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// Depth pyramid (width, height, lodcount, Unused) |
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float4 _PyramidDepthMipSize; |
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TEXTURE2D(_PyramidDepthTexture); |
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SAMPLER2D(sampler_PyramidDepthTexture); |
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// Area light textures specific constant |
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SamplerState ltc_linear_clamp_sampler; |
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// EvaluateBSDF_SSL |
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// ---------------------------------------------------------------------------- |
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float PerceptualRoughnessToMipmapLevel(float perceptualRoughness, uint mipMapCount) |
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{ |
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perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); |
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return perceptualRoughness * mipMapCount; |
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} |
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void EvaluateBSDF_SSL(float3 V, PositionInputs posInput, BSDFData bsdfData, out float3 diffuseLighting, out float3 specularLighting, out float2 weight) |
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{ |
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diffuseLighting = float3(0.0, 0.0, 0.0); |
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float3 refractedBackPointWS = float3(0.0, 0.0, 0.0); |
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float opticalDepth = 0.0; |
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uint2 depthSize = uint2(_PyramidDepthMipSize.xy); |
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// For all refraction approximation, to calculate the refracted point in world space, |
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// we approximate the scene as a plane (back plane) with normal -V at the depth hit point. |
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// (We avoid to raymarch the depth texture to get the refracted point.) |
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float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior); |
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// Get the depth of the approximated back plane |
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float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r; |
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float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInput.positionSS * (depthSize >> 2), 2).r; |
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float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams); |
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// Distance from point to the back plane |
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// So the light is refracted twice: in and out of the tangent sphere |
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// Get the depth of the approximated back plane |
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float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r; |
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float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInput.positionSS * (depthSize >> 2), 2).r; |
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float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams); |
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// Distance from point to the back plane |
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float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior); |
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// Get the depth of the approximated back plane |
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float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r; |
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float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInput.positionSS * (depthSize >> 2), 2).r; |
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float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams); |
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// Distance from point to the back plane |
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// Calculate screen space coordinates of refracted point in back plane |
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float4 refractedBackPointCS = mul(_ViewProjMatrix, float4(refractedBackPointWS, 1.0)); |
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float2 refractedBackPointSS = ComputeScreenSpacePosition(refractedBackPointCS); |
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float refractedBackPointDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, refractedBackPointSS, 0.0).r, _ZBufferParams); |
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float refractedBackPointDepth = LinearEyeDepth(LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, refractedBackPointSS * depthSize, 0).r, _ZBufferParams); |
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// Exit if texel is out of color buffer |
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// Or if the texel is from an object in front of the object |
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} |
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// Map the roughness to the correct mip map level of the color pyramid |
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float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness); |
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diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, refractedBackPointSS.xy, mipLevel).rgb; |
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float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness, uint(_GaussianPyramidColorMipSize.z)); |
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diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, mipLevel).rgb; |
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// Beer-Lamber law for absorption |
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float3 transmittance = exp(-bsdfData.absorptionCoefficient * opticalDepth); |
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