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// conversion function for deferred |
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//----------------------------------------------------------------------------- |
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#define USE_NORMAL_TETRAHEDRON_ENCODING |
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#ifdef USE_NORMAL_TETRAHEDRON_ENCODING |
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// To generate the basisNormal below we use these 4 vertex of a regular tetrahedron |
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// v0 = float3(1.0, 0.0, -1.0 / sqrt(2.0)); |
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// v1 = float3(-1.0, 0.0, -1.0 / sqrt(2.0)); |
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// v2 = float3(0.0, 1.0, 1.0 / sqrt(2.0)); |
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// v3 = float3(0.0, -1.0, 1.0 / sqrt(2.0)); |
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// Then we normalize the average of each face's vertices |
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// normalize(v0 + v1 + v2), etc... |
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static const float3 basisNormal[4] = |
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{ |
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float3(0.816497, 0., -0.57735), |
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float3(-0.816497, 0., -0.57735), |
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float3(0., 0.816497, 0.57735), |
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float3(0., -0.816497, 0.57735) |
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}; |
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// Then to get the local matrix (with z axis rotate to basisNormal) use GetLocalFrame(basisNormal[xxx]) |
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static const float3x3 basisArray[4] = |
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{ |
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float3x3(0., 1., 0., 0.57735, 0., 0.816497, 0.816497, 0., -0.57735), |
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float3x3(0., -1., 0., -0.57735, 0., 0.816497, -0.816497, 0., -0.57735), |
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float3x3(-1., 0., 0., 0., -0.57735, 0.816497, 0., 0.816497, 0.57735), |
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float3x3(1., 0., 0., 0., 0.57735, 0.816497, 0., -0.816497, 0.57735) |
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}; |
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// Return [-1..1] vector2 oriented in plane of the faceIndex of a regular tetrahedron |
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float2 PackNormalTetraEncode(float3 n, out uint faceIndex) |
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{ |
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// Retrieve the tetrahedra's face for the normal direction |
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// It is the one with the greatest dot value with face normal |
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float dot0 = dot(n, basisNormal[0]); |
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float dot1 = dot(n, basisNormal[1]); |
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float dot2 = dot(n, basisNormal[2]); |
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float dot3 = dot(n, basisNormal[3]); |
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float maxi0 = max(dot0, dot1); |
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float maxi1 = max(dot2, dot3); |
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float maxi = max(maxi0, maxi1); |
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// Get the index from the greatest dot |
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if (maxi == dot0) |
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faceIndex = 0; |
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else if (maxi == dot1) |
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faceIndex = 1; |
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else if (maxi == dot2) |
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faceIndex = 2; |
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else //(maxi == dot3) |
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faceIndex = 3; |
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// Rotate n into this local basis |
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n = mul(basisArray[faceIndex], n); |
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// Project n onto the local plane |
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return n.xy; |
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} |
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// Assume f [-1..1] |
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float3 UnpackNormalTetraEncode(float2 f, uint faceIndex) |
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{ |
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// Recover n from local plane |
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float3 n = float3(f.xy, sqrt(1.0 - dot(f.xy, f.xy))); |
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// Inverse of transform PackNormalTetraEncode (just swap order in mul as we have a rotation) |
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return mul(n, basisArray[faceIndex]); |
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} |
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#endif |
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// Encode SurfaceData (BSDF parameters) into GBuffer |
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// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild |
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void EncodeIntoGBuffer( SurfaceData surfaceData, |
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outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion); |
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// RT1 - 10:10:10:2 |
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// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding |
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// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model) |
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#ifdef USE_NORMAL_TETRAHEDRON_ENCODING |
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// Encode normal on 20bit + 2bit (faceIndex) with tetrahedal compression |
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uint faceIndex; |
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float2 tetraNormalWS = PackNormalTetraEncode(surfaceData.normalWS, faceIndex); |
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// Store faceIndex on two bits with perceptualRoughness |
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outGBuffer1 = float4(tetraNormalWS * 0.5 + 0.5, PackFloatInt10bit(PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness), faceIndex, 4.0), PackMaterialId(surfaceData.materialId)); |
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#else |
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// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding |
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// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model) |
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// TODO: Store 2 bit of flag into perceptualSmoothness (one for SSR, other is free (deferred planar reflection ID ? / MatID extension ?) |
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#endif |
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// RT2 - 8:8:8:8 |
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if (surfaceData.materialId == MATERIALID_LIT_STANDARD) |
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float3 baseColor = inGBuffer0.rgb; |
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bsdfData.specularOcclusion = inGBuffer0.a; |
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#ifdef USE_NORMAL_TETRAHEDRON_ENCODING |
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uint faceIndex; |
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UnpackFloatInt10bit(inGBuffer1.b, 4.0, bsdfData.perceptualRoughness, faceIndex); |
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bsdfData.normalWS = UnpackNormalTetraEncode(inGBuffer1.xy * 2.0 - 1.0, faceIndex); |
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#else |
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#endif |
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bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness); |
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int supportsStandard = (featureFlags & (FEATURE_FLAG_MATERIAL_LIT_STANDARD | FEATURE_FLAG_MATERIAL_LIT_ANISO)) != 0; |
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