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Compute the dims of the pixel in VS more accurately

/Branch_Batching2
Evgenii Golubev 7 年前
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0f73ed45
共有 1 个文件被更改,包括 7 次插入25 次删除
  1. 32
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader

32
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float maxDistance = _ShapeParameters[profileID].a;
// Reconstruct the view-space position.
float2 cornerPosSS = posInput.positionSS + 0.5 * _ScreenSize.zw;
float3 cornerPosVS = ComputeViewSpacePosition(cornerPosSS, rawDepth, _InvProjMatrix);
// Compute the dimensions of the surface fragment viewed as a quad facing the camera.
// TODO: this could be done more accurately using a matrix precomputed on the CPU.
float2 metersPerPixel = float2(ddx_fine(centerPosVS.x), ddy_fine(centerPosVS.y));
// Compute the view-space dimensions of the pixel as a quad projected onto geometry.
float2 metersPerPixel = 2 * (cornerPosVS.xy - centerPosVS.xy);
float2 scaledPixPerMm = distScale * rcp(METERS_TO_MILLIMETERS * metersPerPixel);
// Take the first (central) sample.

// Perform integration over the screen-aligned plane in the view space.
// TODO: it would be more accurate to use the tangent plane in the world space.
int validSampleCount = 0;
[unroll]
for (uint i = 1; i < SSS_N_SAMPLES_NEAR_FIELD; i++)
{

rawDepth = LOAD_TEXTURE2D(_MainDepthTexture, samplePosition).r;
sampleIrradiance = LOAD_TEXTURE2D(_IrradianceSource, samplePosition).rgb;
[flatten]
if (rawDepth == 0)
{
// Our sample comes from a region without any geometry.
continue;
}
// The irradiance is 0. This could happen for 2 reasons.
// The irradiance is 0. This could happen for 3 reasons.
// Alternatively, the surface fragment could be completely shadowed.
// Alternatively, our sample comes from a region without any geometry.
// Finally, the surface fragment could be completely shadowed.
// Our blur is energy-preserving, so 'sampleWeight' should be set to 0.
// We do not terminate the loop since we want to gather the contribution
// of the remaining samples (e.g. in case of hair covering skin).

totalIrradiance += sampleWeight * sampleIrradiance;
totalWeight += sampleWeight;
validSampleCount++;
}
[branch]
if (validSampleCount < SSS_N_SAMPLES_NEAR_FIELD / 2)
{
// Do not blur.
samplePosition = posInput.unPositionSS;
sampleIrradiance = LOAD_TEXTURE2D(_IrradianceSource, samplePosition).rgb;
return float4(bsdfData.diffuseColor * sampleIrradiance, 1);
}
return float4(bsdfData.diffuseColor * totalIrradiance / totalWeight, 1);

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