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167 行
7.4 KiB
167 行
7.4 KiB
#ifndef UNITY_VBUFFER_INCLUDED
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#define UNITY_VBUFFER_INCLUDED
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// Interpolation in the log space is non-linear.
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// Therefore, given 'logEncodedDepth', we compute a new depth value
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// which allows us to perform HW interpolation which is linear in the view space.
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float ComputeLerpPositionForLogEncoding(float linearDepth,
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float logEncodedDepth,
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float2 VBufferSliceCount,
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float4 VBufferDepthDecodingParams)
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{
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float z = linearDepth;
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float d = logEncodedDepth;
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float numSlices = VBufferSliceCount.x;
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float rcpNumSlices = VBufferSliceCount.y;
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float s = d * numSlices - 0.5;
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float s0 = floor(s);
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float s1 = ceil(s);
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float d0 = saturate(s0 * rcpNumSlices + (0.5 * rcpNumSlices));
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float d1 = saturate(s1 * rcpNumSlices + (0.5 * rcpNumSlices));
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float z0 = DecodeLogarithmicDepthGeneralized(d0, VBufferDepthDecodingParams);
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float z1 = DecodeLogarithmicDepthGeneralized(d1, VBufferDepthDecodingParams);
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// Compute the linear interpolation weight.
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float t = saturate((z - z0) / (z1 - z0));
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return d0 + t * rcpNumSlices;
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}
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// if (correctLinearInterpolation), we use ComputeLerpPositionForLogEncoding() to correct weighting
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// of both slices at the cost of extra ALUs.
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//
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// if (quadraticFilterXY), we perform biquadratic (3x3) reconstruction for each slice to reduce
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// aliasing at the cost of extra ALUs and bandwidth.
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// Warning: you MUST pass a linear sampler in order for the quadratic filter to work.
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//
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// Note: for correct filtering, the data has to be stored in the perceptual space.
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// This means storing tone mapped radiance and transmittance instead of optical depth.
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// See "A Fresh Look at Generalized Sampling", p. 51.
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//
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// if (clampToBorder), samples outside of the buffer return 0 (we perform a smooth fade).
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// Otherwise, the sampler simply clamps the texture coordinate to the edge of the texture.
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// Warning: clamping to border may not work as expected with the quadratic filter due to its extent.
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float4 SampleVBuffer(TEXTURE3D_ARGS(VBuffer, clampSampler),
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float2 positionNDC,
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float linearDepth,
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float4 VBufferResolution,
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float2 VBufferSliceCount,
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float4 VBufferDepthEncodingParams,
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float4 VBufferDepthDecodingParams,
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bool correctLinearInterpolation,
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bool quadraticFilterXY,
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bool clampToBorder)
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{
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float2 uv = positionNDC;
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float w;
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// The distance between slices is log-encoded.
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float z = linearDepth;
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float d = EncodeLogarithmicDepthGeneralized(z, VBufferDepthEncodingParams);
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if (correctLinearInterpolation)
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{
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// Adjust the texture coordinate for HW linear filtering.
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w = ComputeLerpPositionForLogEncoding(z, d, VBufferSliceCount, VBufferDepthDecodingParams);
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}
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else
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{
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// Ignore non-linearity (for performance reasons) at the cost of accuracy.
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// The results are exact for a stationary camera, but can potentially cause some judder in motion.
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w = d;
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}
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float fadeWeight = 1;
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if (clampToBorder)
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{
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// Compute the distance to the edge, and remap it to the [0, 1] range.
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// TODO: add support for the HW border clamp sampler.
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float weightU = saturate((1 - 2 * abs(uv.x - 0.5)) * VBufferResolution.x);
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float weightV = saturate((1 - 2 * abs(uv.y - 0.5)) * VBufferResolution.y);
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float weightW = saturate((1 - 2 * abs(w - 0.5)) * VBufferSliceCount.x);
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fadeWeight = weightU * weightV * weightW;
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}
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float4 result = 0;
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if (fadeWeight > 0)
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{
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if (quadraticFilterXY)
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{
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float2 xy = uv * VBufferResolution.xy;
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float2 ic = floor(xy);
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float2 fc = frac(xy);
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float2 weights[2], offsets[2];
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BiquadraticFilter(1 - fc, weights, offsets); // Inverse-translate the filter centered around 0.5
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result = (weights[0].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3((ic + float2(offsets[0].x, offsets[0].y)) * VBufferResolution.zw, w), 0) // Top left
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+ (weights[1].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3((ic + float2(offsets[1].x, offsets[0].y)) * VBufferResolution.zw, w), 0) // Top right
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+ (weights[0].x * weights[1].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3((ic + float2(offsets[0].x, offsets[1].y)) * VBufferResolution.zw, w), 0) // Bottom left
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+ (weights[1].x * weights[1].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3((ic + float2(offsets[1].x, offsets[1].y)) * VBufferResolution.zw, w), 0); // Bottom right
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}
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else
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{
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result = SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(uv, w), 0);
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}
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result *= fadeWeight;
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}
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return result;
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}
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float4 SampleVBuffer(TEXTURE3D_ARGS(VBuffer, clampSampler),
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float3 positionWS,
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float4x4 viewProjMatrix,
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float4 VBufferResolution,
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float2 VBufferSliceCount,
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float4 VBufferDepthEncodingParams,
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float4 VBufferDepthDecodingParams,
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bool correctLinearInterpolation,
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bool quadraticFilterXY,
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bool clampToBorder)
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{
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float2 positionNDC = ComputeNormalizedDeviceCoordinates(positionWS, viewProjMatrix);
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float linearDepth = mul(viewProjMatrix, float4(positionWS, 1)).w;
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return SampleVBuffer(TEXTURE3D_PARAM(VBuffer, clampSampler),
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positionNDC,
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linearDepth,
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VBufferResolution,
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VBufferSliceCount,
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VBufferDepthEncodingParams,
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VBufferDepthDecodingParams,
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correctLinearInterpolation,
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quadraticFilterXY,
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clampToBorder);
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}
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// Returns interpolated {volumetric radiance, transmittance}.
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float4 SampleVolumetricLighting(TEXTURE3D_ARGS(VBufferLighting, clampSampler),
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float2 positionNDC,
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float linearDepth,
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float4 VBufferResolution,
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float2 VBufferSliceCount,
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float4 VBufferDepthEncodingParams,
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float4 VBufferDepthDecodingParams,
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bool correctLinearInterpolation,
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bool quadraticFilterXY)
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{
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// TODO: add some slowly animated noise to the reconstructed value.
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return FastTonemapInvert(SampleVBuffer(TEXTURE3D_PARAM(VBufferLighting, clampSampler),
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positionNDC,
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linearDepth,
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VBufferResolution,
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VBufferSliceCount,
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VBufferDepthEncodingParams,
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VBufferDepthDecodingParams,
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correctLinearInterpolation,
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quadraticFilterXY,
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false));
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}
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#endif // UNITY_VBUFFER_INCLUDED
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