#ifndef UNITY_PACKING_INCLUDED #define UNITY_PACKING_INCLUDED #include "Common.hlsl" //----------------------------------------------------------------------------- // Normal packing //----------------------------------------------------------------------------- float3 PackNormalMaxComponent(float3 n) { // TODO: use max3 return (n / max(abs(n.x), max(abs(n.y), abs(n.z)))) * 0.5 + 0.5; } float3 UnpackNormalMaxComponent(float3 n) { return normalize(n * 2.0 - 1.0); } // Ref: http://jcgt.org/published/0003/02/01/paper.pdf // Encode with Oct, this function work with any size of output // return float between [-1, 1] float2 PackNormalOctEncode(float3 n) { float l1norm = dot(abs(n), 1.0); float2 res0 = n.xy * (1.0 / l1norm); float2 val = 1.0 - abs(res0.yx); return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0); } float3 UnpackNormalOctEncode(float2 f) { float3 n = float3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); float2 val = 1.0 - abs(n.yx); n.xy = (n.zz < float2(0.0, 0.0) ? (n.xy >= 0.0 ? val : -val) : n.xy); return normalize(n); } float2 PackNormalHemiOctEncode(float3 n) { float l1norm = dot(abs(n), 1.0); float2 res = n.xy * (1.0 / l1norm); return float2(res.x + res.y, res.x - res.y); } float3 UnpackNormalHemiOctEncode(float2 f) { float2 val = float2(f.x + f.y, f.x - f.y) * 0.5; float3 n = float3(val, 1.0 - dot(abs(val), 1.0)); return normalize(n); } // Tetrahedral encoding - Looks like Tetra encoding 10:10 + 2 is similar to oct 11:11, as oct is cheaper prefer it // To generate the basisNormal below we use these 4 vertex of a regular tetrahedron // v0 = float3(1.0, 0.0, -1.0 / sqrt(2.0)); // v1 = float3(-1.0, 0.0, -1.0 / sqrt(2.0)); // v2 = float3(0.0, 1.0, 1.0 / sqrt(2.0)); // v3 = float3(0.0, -1.0, 1.0 / sqrt(2.0)); // Then we normalize the average of each face's vertices // normalize(v0 + v1 + v2), etc... static const float3 tetraBasisNormal[4] = { float3(0., 0.816497, -0.57735), float3(-0.816497, 0., 0.57735), float3(0.816497, 0., 0.57735), float3(0., -0.816497, -0.57735) }; // Then to get the local matrix (with z axis rotate to basisNormal) use GetLocalFrame(basisNormal[xxx]) static const float3x3 tetraBasisArray[4] = { float3x3(-1., 0., 0.,0., 0.57735, 0.816497,0., 0.816497, -0.57735), float3x3(0., -1., 0.,0.57735, 0., 0.816497,-0.816497, 0., 0.57735), float3x3(0., 1., 0.,-0.57735, 0., 0.816497,0.816497, 0., 0.57735), float3x3(1., 0., 0.,0., -0.57735, 0.816497,0., -0.816497, -0.57735) }; // Return [-1..1] vector2 oriented in plane of the faceIndex of a regular tetrahedron float2 PackNormalTetraEncode(float3 n, out uint faceIndex) { // Retrieve the tetrahedra's face for the normal direction // It is the one with the greatest dot value with face normal float dot0 = dot(n, tetraBasisNormal[0]); float dot1 = dot(n, tetraBasisNormal[1]); float dot2 = dot(n, tetraBasisNormal[2]); float dot3 = dot(n, tetraBasisNormal[3]); float maxi0 = max(dot0, dot1); float maxi1 = max(dot2, dot3); float maxi = max(maxi0, maxi1); // Get the index from the greatest dot if (maxi == dot0) faceIndex = 0; else if (maxi == dot1) faceIndex = 1; else if (maxi == dot2) faceIndex = 2; else //(maxi == dot3) faceIndex = 3; // Rotate n into this local basis n = mul(tetraBasisArray[faceIndex], n); // Project n onto the local plane return n.xy; } // Assume f [-1..1] float3 UnpackNormalTetraEncode(float2 f, uint faceIndex) { // Recover n from local plane float3 n = float3(f.xy, sqrt(1.0 - dot(f.xy, f.xy))); // Inverse of transform PackNormalTetraEncode (just swap order in mul as we have a rotation) return mul(n, tetraBasisArray[faceIndex]); } // Unpack from normal map float3 UnpackNormalRGB(float4 packedNormal, float scale = 1.0) { float3 normal; normal.xyz = packedNormal.rgb * 2.0 - 1.0; normal.xy *= scale; return normalize(normal); } float3 UnpackNormalAG(float4 packedNormal, float scale = 1.0) { float3 normal; normal.xy = packedNormal.wy * 2.0 - 1.0; normal.xy *= scale; normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); return normal; } // Unpack normal as DXT5nm (1, y, 0, x) or BC5 (x, y, 0, 1) float3 UnpackNormalmapRGorAG(float4 packedNormal, float scale = 1.0) { // This do the trick packedNormal.w *= packedNormal.x; return UnpackNormalAG(packedNormal, scale); } //----------------------------------------------------------------------------- // HDR packing //----------------------------------------------------------------------------- // Ref: http://realtimecollisiondetection.net/blog/?p=15 float4 PackToLogLuv(float3 vRGB) { // M matrix, for encoding const float3x3 M = float3x3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969); float4 vResult; float3 Xp_Y_XYZp = mul(vRGB, M); Xp_Y_XYZp = max(Xp_Y_XYZp, float3(1e-6, 1e-6, 1e-6)); vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; vResult.w = frac(Le); vResult.z = (Le - (floor(vResult.w * 255.0)) / 255.0) / 255.0; return vResult; } float3 UnpackFromLogLuv(float4 vLogLuv) { // Inverse M matrix, for decoding const float3x3 InverseM = float3x3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268); float Le = vLogLuv.z * 255.0 + vLogLuv.w; float3 Xp_Y_XYZp; Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0); Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y; Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z; float3 vRGB = mul(Xp_Y_XYZp, InverseM); return max(vRGB, float3(0.0, 0.0, 0.0)); } // The standard 32-bit HDR color format uint PackToR11G11B10f(float3 rgb) { uint r = (f32tof16(rgb.x) << 17) & 0xFFE00000; uint g = (f32tof16(rgb.y) << 6) & 0x001FFC00; uint b = (f32tof16(rgb.z) >> 5) & 0x000003FF; return r | g | b; } float3 UnpackFromR11G11B10f(uint rgb) { float r = f16tof32((rgb >> 17) & 0x7FF0); float g = f16tof32((rgb >> 6) & 0x7FF0); float b = f16tof32((rgb << 5) & 0x7FE0); return float3(r, g, b); } //----------------------------------------------------------------------------- // Quaternion packing //----------------------------------------------------------------------------- // Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 /* // This is GCN intrinsic uint FindBiggestComponent(float4 q) { uint xyzIndex = CubeMapFaceID(q.x, q.y, q.z) * 0.5f; uint wIndex = 3; bool wBiggest = abs(q.w) > max3(abs(q.x), qbs(q.y), qbs(q.z)); return wBiggest ? wIndex : xyzIndex; } // Pack a quaternion into a 10:10:10:2 float4 PackQuat(float4 quat) { uint index = FindBiggestComponent(quat); if (index == 0) quat = quat.yzwx; if (index == 1) quat = quat.xzwy; if (index == 2) quat = quat.xywz; float4 packedQuat; packedQuat.xyz = quat.xyz * FastSign(quat.w) * sqrt(0.5) + 0.5; packedQuat.w = index / 3.0; return packedQuat; } */ // Unpack a quaternion from a 10:10:10:2 float4 UnpackQuat(float4 packedQuat) { uint index = (uint)(packedQuat.w * 3.0); float4 quat; quat.xyz = packedQuat.xyz * sqrt(2.0) - (1.0 / sqrt(2.0)); quat.w = sqrt(1.0 - saturate(dot(quat.xyz, quat.xyz))); if (index == 0) quat = quat.wxyz; if (index == 1) quat = quat.xwyz; if (index == 2) quat = quat.xywz; return quat; } //----------------------------------------------------------------------------- // Integer packing //----------------------------------------------------------------------------- // Packs an integer stored using at most 'numBits' into a [0..1] float. float PackInt(uint i, uint numBits) { uint maxInt = 0xFFFFFFFFu >> (32u - numBits); return saturate(i * rcp(maxInt)); } // Unpacks a [0..1] float into an integer of size 'numBits'. uint UnpackInt(float f, uint numBits) { uint maxInt = 0xFFFFFFFFu >> (32u - numBits); return (uint)(f * maxInt + 0.5); // Round instead of truncating } // Packs a [0..255] integer into a [0..1] float. float PackByte(uint i) { return PackInt(i, 8); } // Unpacks a [0..1] float into a [0..255] integer. uint UnpackByte(float f) { return UnpackInt(f, 8); } // Packs a [0..65535] integer into a [0..1] float. float PackShort(uint i) { return PackInt(i, 16); } // Unpacks a [0..1] float into a [0..65535] integer. uint UnpackShort(float f) { return UnpackInt(f, 16); } // Packs 8 lowermost bits of a [0..65535] integer into a [0..1] float. float PackShortLo(uint i) { uint lo = BitFieldExtract(i, 8u, 0u); return PackInt(lo, 8); } // Packs 8 uppermost bits of a [0..65535] integer into a [0..1] float. float PackShortHi(uint i) { uint hi = BitFieldExtract(i, 8u, 8u); return PackInt(hi, 8); } float Pack2Byte(float2 inputs) { float2 temp = inputs * float2(255.0, 255.0); temp.x *= 256.0; temp = round(temp); float combined = temp.x + temp.y; return combined * (1.0 / 65535.0); } float2 Unpack2Byte(float inputs) { float temp = round(inputs * 65535.0); float ipart; float fpart = modf(temp / 256.0, ipart); float2 result = float2(ipart, round(256.0 * fpart)); return result * (1.0 / float2(255.0, 255.0)); } // Encode a float in [0..1] and an int in [0..maxi - 1] as a float [0..1] to be store in log2(precision) bit // maxi must be a power of two and define the number of bit dedicated 0..1 to the int part (log2(maxi)) // Example: precision is 256.0, maxi is 2, i is [0..1] encode on 1 bit. f is [0..1] encode on 7 bit. // Example: precision is 256.0, maxi is 4, i is [0..3] encode on 2 bit. f is [0..1] encode on 6 bit. // Example: precision is 256.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 5 bit. // ... // Example: precision is 1024.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 7 bit. //... float PackFloatInt(float f, int i, float maxi, float precision) { // Constant float precisionMinusOne = precision - 1.0; float t1 = ((precision / maxi) - 1.0) / precisionMinusOne; float t2 = (precision / maxi) / precisionMinusOne; return t1 * f + t2 * float(i); } void UnpackFloatInt(float val, float maxi, float precision, out float f, out int i) { // Constant float precisionMinusOne = precision - 1.0; float t1 = ((precision / maxi) - 1.0) / precisionMinusOne; float t2 = (precision / maxi) / precisionMinusOne; // extract integer part i = int((val / t2) + rcp(precisionMinusOne)); // + rcp(precisionMinusOne) to deal with precision issue (can't use round() as val contain the floating number // Now that we have i, solve formula in PackFloatInt for f //f = (val - t2 * float(i)) / t1 => convert in mads form f = saturate((-t2 * float(i) + val) / t1); // Saturate in case of precision issue } // Define various variante for ease of read float PackFloatInt8bit(float f, int i, float maxi) { return PackFloatInt(f, i, maxi, 256.0); } void UnpackFloatInt8bit(float val, float maxi, out float f, out int i) { UnpackFloatInt(val, maxi, 256.0, f, i); } float PackFloatInt10bit(float f, int i, float maxi) { return PackFloatInt(f, i, maxi, 1024.0); } void UnpackFloatInt10bit(float val, float maxi, out float f, out int i) { UnpackFloatInt(val, maxi, 1024.0, f, i); } float PackFloatInt16bit(float f, int i, float maxi) { return PackFloatInt(f, i, maxi, 65536.0); } void UnpackFloatInt16bit(float val, float maxi, out float f, out int i) { UnpackFloatInt(val, maxi, 65536.0, f, i); } //----------------------------------------------------------------------------- // Float packing //----------------------------------------------------------------------------- // src must be between 0.0 and 1.0 uint PackFloatToUInt(float src, uint numBits, uint offset) { return UnpackInt(src, numBits) << offset; } float UnpackUIntToFloat(uint src, uint numBits, uint offset) { uint maxInt = 0xFFFFFFFFu >> (32u - numBits); return float(BitFieldExtract(src, numBits, offset)) * rcp(maxInt); } uint PackToR10G10B10A2(float4 rgba) { return (PackFloatToUInt(rgba.x, 10, 0) | PackFloatToUInt(rgba.y, 10, 10) | PackFloatToUInt(rgba.z, 10, 20) | PackFloatToUInt(rgba.w, 2, 30)); } float4 UnpackFromR10G10B10A2(uint rgba) { float4 ouput; ouput.x = UnpackUIntToFloat(rgba, 10, 0); ouput.y = UnpackUIntToFloat(rgba, 10, 10); ouput.z = UnpackUIntToFloat(rgba, 10, 20); ouput.w = UnpackUIntToFloat(rgba, 2, 30); return ouput; } // Both the input and the output are in the [0, 1] range. float2 PackFloatToR8G8(float f) { uint i = UnpackShort(f); return float2(PackShortLo(i), PackShortHi(i)); } // Both the input and the output are in the [0, 1] range. float UnpackFloatFromR8G8(float2 f) { uint lo = UnpackByte(f.x); uint hi = UnpackByte(f.y); uint cb = (hi << 8) + lo; return PackShort(cb); } #endif // UNITY_PACKING_INCLUDED