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Fix voxelization for rotation (WIP)

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Evgenii Golubev 7 年前
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29d12167
共有 1 个文件被更改,包括 59 次插入27 次删除
  1. 86
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute

86
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute


_VBufferDensity[uint3(voxelCoord, slice)] = 0;
float3 voxelScattering = _GlobalScattering;
float voxelExtinction = _GlobalExtinction;
// Perform plane-box overlap test.
// See "Real-Time Rendering", 3rd Edition, 16.10.2.
// Express the voxel center in the local coordinate system of the box.
float3 voxelCenterBoxRelative = voxelCenterWS - obb.center;
float3 voxelCenterBoxLocal = float3(dot(obb.right, voxelCenterBoxRelative),
dot(obb.up, voxelCenterBoxRelative),
dot(obb_forward, voxelCenterBoxRelative));
// Compute the point inside the box closest to the voxel center.
float3 closestPointBoxLocal = float3(CopySign(min(obb.extentX, abs(voxelCenterBoxLocal.x)), voxelCenterBoxLocal.x),
CopySign(min(obb.extentY, abs(voxelCenterBoxLocal.y)), voxelCenterBoxLocal.y),
CopySign(min(obb.extentZ, abs(voxelCenterBoxLocal.z)), voxelCenterBoxLocal.z));
// Convert it to world-space coordinates.
float3 closestPointWS = obb.center + obb.right * closestPointBoxLocal.x
+ obb.up * closestPointBoxLocal.y
+ obb_forward * closestPointBoxLocal.z;
// The farthest point is on the opposite side of the box.
float3 farthestPointWS = 2 * obb.center - closestPointWS;
// Compute the fractional overlap between the voxel and the box.
float overlapFraction = 1;

float d = planes[p].w;
// Max projection of the half-diagonal onto the normal (always positive).
float maxHalfDiagProj = obb.extentX * abs(dot(N, obb.right))
+ obb.extentY * abs(dot(N, obb.up))
+ obb.extentZ * abs(dot(N, obb_forward));
// Compute the signed distance from both points to the plane.
// Positive distance -> point in front of the plane.
// Negative distance -> point behind the plane.
float signedDistanceClosest = dot(float4(closestPointWS, 1), planes[p]);
float signedDistanceFarthest = dot(float4(farthestPointWS, 1), planes[p]);
// Positive distance -> center in front of the plane.
// Negative distance -> center behind the plane.
float centerToPlaneDist = dot(N, obb.center) + d;
bool overlap = abs(signedDistanceClosest) <= voxelExtents[i];
// Compute min/max distances from the plane to the box.
float minBoxToPlaneDist = abs(centerToPlaneDist) - maxHalfDiagProj;
float maxBoxToPlaneDist = abs(centerToPlaneDist) + maxHalfDiagProj;
overlapFraction *= overlap ? 1 : 0;
// Check whether the plane overlaps the box.
bool overlap = minBoxToPlaneDist <= 0;
// // Max projection of the half-diagonal onto the normal (always positive).
// float maxHalfDiagProj = obb.extentX * abs(dot(N, obb.right))
// + obb.extentY * abs(dot(N, obb.up))
// + obb.extentZ * abs(dot(N, obb_forward));
float dMin = minBoxToPlaneDist;
float dMax = maxBoxToPlaneDist;
float vExt = voxelExtents[p];
float iExt = rcp(vExt);
// float centerToPlaneDist = dot(N, obb.center) + d;
// Simplify:
// if (overlap)
// overlapFraction *= saturate((min(dMax, vExt) + min(-dMin, vExt)) / (2 * vExt));
// else
// overlapFraction *= saturate((min(dMax, vExt) - min( dMin, vExt)) / (2 * vExt));
// // Compute min/max distances from the plane to the box.
// float minBoxToPlaneDist = abs(centerToPlaneDist) - maxHalfDiagProj;
// float maxBoxToPlaneDist = abs(centerToPlaneDist) + maxHalfDiagProj;
// // Check whether the plane overlaps the box.
// bool overlap = minBoxToPlaneDist <= 0;
// float dMin = minBoxToPlaneDist;
// float dMax = maxBoxToPlaneDist;
// float vExt = voxelExtents[p];
// float iExt = rcp(vExt);
// // Simplify:
// // if (overlap)
// // overlapFraction *= saturate((min(dMax, vExt) + min(-dMin, vExt)) / (2 * vExt));
// // else
// // overlapFraction *= saturate((min(dMax, vExt) - min( dMin, vExt)) / (2 * vExt));
float a = min(1, dMax * iExt);
float b = min(1, abs(dMin) * iExt);
// float a = min(1, dMax * iExt);
// float b = min(1, abs(dMin) * iExt);
overlapFraction *= saturate(0.5 * (a + (overlap ? b : -b)));
// overlapFraction *= saturate(0.5 * (a + (overlap ? b : -b)));
// overlapFraction *= overlap ? 1 : 0;
_VBufferDensity[uint3(voxelCoord, slice)] = overlapFraction;// * _VolumeProperties[i].extinction;
voxelScattering += overlapFraction * _VolumeProperties[i].scattering;
voxelExtinction += overlapFraction * _VolumeProperties[i].extinction;
_VBufferDensity[uint3(voxelCoord, slice)] = float4(voxelExtinction, voxelScattering);
}
}

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