(v.worldPosRadius.xyz + cameraUp * v.worldPosRadius.w));
float2 screenPos = DEVICE_TO_CLUSTER_NORMALIZED_COORDINATES(clip.xy / clip.w);
float2 extentPos = DEVICE_TO_CLUSTER_NORMALIZED_COORDINATES(extent.xy / extent.w);
float radius = distance(screenPos, extentPos);
float ratio = _CustomDepthTex_TexelSize.z / _CustomDepthTex_TexelSize.w;
float occlusion = GetOcclusion(screenPos, depth - v.worldPosRadius.w, radius, ratio);
// Distance Fade
float4 d = v.lensflare_fadeData;
float distanceFade = saturate((depth - d.x) / (d.y - d.x));
distanceFade *= 1.0f - saturate((depth - d.z) / (d.w - d.z));
// position and rotate
float angle = v.lensflare_data.y;
if (angle < 0) // Automatic
{
float2 dir = normalize(screenPos);
angle = atan2(dir.y, dir.x) + 1.57079632675; // arbitrary, we need V to face the source, not U;
}
// apply size
float2 quad_size = lerp(_OccludedSizeScale, 1.0f, occlusion) * v.lensflare_data.zw;
if (distanceFade * occlusion == 0.0f) // if either one or other is zeroed
quad_size = float2(0, 0); // clip
float2 local = v.vertex.xy * quad_size;
local = float2(
local.x * cos(angle) + local.y * (-sin(angle)),
local.x * sin(angle) + local.y * cos(angle));
// adjust to correct ratio
local.x /= ratio;
float2 rayOffset = -screenPos * v.lensflare_data.x;
o.vertex.w = v.vertex.w;
o.vertex.xy = CLUSTER_TO_DEVICE_NORMALIZED_COORDINATES(screenPos + local + rayOffset);
o.vertex.z = 1;
o.uv = v.uv;
o.color = v.color * occlusion * distanceFade * saturate(length(screenPos * 2));
return o;
}