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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
/RenderPassXR_Sandbox
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
/RenderPassXR_Sandbox
Rune Stubbe
7 年前
当前提交
5f1e866a
共有 29 个文件被更改,包括 3512 次插入 和 428 次删除
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161Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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580Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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5Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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11Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
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224Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader
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154Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset
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99Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
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1Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl
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1Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl
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1Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl
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1Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
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2Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
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428Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute.meta
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72Assets/ScriptableRenderPipeline/ShaderLibrary/SpaceFillingCurves.hlsl
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10Assets/ScriptableRenderPipeline/ShaderLibrary/SpaceFillingCurves.hlsl.meta
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116Assets/TestScenes/HDTest/GraphicTest/SSS/ProfilingSkinSSSProfile.asset
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9Assets/TestScenes/HDTest/GraphicTest/SSS/ProfilingSkinSSSProfile.asset.meta
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1001Assets/TestScenes/HDTest/GraphicTest/SSS/Test - SSS model .prefab
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10Assets/TestScenes/HDTest/GraphicTest/SSS/Test - SSS model .prefab.meta
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1001Assets/TestScenes/HDTest/SSSProfiling.unity
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9Assets/TestScenes/HDTest/SSSProfiling.unity.meta
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/Resources.meta
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Resources.meta
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0/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader.meta
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0/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader
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// ===================== Performs integration of the Disney BSSRDF over a disk ===================== |
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//-------------------------------------------------------------------------------------------------- |
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// Definitions |
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//-------------------------------------------------------------------------------------------------- |
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// #pragma enable_d3d11_debug_symbols |
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// Tweak parameters. |
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#define SSS_BILATERAL_FILTER 1 |
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#define SSS_USE_LDS_CACHE 1 |
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#define SSS_ENABLE_NEAR_FIELD 0 |
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#define SSS_SAMPLE_TEST_HTILE 0 |
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#define SSS_USE_TANGENT_PLANE 0 |
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#define SSS_CLAMP_ARTIFACT 0 |
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#define SSS_DEBUG_LOD 0 |
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#define SSS_DEBUG_NORMAL_VS 0 |
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// Do not modify these. |
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#define SSS_PASS 1 |
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#define MILLIMETERS_PER_METER 1000 |
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#define CENTIMETERS_PER_METER 100 |
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#define GROUP_SIZE_1D 16 |
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#define GROUP_SIZE_2D (GROUP_SIZE_1D * GROUP_SIZE_1D) |
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#define TEXTURE_CACHE_BORDER 2 |
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#define TEXTURE_CACHE_SIZE_1D (GROUP_SIZE_1D + 2 * TEXTURE_CACHE_BORDER) |
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//-------------------------------------------------------------------------------------------------- |
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// Included headers |
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//-------------------------------------------------------------------------------------------------- |
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#include "../../../../ShaderLibrary/Common.hlsl" |
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#include "../../../../ShaderLibrary/SpaceFillingCurves.hlsl" |
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#include "../../../ShaderVariables.hlsl" |
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#define UNITY_MATERIAL_LIT |
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#include "../../../Material/Material.hlsl" |
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#include "../../../Lighting/LightDefinition.cs.hlsl" |
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//-------------------------------------------------------------------------------------------------- |
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// Inputs & outputs |
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//-------------------------------------------------------------------------------------------------- |
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float4 _WorldScales[SSS_N_PROFILES]; // Size of the world unit in meters (only the X component is used) |
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float4 _FilterKernels[SSS_N_PROFILES][SSS_N_SAMPLES_NEAR_FIELD]; // XY = near field, ZW = far field; 0 = radius, 1 = reciprocal of the PDF |
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DECLARE_GBUFFER_TEXTURE(_GBufferTexture); // Contains the albedo and SSS parameters |
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TEXTURE2D(_DepthTexture); // Z-buffer |
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TEXTURE2D(_StencilTexture); // DXGI_FORMAT_R8_UINT is not supported by Unity |
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TEXTURE2D(_HTile); // DXGI_FORMAT_R8_UINT is not supported by Unity |
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TEXTURE2D(_IrradianceSource); // Includes transmitted light |
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// Contains the HDR color for non-SSS materials. |
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// In case of SSS, it only contains the specular lighting, which we additively blend with the SSS lighting. |
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RW_TEXTURE2D(float4, _CameraColorTexture); |
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//-------------------------------------------------------------------------------------------------- |
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// Implementation |
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//-------------------------------------------------------------------------------------------------- |
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// 6656 bytes used. It appears that the reserved LDS space must be a multiple of 512 bytes. |
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#if SSS_USE_LDS_CACHE |
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groupshared float4 textureCache[TEXTURE_CACHE_SIZE_1D * TEXTURE_CACHE_SIZE_1D]; // {irradiance, linearDepth} |
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#endif |
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groupshared bool processGroup; |
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bool StencilTest(int2 pixelCoord, float stencilRef) |
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{ |
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bool passedStencilTest; |
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#if SSS_SAMPLE_TEST_HTILE |
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int2 tileCoord = pixelCoord >> 3; // Divide by 8 |
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// Perform the stencil test (reject at the tile rate). |
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passedStencilTest = stencilRef == LOAD_TEXTURE2D(_HTile, tileCoord).r; |
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[branch] if (passedStencilTest) |
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#else |
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// It is extremely uncommon for individual samples to fail the HTile test. |
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// Unfortunately, our copy of HTile does not allow to accept at the tile rate. |
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// Therefore, we choose not to perform the HiS test here. |
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#endif |
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{ |
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// Unfortunately, our copy of HTile does not allow to accept at the tile rate. |
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// Therefore, we have to additionally perform the stencil test at the pixel rate. |
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passedStencilTest = stencilRef == LOAD_TEXTURE2D(_StencilTexture, pixelCoord).r; |
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} |
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return passedStencilTest; |
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} |
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#if SSS_USE_LDS_CACHE |
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float4 LoadSampleFromCacheMemory(int2 cacheCoord) |
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{ |
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return textureCache[Mad24(TEXTURE_CACHE_SIZE_1D, cacheCoord.y, cacheCoord.x)]; |
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} |
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#endif |
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float4 LoadSampleFromVideoMemory(int2 pixelCoord) |
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{ |
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float3 irradiance = LOAD_TEXTURE2D(_IrradianceSource, pixelCoord).rgb; |
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float depth = LOAD_TEXTURE2D(_DepthTexture, pixelCoord).r; |
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return float4(irradiance, LinearEyeDepth(depth, _ZBufferParams)); |
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} |
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// Returns {irradiance, linearDepth}. |
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float4 LoadSample(int2 pixelCoord, int2 cacheAnchor) |
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{ |
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int2 cacheCoord = pixelCoord - cacheAnchor; |
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bool isInCache = max((uint)cacheCoord.x, (uint)cacheCoord.y) < TEXTURE_CACHE_SIZE_1D; |
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#if SSS_USE_LDS_CACHE |
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[branch] if (isInCache) |
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{ |
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return LoadSampleFromCacheMemory(cacheCoord); |
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} |
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else |
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#endif |
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{ |
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float stencilRef = STENCILLIGHTINGUSAGE_SPLIT_LIGHTING; |
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[branch] if (StencilTest(pixelCoord, stencilRef)) |
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{ |
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return LoadSampleFromVideoMemory(pixelCoord); |
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} |
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else |
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{ |
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return float4(0, 0, 0, 0); |
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} |
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} |
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} |
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// Computes the value of the integrand over a disk: (2 * PI * r) * KernelVal(). |
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// N.b.: the returned value is multiplied by 4. It is irrelevant due to weight renormalization. |
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float3 KernelValCircle(float r, float3 S) |
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{ |
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float3 expOneThird = exp(((-1.0 / 3.0) * r) * S); |
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return /* 0.25 * */ S * (expOneThird + expOneThird * expOneThird * expOneThird); |
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} |
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// Computes F(r)/P(r), s.t. r = sqrt(xy^2 + z^2). |
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// Rescaling of the PDF is handled by 'totalWeight'. |
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float3 ComputeBilateralWeight(float xy2, float z, float mmPerUnit, float3 S, float rcpPdf) |
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{ |
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#if (SSS_BILATERAL_FILTER == 0) |
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z = 0; |
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#endif |
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#if SSS_USE_TANGENT_PLANE |
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// Both 'xy2' and 'z' require conversion to millimeters. |
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float r = sqrt(xy2 + z * z) * mmPerUnit; |
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#else |
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// Only 'z' requires conversion to millimeters. |
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float r = sqrt(xy2 + (z * mmPerUnit) * (z * mmPerUnit)); |
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#endif |
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#if SSS_CLAMP_ARTIFACT |
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return saturate(KernelValCircle(r, S) * rcpPdf); |
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#else |
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return KernelValCircle(r, S) * rcpPdf; |
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#endif |
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} |
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void EvaluateSample(uint i, uint n, uint profileID, uint iR, uint iP, float2 centerCoord, int2 cacheAnchor, |
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float3 shapeParam, float3 centerPosVS, float mmPerUnit, float2 pixelsPerMm, |
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float3 tangentX, float3 tangentY, float4x4 projMatrix, |
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inout float3 totalIrradiance, inout float3 totalWeight) |
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{ |
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float r = _FilterKernels[profileID][i][iR]; |
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// The relative sample position is known at the compile time. |
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float phi = SampleDiskFibonacci(i, n).y; |
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float2 vec = r * float2(cos(phi), sin(phi)); |
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// Compute the screen-space position and the squared distance (in mm) in the image plane. |
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int2 position; float xy2; |
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#if SSS_USE_TANGENT_PLANE |
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float3 relPosVS = vec.x * tangentX + vec.y * tangentY; |
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float3 positionVS = centerPosVS + relPosVS; |
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float4 positionCS = mul(projMatrix, float4(positionVS, 1)); |
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float2 positionSS = ComputeScreenSpacePosition(positionCS); |
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position = (int2)(positionSS * _ScreenSize.xy); |
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xy2 = dot(relPosVS.xy, relPosVS.xy); |
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#else |
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position = (int2)(centerCoord + vec * pixelsPerMm); |
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xy2 = r * r; |
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#endif |
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float4 textureSample = LoadSample(position, cacheAnchor); |
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float3 irradiance = textureSample.rgb; |
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float linearDepth = textureSample.a; |
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// Check the results of the stencil test. |
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if (linearDepth > 0) |
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{ |
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// Apply bilateral weighting. |
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float z = linearDepth - centerPosVS.z; |
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float p = _FilterKernels[profileID][i][iP]; |
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float3 w = ComputeBilateralWeight(xy2, z, mmPerUnit, shapeParam, p); |
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totalIrradiance += w * irradiance; |
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totalWeight += w; |
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} |
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} |
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#pragma kernel SubsurfaceScattering |
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[numthreads(GROUP_SIZE_2D, 1, 1)] |
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void SubsurfaceScattering(uint2 groupId : SV_GroupID, |
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uint groupThreadId : SV_GroupThreadID) |
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{ |
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// Note: any factor of 64 is a suitable wave size for our algorithm. |
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uint waveIndex = groupThreadId / 64; |
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uint laneIndex = groupThreadId % 64; |
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uint quadIndex = laneIndex / 4; |
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// Arrange threads in the Morton order to optimally match the memory layout of GCN tiles. |
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uint mortonCode = groupThreadId; |
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uint2 localCoord = DecodeMorton2D(mortonCode); |
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uint2 tileAnchor = groupId * GROUP_SIZE_1D; |
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uint2 pixelCoord = tileAnchor + localCoord; |
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int2 cacheAnchor = (int2)tileAnchor - TEXTURE_CACHE_BORDER; |
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uint2 cacheCoord = localCoord + TEXTURE_CACHE_BORDER; |
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float stencilRef = STENCILLIGHTINGUSAGE_SPLIT_LIGHTING; |
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[branch] if (groupThreadId == 0) |
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{ |
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// Check whether the thread group needs to perform any work. |
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float s00 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(0, 0)).r; |
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float s10 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(1, 0)).r; |
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float s01 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(0, 1)).r; |
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float s11 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(1, 1)).r; |
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// Perform the stencil test (reject at the tile rate). |
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processGroup = (stencilRef == s00 || stencilRef == s10 || stencilRef == s01 || stencilRef == s11); |
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} |
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// Wait for the LDS. |
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GroupMemoryBarrierWithGroupSync(); |
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[branch] if (!processGroup) { return; } |
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float3 centerIrradiance = 0; |
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float centerDepth = 0; |
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float4 cachedValue = float4(0, 0, 0, 0); |
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bool passedStencilTest = StencilTest((int2)pixelCoord, stencilRef); |
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[branch] if (passedStencilTest) |
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{ |
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centerIrradiance = LOAD_TEXTURE2D(_IrradianceSource, pixelCoord).rgb; |
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centerDepth = LOAD_TEXTURE2D(_DepthTexture, pixelCoord).r; |
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cachedValue = float4(centerIrradiance, LinearEyeDepth(centerDepth, _ZBufferParams)); |
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} |
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#if SSS_USE_LDS_CACHE |
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// Populate the central region of the LDS cache. |
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textureCache[Mad24(TEXTURE_CACHE_SIZE_1D, cacheCoord.y, cacheCoord.x)] = cachedValue; |
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uint numBorderQuadsPerWave = TEXTURE_CACHE_SIZE_1D / 2 - 1; |
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uint halfCacheWidthInQuads = TEXTURE_CACHE_SIZE_1D / 4; |
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[branch] if (quadIndex < numBorderQuadsPerWave) |
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{ |
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// Fetch another texel into the LDS. |
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uint2 startQuad = halfCacheWidthInQuads * uint2(waveIndex & 1, waveIndex >> 1); |
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uint2 quadCoord; |
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// The traversal order is such that the quad's X coordinate is monotonically increasing. |
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// Note: the compiler can heavily optimize the code below, as the switch is scalar, |
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// and there are very few unique values due to the symmetry. |
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switch (waveIndex) |
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{ |
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case 0: |
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quadCoord.x = max(0, (int)(quadIndex - (halfCacheWidthInQuads - 1))); |
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quadCoord.y = max(0, (int)((halfCacheWidthInQuads - 1) - quadIndex)); |
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break; |
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case 1: |
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quadCoord.x = min(quadIndex, halfCacheWidthInQuads - 1); |
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quadCoord.y = max(0, (int)(quadIndex - (halfCacheWidthInQuads - 1))); |
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break; |
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case 2: |
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quadCoord.x = max(0, (int)(quadIndex - (halfCacheWidthInQuads - 1))); |
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quadCoord.y = min(quadIndex, halfCacheWidthInQuads - 1); |
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break; |
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default: // 3 |
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quadCoord.x = min(quadIndex, halfCacheWidthInQuads - 1); |
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quadCoord.y = min(halfCacheWidthInQuads - 1, 2 * (halfCacheWidthInQuads - 1) - quadIndex); |
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break; |
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} |
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uint2 cacheCoord2 = 2 * (startQuad + quadCoord) + uint2(laneIndex & 1, (laneIndex >> 1) & 1); |
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int2 pixelCoord2 = (int2)(tileAnchor + cacheCoord2) - TEXTURE_CACHE_BORDER; |
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float4 cachedValue2 = float4(0, 0, 0, 0); |
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[branch] if (StencilTest(pixelCoord2, stencilRef)) |
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{ |
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cachedValue2 = LoadSampleFromVideoMemory(pixelCoord2); |
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} |
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// Populate the border region of the LDS cache. |
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textureCache[Mad24(TEXTURE_CACHE_SIZE_1D, cacheCoord2.y, cacheCoord2.x)] = cachedValue2; |
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} |
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// Wait for the LDS. |
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GroupMemoryBarrierWithGroupSync(); |
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#endif |
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bool isOffScreen = pixelCoord.x >= (uint)_ScreenSize.x || pixelCoord.y >= (uint)_ScreenSize.y; |
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[branch] if (!passedStencilTest || isOffScreen) { return; } |
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PositionInputs posInput = GetPositionInput(pixelCoord, _ScreenSize.zw); |
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float3 unused; |
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// The result of the stencil test allows us to statically determine the material type (SSS). |
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BSDFData bsdfData; |
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FETCH_GBUFFER(gbuffer, _GBufferTexture, pixelCoord); |
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DECODE_FROM_GBUFFER(gbuffer, MATERIALFEATUREFLAGS_LIT_SSS, bsdfData, unused); |
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int profileID = bsdfData.subsurfaceProfile; |
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float distScale = bsdfData.subsurfaceRadius; |
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float3 shapeParam = _ShapeParams[profileID].rgb; |
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float maxDistance = _ShapeParams[profileID].a; |
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// Reconstruct the view-space position corresponding to the central sample. |
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float2 centerPosSS = posInput.positionSS; |
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float2 cornerPosSS = centerPosSS + 0.5 * _ScreenSize.zw; |
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float3 centerPosVS = ComputeViewSpacePosition(centerPosSS, centerDepth, _InvProjMatrix); |
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float3 cornerPosVS = ComputeViewSpacePosition(cornerPosSS, centerDepth, _InvProjMatrix); |
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// Rescaling the filter is equivalent to inversely scaling the world. |
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float mmPerUnit = MILLIMETERS_PER_METER * (_WorldScales[profileID].x / distScale); |
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float unitsPerMm = rcp(mmPerUnit); |
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// Compute the view-space dimensions of the pixel as a quad projected onto geometry. |
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float2 unitsPerPixel = 2 * abs(cornerPosVS.xy - centerPosVS.xy); |
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float2 pixelsPerMm = rcp(unitsPerPixel) * unitsPerMm; |
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// We perform point sampling. Therefore, we can avoid the cost |
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// of filtering if we stay within the bounds of the current pixel. |
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// We use the value of 1 instead of 0.5 as an optimization. |
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// N.b.: our LoD selection algorithm is the same regardless of |
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// whether we integrate over the tangent plane or not, since we |
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// don't want the orientation of the tangent plane to create |
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// divergence of execution across the warp. |
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float maxDistInPixels = maxDistance * max(pixelsPerMm.x, pixelsPerMm.y); |
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[branch] if (distScale == 0 || maxDistInPixels < 1) |
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{ |
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#if SSS_DEBUG_LOD |
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_CameraColorTexture[pixelCoord] = float4(0, 0, 1, 1); |
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#else |
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_CameraColorTexture[pixelCoord] += float4(bsdfData.diffuseColor * centerIrradiance, 1); |
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#endif |
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return; |
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} |
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float4x4 viewMatrix, projMatrix; |
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GetLeftHandedViewSpaceMatrices(viewMatrix, projMatrix); |
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// Compute the tangent frame in view space. |
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float3 normalVS = mul((float3x3)viewMatrix, bsdfData.normalWS); |
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float3 tangentX = GetLocalFrame(normalVS)[0] * unitsPerMm; |
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float3 tangentY = GetLocalFrame(normalVS)[1] * unitsPerMm; |
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#if SSS_DEBUG_NORMAL_VS |
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// We expect the view-space normal to be front-facing. |
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if (normalVS.z >= 0) |
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{ |
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_CameraColorTexture[pixelCoord] = float4(1, 1, 1, 1); |
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return; |
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} |
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#endif |
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// Use more samples for SS regions larger than 5x5 pixels (rotated by 45 degrees). |
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bool useNearFieldKernel = SSS_ENABLE_NEAR_FIELD && maxDistInPixels > SSS_LOD_THRESHOLD; |
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#if SSS_DEBUG_LOD |
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_CameraColorTexture[pixelCoord] = useNearFieldKernel ? float4(1, 0, 0, 1) : float4(0.5, 0.5, 0, 1); |
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return; |
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#endif |
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// Compute the indices used to access the individual components of the float4 of the kernel. |
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uint iR = useNearFieldKernel ? 0 : 2; // radius |
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uint iP = useNearFieldKernel ? 1 : 3; // rcp(pdf) |
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float centerRadius = _FilterKernels[profileID][0][iR]; |
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float centerRcpPdf = _FilterKernels[profileID][0][iP]; |
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float3 centerWeight = KernelValCircle(centerRadius, shapeParam) * centerRcpPdf; |
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// Accumulate filtered irradiance and bilateral weights (for renormalization). |
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float3 totalIrradiance = centerWeight * centerIrradiance; |
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float3 totalWeight = centerWeight; |
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int i, n; // Declare once to avoid the warning from the Unity shader compiler. |
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[unroll] |
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for (i = 1, n = SSS_N_SAMPLES_FAR_FIELD; i < n; i++) |
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{ |
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// Integrate over the image or tangent plane in the view space. |
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EvaluateSample(i, n, profileID, iR, iP, pixelCoord + 0.5, cacheAnchor, |
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shapeParam, centerPosVS, mmPerUnit, pixelsPerMm, |
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tangentX, tangentY, projMatrix, |
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totalIrradiance, totalWeight); |
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} |
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|
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[branch] if (!useNearFieldKernel) |
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{ |
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_CameraColorTexture[pixelCoord] += float4(bsdfData.diffuseColor * totalIrradiance / totalWeight, 1); |
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return; |
|||
} |
|||
|
|||
[unroll] |
|||
for (i = SSS_N_SAMPLES_FAR_FIELD, n = SSS_N_SAMPLES_NEAR_FIELD; i < n; i++) |
|||
{ |
|||
// Integrate over the image or tangent plane in the view space. |
|||
EvaluateSample(i, n, profileID, iR, iP, pixelCoord + 0.5, cacheAnchor, |
|||
shapeParam, centerPosVS, mmPerUnit, pixelsPerMm, |
|||
tangentX, tangentY, projMatrix, |
|||
totalIrradiance, totalWeight); |
|||
} |
|||
|
|||
_CameraColorTexture[pixelCoord] += float4(bsdfData.diffuseColor * totalIrradiance / totalWeight, 1); |
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} |
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#ifndef UNITY_SPACE_FILLING_CURVES_INCLUDED |
|||
#define UNITY_SPACE_FILLING_CURVES_INCLUDED |
|||
|
|||
// "Insert" a 0 bit after each of the 16 low bits of x. |
|||
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ |
|||
uint Part1By1(uint x) |
|||
{ |
|||
x &= 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210 |
|||
x = (x ^ (x << 8)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210 |
|||
x = (x ^ (x << 4)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210 |
|||
x = (x ^ (x << 2)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10 |
|||
x = (x ^ (x << 1)) & 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0 |
|||
return x; |
|||
} |
|||
|
|||
// "Insert" two 0 bits after each of the 10 low bits of x/ |
|||
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ |
|||
uint Part1By2(uint x) |
|||
{ |
|||
x &= 0x000003ff; // x = ---- ---- ---- ---- ---- --98 7654 3210 |
|||
x = (x ^ (x << 16)) & 0xff0000ff; // x = ---- --98 ---- ---- ---- ---- 7654 3210 |
|||
x = (x ^ (x << 8)) & 0x0300f00f; // x = ---- --98 ---- ---- 7654 ---- ---- 3210 |
|||
x = (x ^ (x << 4)) & 0x030c30c3; // x = ---- --98 ---- 76-- --54 ---- 32-- --10 |
|||
x = (x ^ (x << 2)) & 0x09249249; // x = ---- 9--8 --7- -6-- 5--4 --3- -2-- 1--0 |
|||
return x; |
|||
} |
|||
|
|||
// Inverse of Part1By1 - "delete" all odd-indexed bits/ |
|||
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ |
|||
uint Compact1By1(uint x) |
|||
{ |
|||
x &= 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0 |
|||
x = (x ^ (x >> 1)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10 |
|||
x = (x ^ (x >> 2)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210 |
|||
x = (x ^ (x >> 4)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210 |
|||
x = (x ^ (x >> 8)) & 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210 |
|||
return x; |
|||
} |
|||
|
|||
// Inverse of Part1By2 - "delete" all bits not at positions divisible by 3/ |
|||
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ |
|||
uint Compact1By2(uint x) |
|||
{ |
|||
x &= 0x09249249; // x = ---- 9--8 --7- -6-- 5--4 --3- -2-- 1--0 |
|||
x = (x ^ (x >> 2)) & 0x030c30c3; // x = ---- --98 ---- 76-- --54 ---- 32-- --10 |
|||
x = (x ^ (x >> 4)) & 0x0300f00f; // x = ---- --98 ---- ---- 7654 ---- ---- 3210 |
|||
x = (x ^ (x >> 8)) & 0xff0000ff; // x = ---- --98 ---- ---- ---- ---- 7654 3210 |
|||
x = (x ^ (x >> 16)) & 0x000003ff; // x = ---- ---- ---- ---- ---- --98 7654 3210 |
|||
return x; |
|||
} |
|||
|
|||
uint EncodeMorton2D(uint2 coord) |
|||
{ |
|||
return (Part1By1(coord.y) << 1) + Part1By1(coord.x); |
|||
} |
|||
|
|||
uint EncodeMorton3D(uint3 coord) |
|||
{ |
|||
return (Part1By2(coord.z) << 2) + (Part1By2(coord.y) << 1) + Part1By2(coord.x); |
|||
} |
|||
|
|||
uint2 DecodeMorton2D(uint code) |
|||
{ |
|||
return uint2(Compact1By1(code >> 0), Compact1By1(code >> 1)); |
|||
} |
|||
|
|||
uint3 DecodeMorton3D(uint code) |
|||
{ |
|||
return uint3(Compact1By2(code >> 0), Compact1By2(code >> 1), Compact1By2(code >> 2)); |
|||
} |
|||
|
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Assets/TestScenes/HDTest/GraphicTest/SSS/Test - SSS model .prefab
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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Assets/TestScenes/HDTest/SSSProfiling.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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