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496 行
22 KiB
496 行
22 KiB
//--------------------------------------------------------------------------------------------------
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// Definitions
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//--------------------------------------------------------------------------------------------------
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#pragma kernel VolumetricLightingAllLights VolumetricLighting=VolumetricLightingAllLights ENABLE_REPROJECTION=0 LIGHTLOOP_SINGLE_PASS
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#pragma kernel VolumetricLightingAllLightsReproj VolumetricLighting=VolumetricLightingAllLightsReproj ENABLE_REPROJECTION=1 LIGHTLOOP_SINGLE_PASS
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#pragma kernel VolumetricLightingClustered VolumetricLighting=VolumetricLightingClustered ENABLE_REPROJECTION=0 LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
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#pragma kernel VolumetricLightingClusteredReproj VolumetricLighting=VolumetricLightingClusteredReproj ENABLE_REPROJECTION=1 LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
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#pragma enable_d3d11_debug_symbols
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#define DEBUG_REPROJECTION 0
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#include "../../../ShaderPass/ShaderPass.cs.hlsl"
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#define SHADERPASS SHADERPASS_VOLUMETRIC_LIGHTING
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#define GROUP_SIZE_1D 16
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#define GROUP_SIZE_2D (GROUP_SIZE_1D * GROUP_SIZE_1D)
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//--------------------------------------------------------------------------------------------------
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// Included headers
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//--------------------------------------------------------------------------------------------------
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#include "../../../../Core/ShaderLibrary/Common.hlsl"
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#include "../../../../Core/ShaderLibrary/SpaceFillingCurves.hlsl"
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#include "../../../../Core/ShaderLibrary/VolumeRendering.hlsl"
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#include "../../../ShaderVariables.hlsl"
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#include "../VolumetricLighting.cs.hlsl"
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#define UNITY_MATERIAL_VOLUMETRIC // Define before including Lighting.hlsl and Material.hlsl
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#include "../../../Lighting/Lighting.hlsl" // Includes Material.hlsl
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#include "../../../Lighting/LightEvaluation.hlsl"
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//--------------------------------------------------------------------------------------------------
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// Inputs & outputs
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//--------------------------------------------------------------------------------------------------
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RW_TEXTURE3D(float4, _VBufferLightingIntegral); // RGB = radiance, A = optical depth
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RW_TEXTURE3D(float4, _VBufferLightingFeedback); // RGB = radiance, A = interval length
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TEXTURE3D(_VBufferLightingHistory); // RGB = radiance, A = interval length
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// TODO: avoid creating another Constant Buffer...
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CBUFFER_START(UnityVolumetricLighting)
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float4 _VBufferSampleOffset; // {x, y, z}, w = unused
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float4x4 _VBufferCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4
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CBUFFER_END
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//--------------------------------------------------------------------------------------------------
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// Implementation
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//--------------------------------------------------------------------------------------------------
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struct Ray
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{
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float3 originWS;
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float3 directionWS; // Normalized, stratified
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float ratioLenToZ; // 1 / ViewSpaceZ
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float3 centerDirWS; // Not normalized, centered
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};
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float3 GetPointAtDistance(Ray ray, float t)
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{
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return ray.originWS + t * ray.directionWS;
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}
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float3 GetCenterAtDistance(Ray ray, float t)
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{
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return ray.originWS + t * ray.centerDirWS;
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}
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// Computes the light integral (in-scattered radiance) within the voxel.
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// Multiplication by the scattering coefficient and the phase function is performed outside.
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float3 EvaluateVoxelLighting(LightLoopContext context, uint featureFlags, PositionInputs posInput,
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Ray ray, float t0, float t1, float dt, float rndVal, float extinction
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#ifdef LIGHTLOOP_TILE_PASS
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, uint clusterIndices[2], float clusterDepths[2])
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#else
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)
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#endif
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{
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float3 voxelRadiance = 0;
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BakeLightingData unused; // Unused for now, so define once
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if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
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{
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float tOffset, weight;
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ImportanceSampleHomogeneousMedium(rndVal, extinction, dt, tOffset, weight);
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float t = t0 + tOffset;
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posInput.positionWS = GetPointAtDistance(ray, t);
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for (uint i = 0; i < _DirectionalLightCount; ++i)
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{
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// Fetch the light.
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DirectionalLightData light = _DirectionalLightDatas[i];
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float3 L = -light.forward; // Lights point backwards in Unity
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float3 color; float attenuation;
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EvaluateLight_Directional(context, posInput, light, unused, 0, L,
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color, attenuation);
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// Note: the 'weight' accounts for transmittance from 't0' to 't'.
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float intensity = attenuation * weight;
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// Compute the amount of in-scattered radiance.
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voxelRadiance += intensity * color;
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}
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}
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#ifdef LIGHTLOOP_TILE_PASS
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// Loop over 1 or 2 light clusters.
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int cluster = 0;
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do
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{
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float tMin = max(t0, ray.ratioLenToZ * clusterDepths[cluster]);
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float tMax = t1;
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if (cluster == 0 && (clusterIndices[0] != clusterIndices[1]))
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{
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tMax = min(t1, ray.ratioLenToZ * clusterDepths[1]);
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}
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#else
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float tMin = t0;
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float tMax = t1;
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#endif // LIGHTLOOP_TILE_PASS
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if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
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{
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uint lightCount, lightStart;
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#ifdef LIGHTLOOP_TILE_PASS
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GetCountAndStartCluster(posInput.tileCoord, clusterIndices[cluster], LIGHTCATEGORY_PUNCTUAL,
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lightStart, lightCount);
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#else
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lightCount = _PunctualLightCount;
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lightStart = 0;
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#endif // LIGHTLOOP_TILE_PASS
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if (lightCount > 0)
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{
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LightData light = FetchLight(lightStart, 0);
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uint i = 0, last = lightCount - 1;
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// Box lights require special handling (see the next while loop).
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while (i <= last && light.lightType != GPULIGHTTYPE_PROJECTOR_BOX)
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{
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float tEntr = tMin;
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float tExit = tMax;
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bool sampleLight = true;
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// Perform ray-cone intersection for pyramid and spot lights.
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if (light.lightType != GPULIGHTTYPE_POINT)
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{
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float lenMul = 1;
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if (light.lightType == GPULIGHTTYPE_PROJECTOR_PYRAMID)
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{
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// 'light.right' and 'light.up' vectors are pre-scaled on the CPU
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// s.t. if you were to place them at the distance of 1 directly in front
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// of the light, they would give you the "footprint" of the light.
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// For spot lights, the cone fit is exact.
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// For pyramid lights, however, this is the "inscribed" cone
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// (contained within the pyramid), and we want to intersect
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// the "escribed" cone (which contains the pyramid).
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// Therefore, we have to scale the radii by the sqrt(2).
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lenMul = rsqrt(2);
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}
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float3 coneAxisX = lenMul * light.right;
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float3 coneAxisY = lenMul * light.up;
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sampleLight = IntersectRayCone(ray.originWS, ray.directionWS,
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light.positionWS, light.forward,
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coneAxisX, coneAxisY,
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tMin, tMax, tEntr, tExit);
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}
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if (sampleLight)
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{
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float t, distSq, rcpPdf;
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ImportanceSamplePunctualLight(rndVal, light.positionWS,
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ray.originWS, ray.directionWS,
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tEntr, tExit, t, distSq, rcpPdf);
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posInput.positionWS = GetPointAtDistance(ray, t);
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float3 lightToSample = posInput.positionWS - light.positionWS;
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float dist = sqrt(distSq);
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float3 L = -lightToSample * rsqrt(distSq);
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float3 color; float attenuation;
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EvaluateLight_Punctual(context, posInput, light, unused, 0, L, dist, distSq,
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color, attenuation);
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float intensity = attenuation * rcpPdf;
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// Compute transmittance from 't0' to 't'.
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intensity *= TransmittanceHomogeneousMedium(extinction, t - t0);
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// Compute the amount of in-scattered radiance.
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voxelRadiance += color * intensity;
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}
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light = FetchLight(lightStart, min(++i, last));
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}
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while (i <= last) // GPULIGHTTYPE_PROJECTOR_BOX
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{
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light = FetchLight(lightStart, min(++i, last));
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light.lightType = GPULIGHTTYPE_PROJECTOR_BOX;
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// Convert the box light from OBB to AABB.
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// 'light.right' and 'light.up' vectors are pre-scaled on the CPU by (2/w) and (2/h).
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float3x3 rotMat = float3x3(light.right, light.up, light.forward);
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float3 o = mul(rotMat, ray.originWS - light.positionWS);
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float3 d = mul(rotMat, ray.directionWS);
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float range = light.size.x;
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float3 boxPt0 = float3(-1, -1, 0);
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float3 boxPt1 = float3( 1, 1, range);
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float tEntr, tExit;
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if (IntersectRayAABB(o, d, boxPt0, boxPt1, tMin, tMax, tEntr, tExit))
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{
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float tOffset, weight;
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ImportanceSampleHomogeneousMedium(rndVal, extinction, tExit - tEntr, tOffset, weight);
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float t = tEntr + tOffset;
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posInput.positionWS = GetPointAtDistance(ray, t);
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float3 L = -light.forward;
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float3 color; float attenuation;
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EvaluateLight_Punctual(context, posInput, light, unused, 0, L, 1, 1,
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color, attenuation);
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// Note: the 'weight' accounts for transmittance from 'tEntr' to 't'.
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float intensity = attenuation * weight;
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// Compute transmittance from 't0' to 'tEntr'.
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intensity *= TransmittanceHomogeneousMedium(extinction, tEntr - t0);
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// Compute the amount of in-scattered radiance.
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voxelRadiance += intensity * color;
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}
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}
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}
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}
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#ifdef LIGHTLOOP_TILE_PASS
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cluster++;
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// Check whether the voxel is completely inside the light cluster.
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} while ((cluster < 2) && (clusterIndices[0] != clusterIndices[1]));
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#endif // LIGHTLOOP_TILE_PASS
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return voxelRadiance;
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}
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// Samples the linearly interpolated V-Buffer. Out-of-bounds loads return 0.
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float4 SampleVBuffer(TEXTURE3D_ARGS(VBufferLighting, trilinearSampler),
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float2 positionNDC, float linearDepth,
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float2 VBufferScale,
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float4 VBufferDepthEncodingParams)
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{
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int k = VBUFFER_SLICE_COUNT;
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float z = linearDepth;
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float d = EncodeLogarithmicDepth(z, VBufferDepthEncodingParams);
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// Account for the visible area of the V-Buffer.
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float2 uv = positionNDC * VBufferScale;
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// TODO: Unity doesn't support samplers clamping to border, so we have to do it ourselves.
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bool isInBounds = Min3(uv.x, uv.y, d) > 0 && Max3(uv.x, uv.y, d) < 1;
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[branch] if (isInBounds)
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{
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// We use hardware trilinear filtering.
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// In theory, this is wrong, since the distance between slices is log-encoded.
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// In practice, doing the right thing in a loop is simply too expensive.
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return SAMPLE_TEXTURE3D_LOD(VBufferLighting, trilinearSampler, float3(uv, d), 0);
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}
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else
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{
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return 0;
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}
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}
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// Computes the in-scattered radiance along the ray.
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void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags,
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PositionInputs posInput, Ray ray)
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{
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float z0 = _VBufferDepthEncodingParams.x; // Start integration from the near plane
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float t0 = ray.ratioLenToZ * z0;
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float de = rcp(VBUFFER_SLICE_COUNT); // Log-encoded distance between slices
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float3 totalRadiance = 0;
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float opticalDepth = 0;
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uint sliceCountHack = max(VBUFFER_SLICE_COUNT, (uint)_VBufferDepthEncodingParams.x); // Prevent unrolling...
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#ifdef LIGHTLOOP_TILE_PASS
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// Our voxel is not necessarily completely inside a single light cluster.
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// Note that Z-binning can solve this problem, as we can iterate over all Z-bins
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// to compute min/max light indices, and then use this range for the entire slice.
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uint clusterIndices[2];
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float clusterDepths[2];
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clusterIndices[0] = GetLightClusterIndex(posInput.tileCoord, z0);
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clusterDepths[0] = GetLightClusterMinLinearDepth(posInput.tileCoord, clusterIndices[0]);
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#endif // LIGHTLOOP_TILE_PASS
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// TODO: replace 'sliceCountHack' with VBUFFER_SLICE_COUNT when the shader compiler bug is fixed.
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for (uint slice = 0; slice < sliceCountHack; slice++)
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{
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float e1 = slice * de + de; // (slice + 1) / sliceCount
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float z1 = DecodeLogarithmicDepth(e1, _VBufferDepthEncodingParams);
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float t1 = ray.ratioLenToZ * z1;
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float dt = t1 - t0;
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#ifdef LIGHTLOOP_TILE_PASS
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clusterIndices[1] = GetLightClusterIndex(posInput.tileCoord, z1);
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clusterDepths[1] = GetLightClusterMinLinearDepth(posInput.tileCoord, clusterIndices[1]);
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#endif
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// Compute the -exact- position of the center of the voxel.
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// It's important since the accumulated value of the integral is stored at the center.
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// We will use it for participating media sampling and reprojection.
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float tc = t0 + 0.5 * dt;
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float3 centerWS = GetCenterAtDistance(ray, tc);
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// Sample the participating medium at 'tc' (or 'centerWS').
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// We consider it to be constant along the interval [t0, t1] (within the voxel).
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// TODO: piecewise linear.
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float3 scattering = _GlobalFog_Scattering;
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float extinction = _GlobalFog_Extinction;
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#if ENABLE_REPROJECTION
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// This is a sequence of 7 equidistant numbers from 1/14 to 13/14.
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// Each of them is the centroid of the interval of length 2/14.
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float rndVal = _VBufferSampleOffset.z;
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#else
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float rndVal = 0.5;
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#endif
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float3 voxelRadiance = EvaluateVoxelLighting(context, featureFlags, posInput,
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ray, t0, t1, dt, rndVal, extinction
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#ifdef LIGHTLOOP_TILE_PASS
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, clusterIndices, clusterDepths);
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#else
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);
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#endif
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#if ENABLE_REPROJECTION
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// Reproject the history at 'centerWS'.
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float2 reprojPosNDC = ComputeNormalizedDeviceCoordinates(centerWS, _PrevViewProjMatrix);
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float reprojZ = mul(_PrevViewProjMatrix, float4(centerWS, 1)).w;
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float4 reprojValue = SampleVBuffer(TEXTURE3D_PARAM(_VBufferLightingHistory, s_trilinear_clamp_sampler),
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reprojPosNDC, reprojZ,
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_VBufferResolutionAndScale.zw,
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_VBufferDepthEncodingParams);
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// Compute the exponential moving average over 'n' frames:
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// X = (1 - a) * ValueAtFrame[n] + a * AverageOverPreviousFrames.
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// We want each sample to be uniformly weighted by (1 / n):
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// X = (1 / n) * Sum{i from 1 to n}{ValueAtFrame[i]}.
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// Therefore, we get:
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// (1 - a) = (1 / n) => a = (1 - 1 / n) = (n - 1) / n,
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// X = (1 / n) * ValueAtFrame[n] + (1 - 1 / n) * AverageOverPreviousFrames.
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// Why does it work? We need to make the following assumption:
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// AverageOverPreviousFrames ≈ AverageOverFrames[n - 1].
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// AverageOverFrames[n - 1] = (1 / (n - 1)) * Sum{i from 1 to n - 1}{ValueAtFrame[i]}.
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// This implies that the reprojected (accumulated) value has mostly converged.
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// X = (1 / n) * ValueAtFrame[n] + ((n - 1) / n) * (1 / (n - 1)) * Sum{i from 1 to n - 1}{ValueAtFrame[i]}.
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// X = (1 / n) * ValueAtFrame[n] + (1 / n) * Sum{i from 1 to n - 1}{ValueAtFrame[i]}.
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// X = Sum{i from 1 to n}{ValueAtFrame[i] / n}.
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float numFrames = 7;
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float frameWeight = 1 / numFrames;
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float historyWeight = 1 - frameWeight;
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// The accuracy of the integral linearly decreases with the length of the interval.
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// Therefore, reprojecting longer intervals should result in a lower confidence.
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// TODO: doesn't seem to be worth it, removed for now.
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// Perform temporal blending.
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// Both radiance values are obtained by integrating over line segments of different length.
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// Blending only makes sense if the length of both intervals is the same.
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// Therefore, the reprojected radiance needs to be rescaled by (frame_dt / reproj_dt).
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bool reprojSuccess = reprojValue.a != 0;
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float blendFactor = reprojSuccess ? historyWeight : 0;
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float reprojRcpLen = reprojSuccess ? rcp(reprojValue.a) : 0;
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float lengthScale = dt * reprojRcpLen;
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float3 reprojRadiance = reprojValue.rgb;
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float3 blendedRadiance = (1 - blendFactor) * voxelRadiance + blendFactor * lengthScale * reprojRadiance;
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// Store the feedback for the voxel.
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_VBufferLightingFeedback[uint3(posInput.positionSS, slice)] = float4(blendedRadiance, dt);
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#else
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float3 blendedRadiance = voxelRadiance;
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#endif
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#if DEBUG_REPROJECTION
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if (distance(voxelRadiance, reprojValue.rgb) > 0.1) blendedRadiance = float3(1000, 0, 0);
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#endif
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// Compute the transmittance from the camera to 't0'.
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float transmittance = Transmittance(opticalDepth);
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// Integral{a, b}{Transmittance(0, t) * L_s(t) dt} = Transmittance(0, a) * Integral{a, b}{Transmittance(0, t - a) * L_s(t) dt}.
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totalRadiance += (transmittance * IsotropicPhaseFunction()) * scattering * blendedRadiance;
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// Compute the optical depth up to the center of the interval.
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opticalDepth += 0.5 * extinction * dt;
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// Store the voxel data.
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_VBufferLightingIntegral[uint3(posInput.positionSS, slice)] = float4(totalRadiance, opticalDepth);
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// Compute the optical depth up to the end of the interval.
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opticalDepth += 0.5 * extinction * dt;
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t0 = t1;
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#ifdef LIGHTLOOP_TILE_PASS
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clusterIndices[0] = clusterIndices[1];
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clusterDepths[0] = clusterDepths[1];
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#endif // LIGHTLOOP_TILE_PASS
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}
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}
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[numthreads(GROUP_SIZE_2D, 1, 1)]
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void VolumetricLighting(uint2 groupId : SV_GroupID,
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uint groupThreadId : SV_GroupThreadID)
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{
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// Perform compile-time checks.
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if (!IsPower2(VBUFFER_TILE_SIZE) || !IsPower2(TILE_SIZE_CLUSTERED)) return;
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// Note: any factor of 64 is a suitable wave size for our algorithm.
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uint waveIndex = WaveReadFirstLane(groupThreadId / 64);
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uint laneIndex = groupThreadId % 64;
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uint quadIndex = laneIndex / 4;
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// Arrange threads in the Morton order to optimally match the memory layout of GCN tiles.
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uint2 groupCoord = DecodeMorton2D(groupThreadId);
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uint2 groupOffset = groupId * GROUP_SIZE_1D;
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uint2 voxelCoord = groupOffset + groupCoord;
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uint2 tileCoord = voxelCoord * VBUFFER_TILE_SIZE / TILE_SIZE_CLUSTERED;
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uint voxelsPerClusterTile = Sq((uint)(TILE_SIZE_CLUSTERED / VBUFFER_TILE_SIZE));
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if (voxelsPerClusterTile >= 64)
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{
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// TODO: this is a compile-time test, make sure the compiler actually scalarizes.
|
|
tileCoord = WaveReadFirstLane(tileCoord);
|
|
}
|
|
|
|
[branch] if (voxelCoord.x >= (uint)_VBufferResolutionAndScale.x ||
|
|
voxelCoord.y >= (uint)_VBufferResolutionAndScale.y)
|
|
{
|
|
return;
|
|
}
|
|
|
|
float2 centerCoord = voxelCoord + 0.5;
|
|
#if ENABLE_REPROJECTION
|
|
float2 sampleCoord = centerCoord + _VBufferSampleOffset.xy;
|
|
#else
|
|
float2 sampleCoord = centerCoord;
|
|
#endif
|
|
|
|
// Compute the (stratified) ray direction s.t. its ViewSpaceZ = 1.
|
|
float3 rayDir = mul(-float3(sampleCoord, 1), (float3x3)_VBufferCoordToViewDirWS);
|
|
float lenSq = dot(rayDir, rayDir);
|
|
float lenRcp = rsqrt(lenSq);
|
|
float len = lenSq * lenRcp;
|
|
|
|
#if ENABLE_REPROJECTION
|
|
// Compute the ray direction which passes through the center of the voxel s.t. its ViewSpaceZ = 1.
|
|
float3 rayCenterDir = mul(-float3(centerCoord, 1), (float3x3)_VBufferCoordToViewDirWS);
|
|
#else
|
|
float3 rayCenterDir = rayDir;
|
|
#endif
|
|
|
|
Ray ray;
|
|
ray.originWS = GetCurrentViewPosition();
|
|
ray.ratioLenToZ = len;
|
|
ray.directionWS = rayDir * lenRcp;
|
|
ray.centerDirWS = rayCenterDir * lenRcp;
|
|
|
|
// TODO
|
|
LightLoopContext context;
|
|
context.shadowContext = InitShadowContext();
|
|
uint featureFlags = 0xFFFFFFFF;
|
|
|
|
PositionInputs posInput = GetPositionInput(voxelCoord, rcp(_VBufferResolutionAndScale.xy), tileCoord);
|
|
|
|
FillVolumetricLightingBuffer(context, featureFlags, posInput, ray);
|
|
}
|