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380 行
12 KiB

Shader "Hidden/Internal-TiledReflections" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
//Blend Off
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "..\common\ShaderBase.h"
#include "LightDefinitions.cs.hlsl"
uniform float4x4 g_mViewToWorld;
uniform float4x4 g_mWorldToView;
uniform float4x4 g_mInvScrProjection;
uniform float4x4 g_mScrProjection;
Texture2D _CameraDepthTexture;
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
UNITY_DECLARE_TEXCUBEARRAY(_reflCubeTextures);
StructuredBuffer<uint> g_vLightList;
StructuredBuffer<SFiniteLightData> g_vLightData;
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
{
float3 vP = float3(0.0f,0.0f,zDptBufSpace);
float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
return v4Pres.z / v4Pres.w;
}
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
{
float fSx = g_mScrProjection[0].x;
//float fCx = g_mScrProjection[2].x;
float fCx = g_mScrProjection[0].z;
float fSy = g_mScrProjection[1].y;
//float fCy = g_mScrProjection[2].y;
float fCy = g_mScrProjection[1].z;
#ifdef LEFT_HAND_COORDINATES
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
#else
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
#endif
}
#ifdef USE_CLUSTERED_LIGHTLIST
uniform float g_fClustScale;
uniform float g_fClustBase;
uniform float g_fNearPlane;
//uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
uniform float g_fLog2NumClusters;
static int g_iLog2NumClusters;
Buffer<uint> g_vLayeredOffsetsBuffer;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
Buffer<float> g_fModulUserscale;
#endif
#include "ClusteredUtils.h"
void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
{
g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
float modulScale = g_fModulUserscale[tileIDX.y*nrTilesX + tileIDX.x];
#else
float modulScale = 1.0;
#endif
int clustIdx = SnapToClusterIdx(linDepth, modulScale);
int nrClusters = (1<<g_iLog2NumClusters);
const int idx = ((REFLECTION_LIGHT*nrClusters + clustIdx)*nrTilesY + tileIDX.y)*nrTilesX + tileIDX.x;
uint dataPair = g_vLayeredOffsetsBuffer[idx];
uStart = dataPair&0x7ffffff;
uNrLights = (dataPair>>27)&31;
}
uint FetchIndex(const uint tileOffs, const uint l)
{
return g_vLightList[ tileOffs+l ];
}
#else
void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
{
const int tileOffs = (tileIDX.y+REFLECTION_LIGHT*nrTilesY)*nrTilesX+tileIDX.x;
uNrLights = g_vLightList[ 16*tileOffs + 0]&0xffff;
uStart = tileOffs;
}
uint FetchIndex(const uint tileOffs, const uint l)
{
const uint l1 = l+1;
return (g_vLightList[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff;
}
#endif
float3 ExecuteReflectionProbes(uint2 pixCoord, uint start, uint numLights, float linDepth);
float3 OverlayHeatMap(uint uNumLights, float3 c);
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
uint iWidth;
uint iHeight;
_CameraDepthTexture.GetDimensions(iWidth, iHeight);
uint nrTilesX = (iWidth+15)/16;
uint nrTilesY = (iHeight+15)/16;
uint2 tileIDX = pixCoord / 16;
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
uint numLights=0, start=0;
GetLightCountAndStart(start, numLights, tileIDX, nrTilesX, nrTilesY, linDepth);
float3 c = ExecuteReflectionProbes(pixCoord, start, numLights, linDepth);
//c = OverlayHeatMap(numLights, c);
return float4(c,1.0);
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float occlusion;
};
StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
data.occlusion = gbuffer0.a;
return data;
}
half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax)
{
return max(max(p - aabbMax, aabbMin - p), half3(0.0, 0.0, 0.0));
}
half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBEARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn);
float3 ExecuteReflectionProbes(uint2 pixCoord, uint start, uint numLights, float linDepth)
{
float3 vP = GetViewPosFromLinDepth(float2(pixCoord.x+0.5, pixCoord.y+0.5), linDepth);
float3 worldPos = mul(g_mViewToWorld, float4(vP.xyz,1.0)).xyz; //unity_CameraToWorld
float3 vWSpaceVDir = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
float oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
float3 worldNormalRefl = reflect(-vWSpaceVDir, data.normalWorld);
float3 vspaceRefl = mul((float3x3) g_mWorldToView, worldNormalRefl).xyz;
UnityLight light;
light.color = 0;
light.dir = 0;
float3 ints = 0;
uint l=0;
// we need this outer loop for when we cannot assume a wavefront is 64 wide
// since in this case we cannot assume the lights will remain sorted by type
// during processing in lightlist_cs.hlsl
#if !defined(XBONE) && !defined(PLAYSTATION4)
while(l<numLights)
#endif
{
uint uIndex = l<numLights ? FetchIndex(start, l) : 0;
uint uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
// specialized loop for sphere lights
while(l<numLights && uLgtType==(uint) BOX_LIGHT)
{
SFiniteLightData lgtDat = g_vLightData[uIndex];
float3 vLp = lgtDat.vLpos.xyz;
float3 vecToSurfPos = vP - vLp; // vector from reflection volume to surface position in camera space
float3 posInReflVolumeSpace = float3( dot(vecToSurfPos, lgtDat.vLaxisX), dot(vecToSurfPos, lgtDat.vLaxisY), dot(vecToSurfPos, lgtDat.vLaxisZ) );
float blendDistance = lgtDat.fProbeBlendDistance;//unity_SpecCube1_ProbePosition.w; // will be set to blend distance for this probe
float3 sampleDir;
if((lgtDat.flags&IS_BOX_PROJECTED)!=0)
{
// For box projection, use expanded bounds as they are rendered; otherwise
// box projection artifacts when outside of the box.
//float4 boxMin = unity_SpecCube0_BoxMin - float4(blendDistance,blendDistance,blendDistance,0);
//float4 boxMax = unity_SpecCube0_BoxMax + float4(blendDistance,blendDistance,blendDistance,0);
//sampleDir = BoxProjectedCubemapDirection (worldNormalRefl, worldPos, unity_SpecCube0_ProbePosition, boxMin, boxMax);
float4 vBoxOuterDistance = float4( lgtDat.vBoxInnerDist + float3(blendDistance, blendDistance, blendDistance), 0.0 );
#if 0
// if rotation is NOT supported
sampleDir = BoxProjectedCubemapDirection(worldNormalRefl, posInReflVolumeSpace, float4(lgtDat.vLocalCubeCapturePoint, 1.0), -vBoxOuterDistance, vBoxOuterDistance);
#else
float3 volumeSpaceRefl = float3( dot(vspaceRefl, lgtDat.vLaxisX), dot(vspaceRefl, lgtDat.vLaxisY), dot(vspaceRefl, lgtDat.vLaxisZ) );
float3 vPR = BoxProjectedCubemapDirection(volumeSpaceRefl, posInReflVolumeSpace, float4(lgtDat.vLocalCubeCapturePoint, 1.0), -vBoxOuterDistance, vBoxOuterDistance); // Volume space corrected reflection vector
sampleDir = mul( (float3x3) g_mViewToWorld, vPR.x*lgtDat.vLaxisX + vPR.y*lgtDat.vLaxisY + vPR.z*lgtDat.vLaxisZ );
#endif
}
else
sampleDir = worldNormalRefl;
Unity_GlossyEnvironmentData g;
g.roughness = SmoothnessToPerceptualRoughness(data.smoothness);
g.reflUVW = sampleDir;
half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBEARRAY(_reflCubeTextures), lgtDat.iSliceIndex, float4(lgtDat.fLightIntensity, lgtDat.fDecodeExp, 0.0, 0.0), g);
UnityIndirect ind;
ind.diffuse = 0;
ind.specular = env0 * data.occlusion;
half3 rgb = UNITY_BRDF_PBS(0, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind).rgb;
// Calculate falloff value, so reflections on the edges of the Volume would gradually blend to previous reflection.
// Also this ensures that pixels not located in the reflection Volume AABB won't
// accidentally pick up reflections from this Volume.
//half3 distance = distanceFromAABB(worldPos, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
half3 distance = distanceFromAABB(posInReflVolumeSpace, -lgtDat.vBoxInnerDist, lgtDat.vBoxInnerDist);
half falloff = saturate(1.0 - length(distance)/blendDistance);
ints = lerp(ints, rgb, falloff);
// next probe
++l; uIndex = l<numLights ? FetchIndex(start, l) : 0;
uLgtType = l<numLights ? g_vLightData[uIndex].uLightType : 0;
}
#if !defined(XBONE) && !defined(PLAYSTATION4)
if(uLgtType!=BOX_LIGHT) ++l;
#endif
}
return ints;
}
float3 OverlayHeatMap(uint uNumLights, float3 c)
{
/////////////////////////////////////////////////////////////////////
//
const float4 kRadarColors[12] =
{
float4(0.0,0.0,0.0,0.0), // black
float4(0.0,0.0,0.6,0.5), // dark blue
float4(0.0,0.0,0.9,0.5), // blue
float4(0.0,0.6,0.9,0.5), // light blue
float4(0.0,0.9,0.9,0.5), // cyan
float4(0.0,0.9,0.6,0.5), // blueish green
float4(0.0,0.9,0.0,0.5), // green
float4(0.6,0.9,0.0,0.5), // yellowish green
float4(0.9,0.9,0.0,0.5), // yellow
float4(0.9,0.6,0.0,0.5), // orange
float4(0.9,0.0,0.0,0.5), // red
float4(1.0,0.0,0.0,0.9) // strong red
};
float fMaxNrLightsPerTile = 24;
int nColorIndex = uNumLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)uNumLights) / log2(fMaxNrLightsPerTile))) );
nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex];
return lerp(c, pow(col.xyz, 2.2), 0.3*col.w);
}
half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBEARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn)
{
#if UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 && (SHADER_TARGET >= 30)
// TODO: remove pow, store cubemap mips differently
half perceptualRoughness = pow(glossIn.roughness, 3.0/4.0);
#else
half perceptualRoughness = glossIn.roughness; // MM: switched to this
#endif
//perceptualRoughness = sqrt(sqrt(2/(64.0+2))); // spec power to the square root of real roughness
#if 0
float m = perceptualRoughness*perceptualRoughness; // m is the real roughness parameter
const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong)
float n = (2.0/max(fEps, m*m))-2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf
n /= 4; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html
perceptualRoughness = pow( 2/(n+2), 0.25); // remap back to square root of real roughness
#else
// MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does.
perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness);
#endif
half mip = perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
half4 rgbm = UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip);
//return rgbm.xyz;
return DecodeHDR_NoLinearSupportInSM2 (rgbm, hdr);
}
ENDCG
}
}
Fallback Off
}