浏览代码

separating out some utility functions which make sense for conventional fwd as well as tiled.

separating out some utility functions which make sense for conventional
fwd as well as tiled.
/main
mmikk 8 年前
当前提交
56b1c9d5
共有 2 个文件被更改,包括 89 次插入79 次删除
  1. 80
      Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl
  2. 88
      Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl

80
Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl


#define __TILEDLIGHTINGUTILS_H__
#include "..\common\ShaderBase.h"
#include "LightDefinitions.cs.hlsl"
uniform float4x4 g_mViewToWorld;
uniform float4x4 g_mWorldToView; // used for reflection only
uniform float4x4 g_mScrProjection;
uniform float4x4 g_mInvScrProjection;
#include "LightingUtils.hlsl"
uniform uint g_widthRT;
uniform uint g_heightRT;
StructuredBuffer<SFiniteLightData> g_vLightData;
StructuredBuffer<uint> g_vLightListGlobal;

}
#endif
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
{
float fSx = g_mScrProjection[0].x;
//float fCx = g_mScrProjection[2].x;
float fCx = g_mScrProjection[0].z;
float fSy = g_mScrProjection[1].y;
//float fCy = g_mScrProjection[2].y;
float fCy = g_mScrProjection[1].z;
#ifdef LEFT_HAND_COORDINATES
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
#else
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
#endif
}
float GetLinearZFromSVPosW(float posW)
{
#ifdef LEFT_HAND_COORDINATES
float linZ = posW;
#else
float linZ = -posW;
#endif
return linZ;
}
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
{
float3 vP = float3(0.0f,0.0f,zDptBufSpace);
float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
return v4Pres.z / v4Pres.w;
}
float3 OverlayHeatMap(uint numLights, float3 c)
{
/////////////////////////////////////////////////////////////////////
//
const float4 kRadarColors[12] =
{
float4(0.0,0.0,0.0,0.0), // black
float4(0.0,0.0,0.6,0.5), // dark blue
float4(0.0,0.0,0.9,0.5), // blue
float4(0.0,0.6,0.9,0.5), // light blue
float4(0.0,0.9,0.9,0.5), // cyan
float4(0.0,0.9,0.6,0.5), // blueish green
float4(0.0,0.9,0.0,0.5), // green
float4(0.6,0.9,0.0,0.5), // yellowish green
float4(0.9,0.9,0.0,0.5), // yellow
float4(0.9,0.6,0.0,0.5), // orange
float4(0.9,0.0,0.0,0.5), // red
float4(1.0,0.0,0.0,0.9) // strong red
};
float maxNrLightsPerTile = 31;
int nColorIndex = numLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))) );
nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex];
return lerp(c, pow(col.xyz, 2.2), 0.3*col.w);
}

88
Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl


#ifndef __LIGHTINGUTILS_H__
#define __LIGHTINGUTILS_H__
#include "..\common\ShaderBase.h"
#include "LightDefinitions.cs.hlsl"
uniform float4x4 g_mViewToWorld;
uniform float4x4 g_mWorldToView; // used for reflection only
uniform float4x4 g_mScrProjection;
uniform float4x4 g_mInvScrProjection;
uniform uint g_widthRT;
uniform uint g_heightRT;
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
{
float fSx = g_mScrProjection[0].x;
//float fCx = g_mScrProjection[2].x;
float fCx = g_mScrProjection[0].z;
float fSy = g_mScrProjection[1].y;
//float fCy = g_mScrProjection[2].y;
float fCy = g_mScrProjection[1].z;
#ifdef LEFT_HAND_COORDINATES
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
#else
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
#endif
}
float GetLinearZFromSVPosW(float posW)
{
#ifdef LEFT_HAND_COORDINATES
float linZ = posW;
#else
float linZ = -posW;
#endif
return linZ;
}
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
{
float3 vP = float3(0.0f,0.0f,zDptBufSpace);
float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
return v4Pres.z / v4Pres.w;
}
float3 OverlayHeatMap(uint numLights, float3 c)
{
/////////////////////////////////////////////////////////////////////
//
const float4 kRadarColors[12] =
{
float4(0.0,0.0,0.0,0.0), // black
float4(0.0,0.0,0.6,0.5), // dark blue
float4(0.0,0.0,0.9,0.5), // blue
float4(0.0,0.6,0.9,0.5), // light blue
float4(0.0,0.9,0.9,0.5), // cyan
float4(0.0,0.9,0.6,0.5), // blueish green
float4(0.0,0.9,0.0,0.5), // green
float4(0.6,0.9,0.0,0.5), // yellowish green
float4(0.9,0.9,0.0,0.5), // yellow
float4(0.9,0.6,0.0,0.5), // orange
float4(0.9,0.0,0.0,0.5), // red
float4(1.0,0.0,0.0,0.9) // strong red
};
float maxNrLightsPerTile = 31;
int nColorIndex = numLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))) );
nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex];
return lerp(c, pow(col.xyz, 2.2), 0.3*col.w);
}
#endif
正在加载...
取消
保存