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Fix the clip-space bug (+ add explanation)

/main
Evgenii Golubev 7 年前
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a5a04d6b
共有 2 个文件被更改,包括 21 次插入19 次删除
  1. 38
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl

38
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


// Using pow often result to a warning like this
// "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them"
// PositivePow remove this warning when you know the value is positive or 0 and avoid inf/NAN.
// PositivePow remove this warning when you know the value is positive or 0 and avoid inf/NAN.
// Note: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509636(v=vs.85).aspx pow(0, >0) == 0
TEMPLATE_2_REAL(PositivePow, base, power, return pow(abs(base), power))

0, 0, 1, 0,
0, 0, 0, 1};
// Use case examples:
// (position = positionCS) => (clipSpaceTransform = use default)
// (position = positionVS) => (clipSpaceTransform = UNITY_MATRIX_P)
// (position = positionWS) => (clipSpaceTransform = UNITY_MATRIX_VP)
float4 ComputeClipSpaceCoordinates(float3 position, float4x4 clipSpaceTransform = k_identity4x4)
float4 ComputeClipSpacePosition(float2 positionNDC, float deviceDepth)
float4 positionCS = mul(clipSpaceTransform, float4(position, 1.0));
float4 positionCS = float4(positionNDC * 2.0 - 1.0, deviceDepth, 1.0);
// Our clip space is correct, but the NDC is flipped.
// Conceptually, it should be (positionNDC.y = 1.0 - positionNDC.y), but this is more efficient.
// Our world space, view space, screen space and NDC space are Y-up.
// Our clip space is flipped upside-down due to poor legacy Unity design.
// The flip is baked into the projection matrix, so we only have to flip
// manually when going from CS to NDC and back.
positionCS.y = -positionCS.y;
#endif

// (position = positionCS) => (clipSpaceTransform = use default)
// (position = positionVS) => (clipSpaceTransform = UNITY_MATRIX_P)
// (position = positionWS) => (clipSpaceTransform = UNITY_MATRIX_VP)
float2 ComputeNormalizedDeviceCoordinates(float3 position, float4x4 clipSpaceTransform = k_identity4x4)
float4 ComputeClipSpacePosition(float3 position, float4x4 clipSpaceTransform = k_identity4x4)
float4 positionCS = ComputeClipSpaceCoordinates(position, clipSpaceTransform);
return positionCS.xy * (rcp(positionCS.w) * 0.5) + 0.5;
return mul(clipSpaceTransform, float4(position, 1.0));
float4 ComputeClipSpacePosition(float2 positionNDC, float deviceDepth)
// Use case examples:
// (position = positionCS) => (clipSpaceTransform = use default)
// (position = positionVS) => (clipSpaceTransform = UNITY_MATRIX_P)
// (position = positionWS) => (clipSpaceTransform = UNITY_MATRIX_VP)
float2 ComputeNormalizedDeviceCoordinates(float3 position, float4x4 clipSpaceTransform = k_identity4x4)
float4 positionCS = float4(positionNDC * 2.0 - 1.0, deviceDepth, 1.0);
float4 positionCS = ComputeClipSpacePosition(position, clipSpaceTransform);
// Our clip space is correct, but the NDC is flipped.
// Conceptually, it should be (positionNDC.y = 1.0 - positionNDC.y), but this is more efficient.
// Our world space, view space, screen space and NDC space are Y-up.
// Our clip space is flipped upside-down due to poor legacy Unity design.
// The flip is baked into the projection matrix, so we only have to flip
// manually when going from CS to NDC and back.
return positionCS;
return positionCS.xy * (rcp(positionCS.w) * 0.5) + 0.5;
}
float3 ComputeViewSpacePosition(float2 positionNDC, float deviceDepth, float4x4 invProjMatrix)

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl


if (cacheType == ENVCACHETYPE_TEXTURE2D)
{
//_Env2DCaptureVP is in capture space
float4 ndc = ComputeClipSpaceCoordinates(texCoord, _Env2DCaptureVP[index]);
float4 ndc = ComputeClipSpacePosition(texCoord, _Env2DCaptureVP[index]);
ndc *= rcp(ndc.w);
ndc.xy = ndc.xy * 0.5 + 0.5;

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