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97 行
3.3 KiB
97 行
3.3 KiB
Shader "Hidden/HDRenderPipeline/GGXConvolve"
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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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ZWrite Off
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ZTest Always
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Blend One Zero
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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 multi_compile _ USE_MIS
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Common.hlsl"
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#include "ImageBasedLighting.hlsl"
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#include "../SkyManager.cs.hlsl"
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struct Attributes
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{
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float3 positionCS : POSITION;
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float3 eyeVector : NORMAL;
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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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float3 eyeVector : TEXCOORD0;
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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 = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
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output.eyeVector = input.eyeVector;
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return output;
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}
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TEXTURECUBE(_MainTex);
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SAMPLERCUBE(sampler_MainTex);
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TEXTURE2D(_GgxIblSamples);
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#ifdef USE_MIS
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TEXTURE2D(_MarginalRowDensities);
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TEXTURE2D(_ConditionalDensities);
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#endif
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float _Level;
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float _LastLevel;
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float _InvOmegaP;
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half4 Frag(Varyings input) : SV_Target
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{
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// Vector interpolation is not magnitude-preserving.
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float3 N = normalize(input.eyeVector);
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// Remove view-dependency from GGX, effectively making the BSDF isotropic.
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float3 V = N;
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float perceptualRoughness = MipmapLevelToPerceptualRoughness(_Level);
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float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
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uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level);
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#ifdef USE_MIS
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float4 val = IntegrateLD_MIS(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
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_MarginalRowDensities, _ConditionalDensities,
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V, N,
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roughness,
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_InvOmegaP,
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LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH,
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LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT,
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1024,
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false);
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#else
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float4 val = IntegrateLD(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
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_GgxIblSamples,
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V, N,
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roughness,
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_Level - 1,
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_LastLevel,
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_InvOmegaP,
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sampleCount, // Must be a Fibonacci number
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true,
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true);
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#endif
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return val;
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}
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ENDHLSL
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}
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}
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}
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