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Merge remote-tracking branch 'origin/master'
Merge remote-tracking branch 'origin/master'
# Conflicts: # Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs/Branch_Batching2
sebastienlagarde
8 年前
当前提交
b2595e70
共有 37 个文件被更改,包括 986 次插入 和 231 次删除
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/DefaultCommonSettings.asset
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7Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
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2Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset.meta
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255Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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5Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightLoop.cs
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54Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
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18Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
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170Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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1Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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31Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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14Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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47Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
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67Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/CommonSettings.cs
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34Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs
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12Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
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92Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
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9Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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6Assets/ScriptableRenderLoop/ShaderLibrary/Hammersley.hlsl
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4Assets/TestScenes/HDTest/HDRenderLoopTest.meta
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128Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader.meta
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196Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
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12Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta
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9Assets/TestScenes/HDTest/Leaf.meta
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fileFormatVersion: 2 |
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guid: e32d408209990884fb73c388f877fb95 |
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guid: bb067c1f82e9d8648b8909e905f6607b |
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timeCreated: 1485526169 |
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timeCreated: 1484331444 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
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Shader "Hidden/HDRenderPipeline/CombineSubsurfaceScattering" |
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{ |
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Properties |
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{ |
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_FilterRadius("", Float) = 20 |
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_BilateralScale("", Float) = 0.1 |
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[HideInInspector] _DstBlend("", Float) = 1 // Can be set to 1 for blending with specular |
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} |
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SubShader |
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{ |
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Pass |
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{ |
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Stencil |
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{ |
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Ref 1 // StencilBits.SSS |
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Comp Equal |
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Pass Keep |
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} |
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ZTest Always |
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ZWrite Off |
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Blend One [_DstBlend], Zero [_DstBlend] |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev |
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#pragma vertex Vert |
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#pragma fragment Frag |
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "Common.hlsl" |
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl" |
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//------------------------------------------------------------------------------------- |
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// Inputs & outputs |
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//------------------------------------------------------------------------------------- |
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#define N_SAMPLES 7 |
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float _BilateralScale; // Uses world-space units |
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float _DistToProjWindow; // The height of the projection window is 2 meters |
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float _FilterHorizontal; // Vertical = 0, horizontal = 1 |
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float4 _FilterKernel[7]; // RGB = weights, A = radial distance |
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float _FilterRadius; // Uses world-space units |
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TEXTURE2D(_CameraDepthTexture); |
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TEXTURE2D(_IrradianceSource); |
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SAMPLER2D(sampler_IrradianceSource); |
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#define bilinearSampler sampler_IrradianceSource |
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//------------------------------------------------------------------------------------- |
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// Implementation |
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//------------------------------------------------------------------------------------- |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_Position; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullscreenTriangleVertexPosition(input.vertexID); |
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return output; |
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} |
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float4 Frag(Varyings input) : SV_Target |
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{ |
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw); |
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float rawDepth = LOAD_TEXTURE2D(_CameraDepthTexture, posInput.unPositionSS).r; |
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float centerDepth = LinearEyeDepth(rawDepth, _ZBufferParams); |
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float radiusScale = _FilterRadius * _DistToProjWindow / centerDepth; |
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// Compute the filtering direction. |
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float2 unitDirection = _FilterHorizontal ? float2(1, 0) : float2(0, 1); |
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float2 scaledDirection = radiusScale * unitDirection; |
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// Premultiply with the inverse of the screen size. |
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scaledDirection *= _ScreenSize.zw; |
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// Take the first (central) sample. |
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float3 sampleWeight = _FilterKernel[0].rgb; |
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float2 samplePosition = posInput.unPositionSS; |
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float3 sampleIrradiance = LOAD_TEXTURE2D(_IrradianceSource, samplePosition).rgb; |
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float3 centerIrradiance = sampleIrradiance; |
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// Accumulate filtered irradiance (already weighted by (albedo / Pi)). |
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float3 filteredIrradiance = sampleIrradiance * sampleWeight; |
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[unroll] |
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for (int i = 1; i < N_SAMPLES; i++) |
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{ |
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sampleWeight = _FilterKernel[i].rgb; |
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samplePosition = posInput.positionSS + scaledDirection * _FilterKernel[i].a; |
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sampleIrradiance = SAMPLE_TEXTURE2D_LOD(_IrradianceSource, bilinearSampler, samplePosition, 0).rgb; |
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rawDepth = SAMPLE_TEXTURE2D_LOD(_CameraDepthTexture, bilinearSampler, samplePosition, 0).r; |
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// Apply bilateral filtering. |
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float sampleDepth = LinearEyeDepth(rawDepth, _ZBufferParams); |
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float depthDiff = abs(sampleDepth - centerDepth); |
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float scaleDiff = _BilateralScale * _FilterRadius * _DistToProjWindow; |
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float t = saturate(depthDiff / scaleDiff); |
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// TODO: use real-world distances for weighting. |
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filteredIrradiance += lerp(sampleIrradiance, centerIrradiance, t) * sampleWeight; |
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} |
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return float4(filteredIrradiance, 1.0); |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: 867b36db983aa0548889a66f8d685ff6 |
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timeCreated: 1485184880 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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[Serializable] |
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public class SubsurfaceScatteringProfile |
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{ |
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public const int numSamples = 7; |
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Color m_StdDev1; |
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Color m_StdDev2; |
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float m_LerpWeight; |
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Vector4[] m_FilterKernel; |
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bool m_KernelNeedsUpdate; |
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// --- Methods ---
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public Color stdDev1 |
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{ |
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get { return m_StdDev1; } |
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set { if (m_StdDev1 != value) { m_StdDev1 = value; m_KernelNeedsUpdate = true; } } |
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} |
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public Color stdDev2 |
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{ |
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get { return m_StdDev2; } |
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set { if (m_StdDev2 != value) { m_StdDev2 = value; m_KernelNeedsUpdate = true; } } |
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} |
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public float lerpWeight |
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{ |
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get { return m_LerpWeight; } |
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set { if (m_LerpWeight != value) { m_LerpWeight = value; m_KernelNeedsUpdate = true; } } |
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} |
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public Vector4[] filterKernel |
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{ |
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get { if (m_KernelNeedsUpdate) ComputeKernel(); return m_FilterKernel; } |
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} |
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public static SubsurfaceScatteringProfile Default |
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{ |
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get |
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{ |
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SubsurfaceScatteringProfile profile = new SubsurfaceScatteringProfile(); |
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profile.m_StdDev1 = new Color(0.3f, 0.3f, 0.3f, 0.0f); |
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profile.m_StdDev2 = new Color(1.0f, 1.0f, 1.0f, 0.0f); |
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profile.m_LerpWeight = 0.5f; |
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profile.ComputeKernel(); |
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return profile; |
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} |
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} |
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static float Gaussian(float x, float stdDev) |
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{ |
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float variance = stdDev * stdDev; |
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return Mathf.Exp(-x * x / (2 * variance)) / Mathf.Sqrt(2 * Mathf.PI * variance); |
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} |
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static float GaussianCombination(float x, float stdDev1, float stdDev2, float lerpWeight) |
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{ |
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return Mathf.Lerp(Gaussian(x, stdDev1), Gaussian(x, stdDev2), lerpWeight); |
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} |
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static float RationalApproximation(float t) |
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{ |
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// Abramowitz and Stegun formula 26.2.23.
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// The absolute value of the error should be less than 4.5 e-4.
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float[] c = {2.515517f, 0.802853f, 0.010328f}; |
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float[] d = {1.432788f, 0.189269f, 0.001308f}; |
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return t - ((c[2] * t + c[1]) * t + c[0]) / (((d[2] * t + d[1]) * t + d[0]) * t + 1.0f); |
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} |
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// Ref: https://www.johndcook.com/blog/csharp_phi_inverse/
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static float NormalCdfInverse(float p, float stdDev) |
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{ |
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float x; |
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if (p < 0.5) |
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{ |
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// F^-1(p) = - G^-1(p)
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x = -RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(p))); |
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} |
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else |
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{ |
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// F^-1(p) = G^-1(1-p)
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x = RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(1.0f - p))); |
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} |
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return x * stdDev; |
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} |
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static float GaussianCombinationCdfInverse(float p, float stdDev1, float stdDev2, float lerpWeight) |
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{ |
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return Mathf.Lerp(NormalCdfInverse(p, stdDev1), NormalCdfInverse(p, stdDev2), lerpWeight); |
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} |
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// Ref: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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static float VanDerCorputBase2(uint i) |
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{ |
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i = i + 1; |
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i = (i << 16) | (i >> 16); |
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i = ((i & 0x00ff00ff) << 8) | ((i & 0xff00ff00) >> 8); |
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i = ((i & 0x0f0f0f0f) << 4) | ((i & 0xf0f0f0f0) >> 4); |
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i = ((i & 0x33333333) << 2) | ((i & 0xcccccccc) >> 2); |
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i = ((i & 0x55555555) << 1) | ((i & 0xaaaaaaaa) >> 1); |
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return i * (1.0f / 4294967296); |
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} |
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void ComputeKernel() |
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{ |
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if (m_FilterKernel == null) |
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{ |
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m_FilterKernel = new Vector4[numSamples]; |
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} |
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// Our goal is to blur the image using a filter which is represented
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// as a product of a linear combination of two normalized 1D Gaussians
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// as suggested by Jimenez et al. in "Separable Subsurface Scattering".
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// A normalized (i.e. energy-preserving) 1D Gaussian with the mean of 0
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// is defined as follows: G1(x, v) = exp(-x� / (2 * v)) / sqrt(2 * Pi * v),
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// where 'v' is variance and 'x' is the radial distance from the origin.
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// Using the weight 'w', our 1D and the resulting 2D filters are given as:
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// A1(v1, v2, w, x) = G1(x, v1) * (1 - w) + G1(r, v2) * w,
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// A2(v1, v2, w, x, y) = A1(v1, v2, w, x) * A1(v1, v2, w, y).
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// The resulting filter function is a non-Gaussian PDF.
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// It is separable by design, but generally not radially symmetric.
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// Find the widest Gaussian across 3 color channels.
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float maxStdDev1 = Mathf.Max(m_StdDev1.r, m_StdDev1.g, m_StdDev1.b); |
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float maxStdDev2 = Mathf.Max(m_StdDev2.r, m_StdDev2.g, m_StdDev2.b); |
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Vector3 weightSum = new Vector3(0, 0, 0); |
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// Importance sample the linear combination of two Gaussians.
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for (uint i = 0; i < numSamples; i++) |
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{ |
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float u = VanDerCorputBase2(i); |
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float pos = GaussianCombinationCdfInverse(u, maxStdDev1, maxStdDev2, m_LerpWeight); |
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float pdf = GaussianCombination(pos, maxStdDev1, maxStdDev2, m_LerpWeight); |
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Vector3 val; |
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val.x = GaussianCombination(pos, m_StdDev1.r, m_StdDev2.r, m_LerpWeight); |
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val.y = GaussianCombination(pos, m_StdDev1.g, m_StdDev2.g, m_LerpWeight); |
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val.z = GaussianCombination(pos, m_StdDev1.b, m_StdDev2.b, m_LerpWeight); |
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m_FilterKernel[i].x = val.x / (pdf * numSamples); |
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m_FilterKernel[i].y = val.y / (pdf * numSamples); |
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m_FilterKernel[i].z = val.z / (pdf * numSamples); |
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m_FilterKernel[i].w = pos; |
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weightSum.x += m_FilterKernel[i].x; |
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weightSum.y += m_FilterKernel[i].y; |
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weightSum.z += m_FilterKernel[i].z; |
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} |
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// Renormalize the weights to conserve energy.
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for (uint i = 0; i < numSamples; i++) |
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{ |
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m_FilterKernel[i].x *= 1.0f / weightSum.x; |
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m_FilterKernel[i].y *= 1.0f / weightSum.y; |
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m_FilterKernel[i].z *= 1.0f / weightSum.z; |
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} |
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m_KernelNeedsUpdate = false; |
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} |
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} |
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[System.Serializable] |
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public class SubsurfaceScatteringParameters |
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{ |
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public const int numProfiles = 1; |
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public SubsurfaceScatteringProfile[] profiles; |
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public float bilateralScale; |
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// --- Methods ---
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public static SubsurfaceScatteringParameters Default |
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{ |
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get |
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{ |
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SubsurfaceScatteringParameters parameters = new SubsurfaceScatteringParameters(); |
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parameters.profiles = new SubsurfaceScatteringProfile[numProfiles]; |
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for (int i = 0; i < numProfiles; i++) |
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{ |
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parameters.profiles[i] = SubsurfaceScatteringProfile.Default; |
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} |
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parameters.bilateralScale = 0.1f; |
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return parameters; |
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} |
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} |
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} |
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} |
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timeCreated: 1485361779 |
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serializedVersion: 2 |
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defaultReferences: [] |
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