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226 行
9.3 KiB
226 行
9.3 KiB
//--------------------------------------------------------------------------------------------------
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// Definitions
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//--------------------------------------------------------------------------------------------------
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#pragma kernel VolumetricLightingAllLights VolumetricLighting=VolumetricLightingAllLights LIGHTLOOP_SINGLE_PASS
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#pragma kernel VolumetricLightingClustered VolumetricLighting=VolumetricLightingClustered LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
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#pragma enable_d3d11_debug_symbols
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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 "../HomogeneousFog.cs.hlsl"
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#define UNITY_MATERIAL_LIT // Need to be defined before including Material.hlsl
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#include "../../../ShaderVariables.hlsl"
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#include "../../../Lighting/Lighting.hlsl" // This includes Material.hlsl
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//--------------------------------------------------------------------------------------------------
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// Inputs & outputs
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//--------------------------------------------------------------------------------------------------
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TEXTURE2D(_DepthTexture); // Z-buffer
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RW_TEXTURE2D(float4, _CameraColorTexture); // Updated texture
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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
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float maxLength; // In meters
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};
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// Computes the in-scattered radiance along the ray.
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float3 PerformIntegration(PositionInputs posInput, Ray ray, uint numSteps)
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{
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float3 scattering = _GlobalFog_Scattering;
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float extinction = _GlobalFog_Extinction;
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float asymmetry = _GlobalFog_Asymmetry;
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LightLoopContext context;
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// ZERO_INITIALIZE(LightLoopContext, context);
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context.shadowContext = InitShadowContext();
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uint featureFlags = 0xFFFFFFFF; // TODO
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float maxDepthVS = posInput.depthVS;
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// Note: we are already using 'unPositionSS' for randomization of LODDitheringTransition().
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float zeta = GenerateHashedRandomFloat(posInput.unPositionSS.yx);
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float du = rcp(numSteps);
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float u0 = 0.25 * du + 0.5 * du * zeta;
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float dt = du * ray.maxLength;
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float3 radiance = 0;
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for (uint s = 0; s < numSteps; s++)
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{
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float u = u0 + s * du; // [0, 1]
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float t = u * ray.maxLength; // [0, ray.maxLength]
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float3 positionWS = ray.originWS + t * ray.directionWS;
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float3 sampleRadiance = 0;
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if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
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{
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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 lightData = _DirectionalLightDatas[i];
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float3 L = -lightData.forward; // Lights point backwards in Unity
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float intensity = 1;
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float3 color = lightData.color;
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// Note: we apply the scattering coefficient and the constant part of the phase function later.
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intensity *= HenyeyGreensteinPhasePartVarying(asymmetry, dot(L, ray.directionWS));
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[branch] if (lightData.shadowIndex >= 0)
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{
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float shadow = GetDirectionalShadowAttenuation(context.shadowContext, positionWS,
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0, lightData.shadowIndex, L, posInput.unPositionSS);
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intensity *= shadow;
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}
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[branch] if (lightData.cookieIndex >= 0)
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{
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float3 lightToSample = positionWS - lightData.positionWS;
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float4 cookie = EvaluateCookie_Directional(context, lightData, lightToSample);
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color *= cookie.rgb;
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intensity *= cookie.a;
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}
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// Compute the amount of in-scattered radiance.
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sampleRadiance += color * intensity;
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}
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}
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if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
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{
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uint punctualLightCount;
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#ifdef LIGHTLOOP_TILE_PASS
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uint punctualLightStart;
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posInput.depthVS = u * maxDepthVS;
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GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, punctualLightStart, punctualLightCount);
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#else
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punctualLightCount = _PunctualLightCount;
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#endif
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for (uint i = 0; i < punctualLightCount; ++i)
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{
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#ifdef LIGHTLOOP_TILE_PASS
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uint punctualLightIndex = FetchIndex(punctualLightStart, i);
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#else
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uint punctualLightIndex = i;
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#endif
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// Fetch the light.
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LightData lightData = _LightDatas[punctualLightIndex];
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int lightType = lightData.lightType;
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float3 lightToSample = positionWS - lightData.positionWS;
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float distSq = dot(lightToSample, lightToSample);
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float dist = sqrt(distSq);
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float3 L = lightToSample * -rsqrt(distSq);
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float intensity = GetPunctualShapeAttenuation(lightData, L, distSq);
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float3 color = lightData.color;
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// Note: we apply the scattering coefficient and the constant part of the phase function later.
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intensity *= HenyeyGreensteinPhasePartVarying(asymmetry, dot(L, ray.directionWS));
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intensity *= Transmittance(OpticalDepthHomogeneous(extinction, dist));
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[branch] if (lightData.shadowIndex >= 0)
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{
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// TODO: make projector lights cast shadows.
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float3 offset = 0; // GetShadowPosOffset(nDotL, normal);
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float shadow = GetPunctualShadowAttenuation(context.shadowContext, positionWS + offset,
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0, lightData.shadowIndex, float4(L, dist), posInput.unPositionSS);
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intensity *= lerp(1, shadow, lightData.shadowDimmer);
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}
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// Projector lights always have a cookies, so we can perform clipping inside the if().
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[branch] if (lightData.cookieIndex >= 0)
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{
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float4 cookie = EvaluateCookie_Punctual(context, lightData, lightToSample);
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color *= cookie.rgb;
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intensity *= cookie.a;
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}
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// Compute the amount of in-scattered radiance.
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sampleRadiance += color * intensity;
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}
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}
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radiance += sampleRadiance * (Transmittance(OpticalDepthHomogeneous(extinction, t)) * dt);
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}
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float3 phaseConstant = scattering * HenyeyGreensteinPhasePartConstant(asymmetry);
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return radiance * phaseConstant;
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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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// Note: any factor of 64 is a suitable wave size for our algorithm.
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uint waveIndex = 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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uint mortonCode = groupThreadId;
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uint2 localCoord = DecodeMorton2D(mortonCode);
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uint2 tileAnchor = groupId * GROUP_SIZE_1D;
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uint2 pixelCoord = tileAnchor + localCoord;
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uint2 tileCoord = pixelCoord / GetTileSize();
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if (pixelCoord.x >= (uint)_ScreenSize.x || pixelCoord.y >= (uint)_ScreenSize.y) { return; }
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// Idea: zenith angle based distance limiting to simulate aerial perspective?
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#ifdef UNITY_REVERSED_Z
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float z = max(LOAD_TEXTURE2D(_DepthTexture, pixelCoord).r, 0 + 0.001);
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#else
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float z = min(LOAD_TEXTURE2D(_DepthTexture, pixelCoord).r, 1 - 0.001);
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#endif
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PositionInputs posInput = GetPositionInput(pixelCoord, _ScreenSize.zw, tileCoord);
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UpdatePositionInput(z, _InvViewProjMatrix, _ViewProjMatrix, posInput);
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Ray cameraRay;
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// Note: the camera ray does not start on the the near (camera sensor) plane.
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// While this is not correct (strictly speaking), the introduced error is small.
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cameraRay.originWS = GetCurrentViewPosition();
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cameraRay.directionWS = posInput.positionWS - cameraRay.originWS;
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cameraRay.maxLength = sqrt(dot(cameraRay.directionWS, cameraRay.directionWS));
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cameraRay.directionWS *= rsqrt(dot(cameraRay.directionWS, cameraRay.directionWS)); // Normalize
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float rayT = Transmittance(OpticalDepthHomogeneous(_GlobalFog_Extinction, cameraRay.maxLength));
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const int numSamples = 64;
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float3 inL = PerformIntegration(posInput, cameraRay, numSamples);
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// In-place UAV updates do not work on Intel GPUs.
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_CameraColorTexture[pixelCoord] = float4(rayT * _CameraColorTexture[pixelCoord].rgb + inL, _CameraColorTexture[pixelCoord].a);
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}
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