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202 行
6.5 KiB
202 行
6.5 KiB
#ifndef UNITY_SCREEN_SPACE_RAYMARCHING_INCLUDED
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#define UNITY_SCREEN_SPACE_RAYMARCHING_INCLUDED
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struct ScreenSpaceRaymarchInput
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{
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float3 startPositionVS;
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float startLinearDepth;
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float3 dirVS;
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float4x4 projectionMatrix;
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int2 bufferSize;
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int minLevel;
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int maxLevel;
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#ifdef DEBUG_DISPLAY
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uint2 initialStartPositionSS;
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float initialStartLinearDepth;
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#endif
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};
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struct ScreenSpaceRayHit
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{
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float distance;
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float linearDepth;
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float2 positionSS;
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#ifdef DEBUG_DISPLAY
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float3 debugOutput;
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#endif
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};
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bool ScreenSpaceRaymarch(
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ScreenSpaceRaymarchInput input,
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out ScreenSpaceRayHit hit)
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{
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// dirVS must be normalized
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const float2 CROSS_OFFSET = float2(2, 2);
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const int MAX_ITERATIONS = 32;
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float4 startPositionCS = mul(input.projectionMatrix, float4(input.startPositionVS, 1));
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float4 dirCS = mul(input.projectionMatrix, float4(input.dirVS, 1));
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#if UNITY_UV_STARTS_AT_TOP
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// Our clip space is correct, but the NDC is flipped.
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// Conceptually, it should be (positionNDC.y = 1.0 - positionNDC.y), but this is more efficient.
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startPositionCS.y = -startPositionCS.y;
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dirCS.y = -dirCS.y;
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#endif
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float2 startPositionNDC = (startPositionCS.xy * rcp(startPositionCS.w)) * 0.5 + 0.5;
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// store linear depth in z
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float l = length(dirCS.xy);
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float3 dirNDC = dirCS.xyz / l;
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float2 invDirNDC = float2(1, 1) / dirNDC.xy;
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int2 cellPlanes = sign(dirNDC.xy);
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float2 crossOffset = CROSS_OFFSET * cellPlanes;
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cellPlanes = clamp(cellPlanes, 0, 1);
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int2 startPositionTXS = int2(startPositionNDC * input.bufferSize);
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ZERO_INITIALIZE(ScreenSpaceRayHit, hit);
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int currentLevel = input.minLevel;
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uint2 cellCount = input.bufferSize >> currentLevel;
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uint2 cellSize = uint2(1, 1) << currentLevel;
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// store linear depth in z
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float3 positionTXS = float3(float2(startPositionTXS), input.startLinearDepth);
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int iteration = 0;
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bool hitSuccessful = true;
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#ifdef DEBUG_DISPLAY
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int maxUsedLevel = currentLevel;
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uint2 debugCellSize = uint2(10000, 10000);
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float3 debugPositionTXS = float3(0, 0, 0);
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#endif
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while (currentLevel >= input.minLevel)
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{
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if (iteration >= MAX_ITERATIONS)
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{
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hitSuccessful = false;
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break;
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}
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#ifdef DEBUG_DISPLAY
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if (_DebugStep == iteration)
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{
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debugCellSize = cellSize;
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debugPositionTXS = positionTXS;
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}
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#endif
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// 1. Calculate hit in this HiZ cell
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int2 cellId = int2(positionTXS.xy) / cellCount;
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// Planes to check
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int2 planes = (cellId + cellPlanes) * cellSize;
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// Hit distance to each planes
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float2 distanceToCellAxes = float2(planes - positionTXS.xy) * invDirNDC; // (distance to x axis, distance to y axis)
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float distanceToCell = min(distanceToCellAxes.x, distanceToCellAxes.y);
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float3 testHitPositionTXS = positionTXS + dirNDC * distanceToCell;
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// Offset the proper axis to enforce cell crossing
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// https://gamedev.autodesk.com/blogs/1/post/5866685274515295601
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testHitPositionTXS.xy += (distanceToCellAxes.x < distanceToCellAxes.y)
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? float2(crossOffset.x, 0)
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: float2(0, crossOffset.y);
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if (any(testHitPositionTXS.xy > input.bufferSize)
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|| any(testHitPositionTXS.xy < 0))
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{
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hitSuccessful = false;
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break;
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}
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// 2. Sample the HiZ cell
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float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, int2(testHitPositionTXS.xy) >> currentLevel, currentLevel).r;
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float hiZLinearDepth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
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if (hiZLinearDepth < testHitPositionTXS.z)
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{
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currentLevel = min(input.maxLevel, currentLevel + 1);
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#ifdef DEBUG_DISPLAY
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maxUsedLevel = max(maxUsedLevel, currentLevel);
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#endif
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positionTXS = testHitPositionTXS;
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hit.distance += distanceToCell;
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}
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else
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{
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float rayOffsetLength = (hiZLinearDepth - positionTXS.z) / dirNDC.z;
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positionTXS += dirNDC * rayOffsetLength;
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hit.distance += rayOffsetLength;
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--currentLevel;
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}
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cellCount = input.bufferSize >> currentLevel;
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cellSize = uint2(1, 1) << currentLevel;
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++iteration;
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}
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hit.linearDepth = positionTXS.z;
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hit.positionSS = float2(positionTXS.xy) / float2(input.bufferSize);
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#ifdef DEBUG_DISPLAY
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION)
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{
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switch (_DebugLightingSubMode)
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{
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case DEBUGSCREENSPACETRACING_POSITION_NDC:
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hit.debugOutput = float3(startPositionNDC.xy, 0);
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break;
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case DEBUGSCREENSPACETRACING_DIR_VS:
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hit.debugOutput = input.dirVS * 0.5 + 0.5;
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break;
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case DEBUGSCREENSPACETRACING_DIR_NDC:
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hit.debugOutput = float3(dirNDC.xy * 0.5 + 0.5, dirNDC.z);
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break;
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case DEBUGSCREENSPACETRACING_HIT_DISTANCE:
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hit.debugOutput = frac(hit.distance * 0.1);
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break;
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case DEBUGSCREENSPACETRACING_HIT_DEPTH:
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hit.debugOutput = frac(hit.linearDepth * 0.1);
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break;
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case DEBUGSCREENSPACETRACING_HIT_SUCCESS:
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hit.debugOutput = hitSuccessful;
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break;
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case DEBUGSCREENSPACETRACING_ITERATION_COUNT:
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hit.debugOutput = float(iteration) / float(MAX_ITERATIONS);
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break;
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case DEBUGSCREENSPACETRACING_MAX_USED_LEVEL:
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hit.debugOutput = float(maxUsedLevel) / float(input.maxLevel);
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break;
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case DEBUGSCREENSPACETRACING_STEP_BY_STEP:
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{
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float2 distanceToCell = abs(float2(input.initialStartPositionSS % debugCellSize) - float2(debugCellSize) / float2(2, 2));
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distanceToCell = clamp(1 - distanceToCell, 0, 1);
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float cellSDF = max(distanceToCell.x, distanceToCell.y);
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float distanceToPosition = length(input.initialStartPositionSS - debugPositionTXS.xy);
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float positionSDF = clamp(3 - distanceToPosition, 0, 1);
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float3 debugColor = float3(
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0,
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positionSDF,
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cellSDF);
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hit.debugOutput = debugColor * 0.5 + frac(input.initialStartLinearDepth * 0.1).xxx * 0.5;
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break;
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}
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}
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}
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#endif
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return hitSuccessful;
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}
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#endif
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