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53 行
1.5 KiB
53 行
1.5 KiB
// Precomputes data for IntegrateLD(). See that function for a detailed description.
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#include "../../Core/ShaderLibrary/Common.hlsl"
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#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
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#ifdef SHADER_API_MOBILE
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#define MAX_IBL_SAMPLE_CNT 34
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#else
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#define MAX_IBL_SAMPLE_CNT 89
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#endif
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RWTexture2D<float4> output; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS]
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#pragma kernel ComputeGgxIblSampleData
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[numthreads(MAX_IBL_SAMPLE_CNT, UNITY_SPECCUBE_LOD_STEPS, 1)]
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void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID)
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{
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uint sampleIndex = groupThreadId.x;
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uint mipLevel = groupThreadId.y + 1;
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uint sampleCount = GetIBLRuntimeFilterSampleCount(mipLevel);
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if (sampleIndex >= sampleCount)
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{
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output[groupThreadId.xy] = float4(0, 0, 0, 0);
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return;
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}
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float perceptualRoughness = MipmapLevelToPerceptualRoughness(mipLevel);
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float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
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float bias = 0.5 * roughness;
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float2 u = Fibonacci2d(sampleIndex, sampleCount);
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u.x = lerp(u.x, 0, bias);
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float3 localL;
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float NdotL, NdotH, VdotH;
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SampleGGXDir(u, float3(0, 0, 1), k_identity3x3, roughness, localL, NdotL, NdotH, VdotH, true);
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if (NdotL <= 0)
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{
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// We are not supposed to generate wasteful samples.
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output[groupThreadId.xy] = float4(0, 0, 0, 0);
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return;
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}
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float pdf = D_GGX(NdotH, roughness) * 0.25;
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float omegaS = rcp(sampleCount * pdf);
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output[groupThreadId.xy] = float4(localL, omegaS);
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}
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