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