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#ifndef UNITY_VOLUME_RENDERING_INCLUDED
#define UNITY_VOLUME_RENDERING_INCLUDED
// Reminder:
// Optical_Depth(x, y) = Integral{x, y}{Extinction(t) dt}
// Transmittance(x, y) = Exp(-Optical_Depth(x, y))
// Transmittance(x, z) = Transmittance(x, y) * Transmittance(y, z)
// Integral{a, b}{Transmittance(0, t) * Li(t) dt} = Transmittance(0, a) * Integral{a, b}{Transmittance(0, t - a) * Li(t) dt}.
float OpticalDepthHomogeneousMedium(float extinction, float intervalLength)
{
return extinction * intervalLength;
}
float3 OpticalDepthHomogeneousMedium(float3 extinction, float intervalLength)
{
return extinction * intervalLength;
}
float Transmittance(float opticalDepth)
{
return exp(-opticalDepth);
}
float3 Transmittance(float3 opticalDepth)
{
return exp(-opticalDepth);
}
float TransmittanceHomogeneousMedium(float extinction, float intervalLength)
{
return Transmittance(OpticalDepthHomogeneousMedium(extinction, intervalLength));
}
float3 TransmittanceHomogeneousMedium(float3 extinction, float intervalLength)
{
return Transmittance(OpticalDepthHomogeneousMedium(extinction, intervalLength));
}
// Integral{a, b}{Transmittance(0, t - a) dt}.
float TransmittanceIntegralHomogeneousMedium(float extinction, float intervalLength)
{
return rcp(extinction) - rcp(extinction) * exp(-extinction * intervalLength);
}
// Integral{a, b}{Transmittance(0, t - a) dt}.
float3 TransmittanceIntegralHomogeneousMedium(float3 extinction, float intervalLength)
{
return rcp(extinction) - rcp(extinction) * exp(-extinction * intervalLength);
}
float IsotropicPhaseFunction()
{
return INV_FOUR_PI;
}
float HenyeyGreensteinPhasePartConstant(float asymmetry)
{
float g = asymmetry;
return INV_FOUR_PI * (1 - g * g);
}
float HenyeyGreensteinPhasePartVarying(float asymmetry, float LdotD)
{
float g = asymmetry;
return pow(abs(1 + g * g - 2 * g * LdotD), -1.5);
}
float HenyeyGreensteinPhaseFunction(float asymmetry, float LdotD)
{
return HenyeyGreensteinPhasePartConstant(asymmetry) *
HenyeyGreensteinPhasePartVarying(asymmetry, LdotD);
}
// Samples the interval of homogeneous participating medium using the closed-form tracking approach
// (proportionally to the transmittance).
// Returns the offset from the start of the interval and the weight = (transmittance / pdf).
// Ref: Production Volume Rendering, 3.6.1.
void ImportanceSampleHomogeneousMedium(float rndVal, float extinction, float intervalLength,
out float offset, out float weight)
{
// pdf = extinction * exp(-extinction * t) / (1 - exp(-intervalLength * extinction))
// weight = exp(-extinction * t) / pdf
// weight = (1 - exp(-extinction * intervalLength)) / extinction;
float x = 1 - exp(-extinction * intervalLength);
weight = x * rcp(extinction);
offset = -log(1 - rndVal * x) * rcp(extinction);
}
// Implements equiangular light sampling.
// Returns the distance from the origin of the ray, the squared (radial) distance from the light,
// and the reciprocal of the PDF.
// Ref: Importance Sampling of Area Lights in Participating Medium.
void ImportanceSamplePunctualLight(float rndVal, float3 lightPosition,
float3 rayOrigin, float3 rayDirection,
float tMin, float tMax,
out float dist, out float rSq, out float rcpPdf)
{
float3 originToLight = lightPosition - rayOrigin;
float originToLightProj = dot(originToLight, rayDirection);
float originToLightDistSq = dot(originToLight, originToLight);
float rayToLightDistSq = max(originToLightDistSq - originToLightProj * originToLightProj, FLT_EPSILON);
float a = tMin - originToLightProj;
float b = tMax - originToLightProj;
float dSq = rayToLightDistSq;
float d = sqrt(dSq);
float dInv = rsqrt(dSq);
// TODO: optimize me. :-(
float theta0 = FastATan(a * dInv);
float theta1 = FastATan(b * dInv);
float gamma = theta1 - theta0;
float theta = lerp(theta0, theta1, rndVal);
float t = d * tan(theta);
dist = originToLightProj + t;
rSq = dSq + t * t;
rcpPdf = gamma * rSq * dInv;
}
// Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
float3 TransmittanceColorAtDistanceToAbsorption(float3 transmittanceColor, float atDistance)
{
return -log(transmittanceColor + FLT_EPSILON) / max(atDistance, FLT_EPSILON);
}
#ifndef USE_LEGACY_UNITY_SHADER_VARIABLES
#define VOLUMETRIC_LIGHTING_ENABLED
#endif
#ifdef PRESET_ULTRA
// E.g. for 1080p: (1920/4)x(1080/4)x(256) = 33,177,600 voxels
#define VBUFFER_TILE_SIZE 4
#define VBUFFER_SLICE_COUNT 256
#else
// E.g. for 1080p: (1920/8)x(1080/8)x(128) = 4,147,200 voxels
#define VBUFFER_TILE_SIZE 8
#define VBUFFER_SLICE_COUNT 128
#endif // PRESET_ULTRA
float4 GetInScatteredRadianceAndTransmittance(float2 positionSS, float depthVS,
TEXTURE3D(VBufferLighting), SAMPLER3D(linearClampSampler),
float2 VBufferScale, float4 VBufferDepthEncodingParams)
{
int n = VBUFFER_SLICE_COUNT;
float z = depthVS;
float d = EncodeLogarithmicDepth(z, VBufferDepthEncodingParams);
// We cannot use hardware trilinear interpolation since the distance between slices is log-encoded.
// Therefore, we perform 2 bilinear taps.
// TODO: test the visual difference in practice.
float s0 = clamp(floor(d * n - 0.5), 0, n - 1); // TODO: somehow avoid the clamp...
float s1 = clamp( ceil(d * n - 0.5), 0, n - 1); // TODO: somehow avoid the clamp...
float d0 = s0 * rcp(n) + (0.5 * rcp(n));
float d1 = s1 * rcp(n) + (0.5 * rcp(n));
float z0 = DecodeLogarithmicDepth(d0, VBufferDepthEncodingParams);
float z1 = DecodeLogarithmicDepth(d1, VBufferDepthEncodingParams);
// Account for the visible area of the VBuffer.
float2 uv = positionSS * VBufferScale;
// The sampler should clamp to edge.
float4 L0 = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, d0), 0);
float4 L1 = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, d1), 0);
float4 L = lerp(L0, L1, saturate((z - z0) / (z1 - z0)));
return float4(L.rgb, Transmittance(L.a));
}
// A version without depth - returns the value for the far plane.
float4 GetInScatteredRadianceAndTransmittance(float2 positionSS,
TEXTURE3D(VBufferLighting), SAMPLER3D(linearClampSampler),
float2 VBufferScale)
{
// Account for the visible area of the VBuffer.
float2 uv = positionSS * VBufferScale;
// The sampler should clamp to edge.
float4 L = SAMPLE_TEXTURE3D_LOD(VBufferLighting, linearClampSampler, float3(uv, 1), 0);
return float4(L.rgb, Transmittance(L.a));
}
#endif // UNITY_VOLUME_RENDERING_INCLUDED