// Precomputes data for IntegrateLD(). See that function for a detailed description. #include "CoreRP/ShaderLibrary/Common.hlsl" #include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl" #ifdef SHADER_API_MOBILE #define MAX_IBL_SAMPLE_CNT 34 #else #define MAX_IBL_SAMPLE_CNT 89 #endif RWTexture2D output; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS] #pragma kernel ComputeGgxIblSampleData [numthreads(MAX_IBL_SAMPLE_CNT, UNITY_SPECCUBE_LOD_STEPS, 1)] void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID) { uint sampleIndex = groupThreadId.x; uint mipLevel = groupThreadId.y + 1; float roughness = PerceptualRoughnessToRoughness(MipmapLevelToPerceptualRoughness(mipLevel)); uint sampleCount = GetIBLRuntimeFilterSampleCount(mipLevel); if (sampleIndex >= sampleCount) { output[groupThreadId.xy] = float4(0, 0, 0, 0); return; } float3 V = float3(0, 0, 1); float NdotV = 1; float3 localL; float NdotL, NdotH, LdotH; const uint validSampleCount = sampleCount; while (true) { uint acceptedSampleCount = 0; uint shiftedSampleIndex = 0; for (uint i = 0; i < sampleCount; i++) { // We switch to the Golden sequence instead of the Fibonacci sequence // since the sample count is not guaranteed to be a Fibonacci number. // TODO: might be interesting to try Mitchell's Poisson disk sampling algorithm. // In our case, samples would not have disks associated with them, but rather solid angles. float2 u = Golden2dSeq(i, sampleCount); SampleGGXDir(u, V, k_identity3x3, roughness, localL, NdotL, NdotH, LdotH, true); if (NdotL > 0) { if (acceptedSampleCount == sampleIndex) shiftedSampleIndex = i; acceptedSampleCount++; } } if (acceptedSampleCount == validSampleCount) { sampleIndex = shiftedSampleIndex; break; } sampleCount++; } float2 u = Golden2dSeq(sampleIndex, sampleCount); SampleGGXDir(u, V, k_identity3x3, roughness, localL, NdotL, NdotH, LdotH, true); float pdf = 0.25 * D_GGX(NdotH, roughness); float omegaS = rcp(sampleCount) * rcp(pdf); output[groupThreadId.xy] = float4(localL, omegaS); }