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Further clean up the code

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Evgenii Golubev 6 年前
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共有 1 个文件被更改,包括 14 次插入19 次删除
  1. 33
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute

33
com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumeVoxelization.compute


//--------------------------------------------------------------------------------------------------
// Implementation
//--------------------------------------------------------------------------------------------------
float SampleVolumeMask(DensityVolumeData volumeData, float3 voxelCenterUV, float3 duvw_dx, float3 duvw_dy, float3 duvw_dz)
float SampleVolumeMask(DensityVolumeData volumeData, float3 voxelCenterUVW, float3 duvw_dx, float3 duvw_dy, float3 duvw_dz)
//scale and bias the UVs and then take fractional part, will be in [0,1] range
voxelCenterUV = frac(voxelCenterUV * volumeData.textureTiling + volumeData.textureScroll);
//scale and bias the UVWs and then take fractional part, will be in [0,1] range
voxelCenterUVW = frac(voxelCenterUVW * volumeData.textureTiling + volumeData.textureScroll);
voxelCenterUV.z = voxelCenterUV.z * _VolumeMaskDimensions.x;
voxelCenterUV.z += offset;
voxelCenterUVW.z = voxelCenterUVW.z * _VolumeMaskDimensions.x;
voxelCenterUVW.z += offset;
// TODO: expose the LoD bias parameter.
float lod = ComputeTextureLOD(duvw_dx, duvw_dy, duvw_dz, _VolumeMaskDimensions.z);

int textureSize = (int)_VolumeMaskDimensions.z;
int mipSize = textureSize >> (int)ceil(lod);
float clampBorder = 0.5f * rcp(mipSize);
// TODO: TRILINEAR WRAP
voxelCenterUV.z = clamp(voxelCenterUV.z, offset + clampBorder, offset + _VolumeMaskDimensions.x - clampBorder);
voxelCenterUVW.z = clamp(voxelCenterUVW.z, offset + clampBorder, offset + _VolumeMaskDimensions.x - clampBorder);
float maskValue = SAMPLE_TEXTURE3D_LOD(_VolumeMaskAtlas, s_trilinear_clamp_sampler, voxelCenterUV, lod).a;
return maskValue;
return SAMPLE_TEXTURE3D_LOD(_VolumeMaskAtlas, s_trilinear_clamp_sampler, voxelCenterUVW, lod).a;
}

// Express the voxel center in the local coordinate system of the box.
const float3 voxelCenterBS = mul(voxelCenterWS - obb.center, transpose(obbFrame));
const float3 voxelCenterUV = (voxelCenterBS / obbExtents);
const float3 voxelCenterCS = (voxelCenterBS / obbExtents);
const float3 voxelAxisRightBS = mul(voxelAxisRight, transpose(obbFrame));
const float3 voxelAxisUpBS = mul(voxelAxisUp, transpose(obbFrame));

#else // SOFT_VOXELIZATION
bool overlap = abs(voxelCenterUV.x) <= 1 &&
abs(voxelCenterUV.y) <= 1 &&
abs(voxelCenterUV.z) <= 1;
bool overlap = Max3(abs(voxelCenterCS.x), abs(voxelCenterCS.y), abs(voxelCenterCS.z)) <= 1;
float overlapFraction = overlap ? 1 : 0;

if (_VolumeData[volumeIndex].textureIndex != -1)
{
// We divide extents (half-sizes) by extents here, obtaining full-sized gradients.
float3 voxelGradRightUV = z * voxelAxisRightBS / obbExtents;
float3 voxelGradUpUV = z * voxelAxisUpBS / obbExtents;
float3 voxelGradForwardUV = halfDZ * voxelAxisForwardBS / obbExtents;
float3 voxelGradRightUVW = z * voxelAxisRightBS / obbExtents;
float3 voxelGradUpUVW = z * voxelAxisUpBS / obbExtents;
float3 voxelGradForwardUVW = halfDZ * voxelAxisForwardBS / obbExtents;
float3 voxelCenterUVW = voxelCenterCS * 0.5 + 0.5;
densityMask = SampleVolumeMask(_VolumeData[volumeIndex], voxelCenterUV * 0.5 + 0.5, voxelGradRightUV, voxelGradUpUV, voxelGradForwardUV);
densityMask = SampleVolumeMask(_VolumeData[volumeIndex], voxelCenterUVW, voxelGradRightUVW, voxelGradUpUVW, voxelGradForwardUVW);
}
// There is an overlap. Sample the 3D texture, or load the constant value.

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