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96 行
3.4 KiB

Shader "Hidden/HDRenderPipeline/GGXConvolve"
{
SubShader
{
Pass
{
Cull Off
ZTest Always
ZWrite Off
Blend Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS
#pragma vertex Vert
#pragma fragment Frag
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "SkyManager.cs.hlsl"
TEXTURECUBE(_MainTex);
SAMPLERCUBE(sampler_MainTex);
TEXTURE2D_FLOAT(_GgxIblSamples);
#ifdef USE_MIS
TEXTURE2D(_MarginalRowDensities);
TEXTURE2D(_ConditionalDensities);
#endif
float _Level;
float _InvOmegaP;
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
// Points towards the camera
float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS));
// Reverse it to point into the scene
float3 N = -viewDirWS;
// Remove view-dependency from GGX, effectively making the BSDF isotropic.
float3 V = N;
float perceptualRoughness = MipmapLevelToPerceptualRoughness(_Level);
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level);
#ifdef USE_MIS
float4 val = IntegrateLD_MIS(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
_MarginalRowDensities, _ConditionalDensities,
V, N,
roughness,
_InvOmegaP,
LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH,
LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT,
1024,
false);
#else
float4 val = IntegrateLD(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
_GgxIblSamples,
V, N,
roughness,
_Level - 1,
_InvOmegaP,
sampleCount, // Must be a Fibonacci number
true,
true);
#endif
return val;
}
ENDHLSL
}
}
}