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522 行
15 KiB
522 行
15 KiB
#ifndef UNITY_PACKING_INCLUDED
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#define UNITY_PACKING_INCLUDED
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//-----------------------------------------------------------------------------
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// Normal packing
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//-----------------------------------------------------------------------------
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real3 PackNormalMaxComponent(real3 n)
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{
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// TODO: use max3
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return (n / max(abs(n.x), max(abs(n.y), abs(n.z)))) * 0.5 + 0.5;
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}
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real3 UnpackNormalMaxComponent(real3 n)
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{
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return normalize(n * 2.0 - 1.0);
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}
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// Ref: http://www.vis.uni-stuttgart.de/~engelhts/paper/vmvOctaMaps.pdf
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// Encode with Oct, this function work with any size of output
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// return real between [-1, 1]
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real2 PackNormalOctRectEncode(real3 n)
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{
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// Perform planar projection.
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real3 p = n * rcp(dot(abs(n), 1.0));
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real x = p.x, y = p.y, z = p.z;
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// Unfold the octahedron.
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// Also correct the aspect ratio from 2:1 to 1:1.
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real r = saturate(0.5 - 0.5 * x + 0.5 * y);
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real g = x + y;
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// Negative hemisphere on the left, positive on the right.
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return real2(CopySign(r, z), g);
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}
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real3 UnpackNormalOctRectEncode(real2 f)
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{
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real r = f.r, g = f.g;
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// Solve for {x, y, z} given {r, g}.
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real x = 0.5 + 0.5 * g - abs(r);
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real y = g - x;
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real z = max(1.0 - abs(x) - abs(y), FLT_EPS); // EPS is absolutely crucial for anisotropy
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real3 p = real3(x, y, CopySign(z, r));
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return normalize(p);
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}
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// Ref: http://jcgt.org/published/0003/02/01/paper.pdf
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// Encode with Oct, this function work with any size of output
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// return real between [-1, 1]
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real2 PackNormalOctQuadEncode(real3 n)
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{
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//real l1norm = dot(abs(n), 1.0);
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//real2 res0 = n.xy * (1.0 / l1norm);
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//real2 val = 1.0 - abs(res0.yx);
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//return (n.zz < real2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0);
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// Optimized version of above code:
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n *= rcp(dot(abs(n), 1.0));
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real t = saturate(-n.z);
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return n.xy + (n.xy >= 0.0 ? t : -t);
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}
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real3 UnpackNormalOctQuadEncode(real2 f)
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{
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real3 n = real3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y));
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//real2 val = 1.0 - abs(n.yx);
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//n.xy = (n.zz < real2(0.0, 0.0) ? (n.xy >= 0.0 ? val : -val) : n.xy);
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// Optimized version of above code:
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real t = max(-n.z, 0.0);
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n.xy += n.xy >= 0.0 ? -t.xx : t.xx;
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return normalize(n);
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}
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real2 PackNormalHemiOctEncode(real3 n)
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{
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real l1norm = dot(abs(n), 1.0);
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real2 res = n.xy * (1.0 / l1norm);
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return real2(res.x + res.y, res.x - res.y);
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}
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real3 UnpackNormalHemiOctEncode(real2 f)
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{
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real2 val = real2(f.x + f.y, f.x - f.y) * 0.5;
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real3 n = real3(val, 1.0 - dot(abs(val), 1.0));
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return normalize(n);
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}
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// Tetrahedral encoding - Looks like Tetra encoding 10:10 + 2 is similar to oct 11:11, as oct is cheaper prefer it
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// To generate the basisNormal below we use these 4 vertex of a regular tetrahedron
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// v0 = real3(1.0, 0.0, -1.0 / sqrt(2.0));
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// v1 = real3(-1.0, 0.0, -1.0 / sqrt(2.0));
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// v2 = real3(0.0, 1.0, 1.0 / sqrt(2.0));
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// v3 = real3(0.0, -1.0, 1.0 / sqrt(2.0));
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// Then we normalize the average of each face's vertices
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// normalize(v0 + v1 + v2), etc...
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static const real3 tetraBasisNormal[4] =
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{
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real3(0., 0.816497, -0.57735),
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real3(-0.816497, 0., 0.57735),
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real3(0.816497, 0., 0.57735),
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real3(0., -0.816497, -0.57735)
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};
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// Then to get the local matrix (with z axis rotate to basisNormal) use GetLocalFrame(basisNormal[xxx])
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static const real3x3 tetraBasisArray[4] =
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{
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real3x3(-1., 0., 0.,0., 0.57735, 0.816497,0., 0.816497, -0.57735),
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real3x3(0., -1., 0.,0.57735, 0., 0.816497,-0.816497, 0., 0.57735),
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real3x3(0., 1., 0.,-0.57735, 0., 0.816497,0.816497, 0., 0.57735),
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real3x3(1., 0., 0.,0., -0.57735, 0.816497,0., -0.816497, -0.57735)
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};
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// Return [-1..1] vector2 oriented in plane of the faceIndex of a regular tetrahedron
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real2 PackNormalTetraEncode(real3 n, out uint faceIndex)
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{
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// Retrieve the tetrahedra's face for the normal direction
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// It is the one with the greatest dot value with face normal
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real dot0 = dot(n, tetraBasisNormal[0]);
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real dot1 = dot(n, tetraBasisNormal[1]);
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real dot2 = dot(n, tetraBasisNormal[2]);
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real dot3 = dot(n, tetraBasisNormal[3]);
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real maxi0 = max(dot0, dot1);
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real maxi1 = max(dot2, dot3);
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real maxi = max(maxi0, maxi1);
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// Get the index from the greatest dot
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if (maxi == dot0)
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faceIndex = 0;
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else if (maxi == dot1)
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faceIndex = 1;
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else if (maxi == dot2)
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faceIndex = 2;
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else //(maxi == dot3)
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faceIndex = 3;
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// Rotate n into this local basis
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n = mul(tetraBasisArray[faceIndex], n);
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// Project n onto the local plane
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return n.xy;
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}
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// Assume f [-1..1]
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real3 UnpackNormalTetraEncode(real2 f, uint faceIndex)
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{
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// Recover n from local plane
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real3 n = real3(f.xy, sqrt(1.0 - dot(f.xy, f.xy)));
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// Inverse of transform PackNormalTetraEncode (just swap order in mul as we have a rotation)
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return mul(n, tetraBasisArray[faceIndex]);
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}
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// Unpack from normal map
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real3 UnpackNormalRGB(real4 packedNormal, real scale = 1.0)
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{
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real3 normal;
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normal.xyz = packedNormal.rgb * 2.0 - 1.0;
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normal.xy *= scale;
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return normalize(normal);
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}
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real3 UnpackNormalRGBNoScale(real4 packedNormal)
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{
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return packedNormal.rgb * 2.0 - 1.0;
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}
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real3 UnpackNormalAG(real4 packedNormal, real scale = 1.0)
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{
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real3 normal;
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normal.xy = packedNormal.wy * 2.0 - 1.0;
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normal.xy *= scale;
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normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
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return normal;
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}
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// Unpack normal as DXT5nm (1, y, 0, x) or BC5 (x, y, 0, 1)
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real3 UnpackNormalmapRGorAG(real4 packedNormal, real scale = 1.0)
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{
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// This do the trick
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packedNormal.w *= packedNormal.x;
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return UnpackNormalAG(packedNormal, scale);
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}
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//-----------------------------------------------------------------------------
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// HDR packing
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//-----------------------------------------------------------------------------
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// HDR Packing not defined in GLES2
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#if !defined(SHADER_API_GLES)
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// Ref: http://realtimecollisiondetection.net/blog/?p=15
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real4 PackToLogLuv(real3 vRGB)
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{
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// M matrix, for encoding
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const real3x3 M = real3x3(
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0.2209, 0.3390, 0.4184,
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0.1138, 0.6780, 0.7319,
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0.0102, 0.1130, 0.2969);
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real4 vResult;
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real3 Xp_Y_XYZp = mul(vRGB, M);
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Xp_Y_XYZp = max(Xp_Y_XYZp, real3(1e-6, 1e-6, 1e-6));
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vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
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real Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
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vResult.w = frac(Le);
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vResult.z = (Le - (floor(vResult.w * 255.0)) / 255.0) / 255.0;
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return vResult;
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}
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real3 UnpackFromLogLuv(real4 vLogLuv)
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{
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// Inverse M matrix, for decoding
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const real3x3 InverseM = real3x3(
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6.0014, -2.7008, -1.7996,
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-1.3320, 3.1029, -5.7721,
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0.3008, -1.0882, 5.6268);
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real Le = vLogLuv.z * 255.0 + vLogLuv.w;
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real3 Xp_Y_XYZp;
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Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);
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Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y;
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Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z;
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real3 vRGB = mul(Xp_Y_XYZp, InverseM);
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return max(vRGB, real3(0.0, 0.0, 0.0));
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}
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// The standard 32-bit HDR color format
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uint PackToR11G11B10f(float3 rgb)
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{
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uint r = (f32tof16(rgb.x) << 17) & 0xFFE00000;
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uint g = (f32tof16(rgb.y) << 6) & 0x001FFC00;
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uint b = (f32tof16(rgb.z) >> 5) & 0x000003FF;
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return r | g | b;
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}
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float3 UnpackFromR11G11B10f(uint rgb)
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{
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float r = f16tof32((rgb >> 17) & 0x7FF0);
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float g = f16tof32((rgb >> 6) & 0x7FF0);
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float b = f16tof32((rgb << 5) & 0x7FE0);
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return float3(r, g, b);
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}
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#endif // SHADER_API_GLES
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//-----------------------------------------------------------------------------
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// Quaternion packing
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//-----------------------------------------------------------------------------
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// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4
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/*
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// This is GCN intrinsic
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uint FindBiggestComponent(real4 q)
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{
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uint xyzIndex = CubeMapFaceID(q.x, q.y, q.z) * 0.5f;
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uint wIndex = 3;
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bool wBiggest = abs(q.w) > max3(abs(q.x), qbs(q.y), qbs(q.z));
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return wBiggest ? wIndex : xyzIndex;
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}
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// Pack a quaternion into a 10:10:10:2
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real4 PackQuat(real4 quat)
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{
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uint index = FindBiggestComponent(quat);
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if (index == 0) quat = quat.yzwx;
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if (index == 1) quat = quat.xzwy;
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if (index == 2) quat = quat.xywz;
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real4 packedQuat;
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packedQuat.xyz = quat.xyz * FastSign(quat.w) * sqrt(0.5) + 0.5;
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packedQuat.w = index / 3.0;
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return packedQuat;
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}
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*/
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// Unpack a quaternion from a 10:10:10:2
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real4 UnpackQuat(real4 packedQuat)
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{
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uint index = (uint)(packedQuat.w * 3.0);
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real4 quat;
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quat.xyz = packedQuat.xyz * sqrt(2.0) - (1.0 / sqrt(2.0));
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quat.w = sqrt(1.0 - saturate(dot(quat.xyz, quat.xyz)));
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if (index == 0) quat = quat.wxyz;
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if (index == 1) quat = quat.xwyz;
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if (index == 2) quat = quat.xywz;
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return quat;
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}
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// Integer and Float packing not defined in GLES2
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#if !defined(SHADER_API_GLES)
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//-----------------------------------------------------------------------------
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// Integer packing
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//-----------------------------------------------------------------------------
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// Packs an integer stored using at most 'numBits' into a [0..1] real.
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real PackInt(uint i, uint numBits)
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{
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uint maxInt = (1u << numBits) - 1u;
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return saturate(i * rcp(maxInt));
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}
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// Unpacks a [0..1] real into an integer of size 'numBits'.
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uint UnpackInt(real f, uint numBits)
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{
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uint maxInt = (1u << numBits) - 1u;
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return (uint)(f * maxInt + 0.5); // Round instead of truncating
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}
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// Packs a [0..255] integer into a [0..1] real.
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real PackByte(uint i)
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{
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return PackInt(i, 8);
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}
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// Unpacks a [0..1] real into a [0..255] integer.
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uint UnpackByte(real f)
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{
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return UnpackInt(f, 8);
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}
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// Packs a [0..65535] integer into a [0..1] real.
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real PackShort(uint i)
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{
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return PackInt(i, 16);
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}
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// Unpacks a [0..1] real into a [0..65535] integer.
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uint UnpackShort(real f)
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{
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return UnpackInt(f, 16);
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}
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// Packs 8 lowermost bits of a [0..65535] integer into a [0..1] real.
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real PackShortLo(uint i)
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{
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uint lo = BitFieldExtract(i, 0u, 8u);
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return PackInt(lo, 8);
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}
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// Packs 8 uppermost bits of a [0..65535] integer into a [0..1] real.
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real PackShortHi(uint i)
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{
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uint hi = BitFieldExtract(i, 8u, 8u);
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return PackInt(hi, 8);
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}
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real Pack2Byte(real2 inputs)
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{
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real2 temp = inputs * real2(255.0, 255.0);
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temp.x *= 256.0;
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temp = round(temp);
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real combined = temp.x + temp.y;
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return combined * (1.0 / 65535.0);
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}
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real2 Unpack2Byte(real inputs)
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{
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real temp = round(inputs * 65535.0);
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real ipart;
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real fpart = modf(temp / 256.0, ipart);
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real2 result = real2(ipart, round(256.0 * fpart));
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return result * (1.0 / real2(255.0, 255.0));
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}
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// Encode a real in [0..1] and an int in [0..maxi - 1] as a real [0..1] to be store in log2(precision) bit
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// maxi must be a power of two and define the number of bit dedicated 0..1 to the int part (log2(maxi))
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// Example: precision is 256.0, maxi is 2, i is [0..1] encode on 1 bit. f is [0..1] encode on 7 bit.
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// Example: precision is 256.0, maxi is 4, i is [0..3] encode on 2 bit. f is [0..1] encode on 6 bit.
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// Example: precision is 256.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 5 bit.
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// ...
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// Example: precision is 1024.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 7 bit.
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//...
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real PackFloatInt(real f, uint i, real maxi, real precision)
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{
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// Constant
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real precisionMinusOne = precision - 1.0;
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real t1 = ((precision / maxi) - 1.0) / precisionMinusOne;
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real t2 = (precision / maxi) / precisionMinusOne;
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return t1 * f + t2 * real(i);
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}
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void UnpackFloatInt(real val, real maxi, real precision, out real f, out uint i)
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{
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// Constant
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real precisionMinusOne = precision - 1.0;
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real t1 = ((precision / maxi) - 1.0) / precisionMinusOne;
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real t2 = (precision / maxi) / precisionMinusOne;
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// extract integer part
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i = int((val / t2) + rcp(precisionMinusOne)); // + rcp(precisionMinusOne) to deal with precision issue (can't use round() as val contain the floating number
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// Now that we have i, solve formula in PackFloatInt for f
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//f = (val - t2 * real(i)) / t1 => convert in mads form
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f = saturate((-t2 * real(i) + val) / t1); // Saturate in case of precision issue
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}
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// Define various variante for ease of read
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real PackFloatInt8bit(real f, uint i, real maxi)
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{
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return PackFloatInt(f, i, maxi, 256.0);
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}
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void UnpackFloatInt8bit(real val, real maxi, out real f, out uint i)
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{
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UnpackFloatInt(val, maxi, 256.0, f, i);
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}
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real PackFloatInt10bit(real f, uint i, real maxi)
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{
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return PackFloatInt(f, i, maxi, 1024.0);
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}
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void UnpackFloatInt10bit(real val, real maxi, out real f, out uint i)
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{
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UnpackFloatInt(val, maxi, 1024.0, f, i);
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}
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real PackFloatInt16bit(real f, uint i, real maxi)
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{
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return PackFloatInt(f, i, maxi, 65536.0);
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}
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void UnpackFloatInt16bit(real val, real maxi, out real f, out uint i)
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{
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UnpackFloatInt(val, maxi, 65536.0, f, i);
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}
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//-----------------------------------------------------------------------------
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// Float packing
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//-----------------------------------------------------------------------------
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// src must be between 0.0 and 1.0
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uint PackFloatToUInt(real src, uint offset, uint numBits)
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{
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return UnpackInt(src, numBits) << offset;
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}
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real UnpackUIntToFloat(uint src, uint offset, uint numBits)
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{
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uint maxInt = (1u << numBits) - 1u;
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return real(BitFieldExtract(src, offset, numBits)) * rcp(maxInt);
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}
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uint PackToR10G10B10A2(real4 rgba)
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{
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return (PackFloatToUInt(rgba.x, 0, 10) |
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PackFloatToUInt(rgba.y, 10, 10) |
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PackFloatToUInt(rgba.z, 20, 10) |
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PackFloatToUInt(rgba.w, 30, 2));
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|
}
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|
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real4 UnpackFromR10G10B10A2(uint rgba)
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|
{
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|
real4 output;
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|
output.x = UnpackUIntToFloat(rgba, 0, 10);
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|
output.y = UnpackUIntToFloat(rgba, 10, 10);
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|
output.z = UnpackUIntToFloat(rgba, 20, 10);
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|
output.w = UnpackUIntToFloat(rgba, 30, 2);
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|
return output;
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|
}
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|
|
|
// Both the input and the output are in the [0, 1] range.
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|
real2 PackFloatToR8G8(real f)
|
|
{
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|
uint i = UnpackShort(f);
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|
return real2(PackShortLo(i), PackShortHi(i));
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|
}
|
|
|
|
// Both the input and the output are in the [0, 1] range.
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|
real UnpackFloatFromR8G8(real2 f)
|
|
{
|
|
uint lo = UnpackByte(f.x);
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|
uint hi = UnpackByte(f.y);
|
|
uint cb = (hi << 8) + lo;
|
|
return PackShort(cb);
|
|
}
|
|
|
|
// Pack float2 (each of 12 bit) in 888
|
|
real3 PackFloat2To888(real2 f)
|
|
{
|
|
uint2 i = (uint2)(f * 4095.5);
|
|
uint2 hi = i >> 8;
|
|
uint2 lo = i & 255;
|
|
// 8 bit in lo, 4 bit in hi
|
|
uint3 cb = uint3(lo, hi.x | (hi.y << 4));
|
|
|
|
return cb / 255.0;
|
|
}
|
|
|
|
// Unpack 2 float of 12bit packed into a 888
|
|
real2 Unpack888ToFloat2(real3 x)
|
|
{
|
|
uint3 i = (uint3)(x * 255.0);
|
|
// 8 bit in lo, 4 bit in hi
|
|
uint hi = i.z >> 4;
|
|
uint lo = i.z & 15;
|
|
uint2 cb = i.xy | uint2(lo << 8, hi << 8);
|
|
|
|
return cb / 4095.0;
|
|
}
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|
#endif // SHADER_API_GLES
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|
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#endif // UNITY_PACKING_INCLUDED
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