您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

235 行
7.6 KiB

#ifndef UNITY_SCREEN_SPACE_RAYMARCHING_INCLUDED
#define UNITY_SCREEN_SPACE_RAYMARCHING_INCLUDED
struct ScreenSpaceRaymarchInput
{
float3 startPositionVS;
float startLinearDepth;
float3 dirVS;
float4x4 projectionMatrix;
int2 bufferSize;
int minLevel;
int maxLevel;
#ifdef DEBUG_DISPLAY
bool writeStepDebug;
uint2 sourcePositionSS;
float sourceDepth;
#endif
};
struct ScreenSpaceRayHit
{
float distance;
float linearDepth;
float2 positionSS;
#ifdef DEBUG_DISPLAY
float3 debugOutput;
#endif
};
float _SSTCrossingOffset = 1;
void CalculateRayTXS(ScreenSpaceRaymarchInput input, out float3 positionTXS, out float3 rayTXS)
{
float3 positionVS = input.startPositionVS;
float3 rayEndVS = input.startPositionVS + input.dirVS * 10;
float4 positionCS = ComputeClipSpacePosition(positionVS, input.projectionMatrix);
float4 rayEndCS = ComputeClipSpacePosition(rayEndVS, input.projectionMatrix);
float2 positionNDC = ComputeNormalizedDeviceCoordinates(positionVS, input.projectionMatrix);
float2 rayEndNDC = ComputeNormalizedDeviceCoordinates(rayEndVS, input.projectionMatrix);
float3 rayStartTXS = float3(
positionNDC.xy * input.bufferSize,
1.0 / positionCS.w); // Screen space depth interpolate properly in 1/z
float3 rayEndTXS = float3(
rayEndNDC.xy * input.bufferSize,
1.0 / rayEndCS.w); // Screen space depth interpolate properly in 1/z
positionTXS = rayStartTXS;
rayTXS = rayEndTXS - rayStartTXS;
}
bool IsPositionAboveDepth(float rayDepth, float invLinearDepth)
{
// as depth is inverted, we must invert the check as well
// rayZ > HiZ <=> 1/rayZ < 1/HiZ
return rayDepth > invLinearDepth;
}
bool ScreenSpaceRaymarch(
ScreenSpaceRaymarchInput input,
out ScreenSpaceRayHit hit)
{
const float2 CROSS_OFFSET = float2(1, 1);
const int MAX_ITERATIONS = 32;
ZERO_INITIALIZE(ScreenSpaceRayHit, hit);
// Caclulate TXS ray
float3 startPositionTXS;
float3 rayTXS;
CalculateRayTXS(input, startPositionTXS, rayTXS);
#ifdef DEBUG_DISPLAY
int maxUsedLevel = input.minLevel;
ScreenSpaceTracingDebug debug;
ZERO_INITIALIZE(ScreenSpaceTracingDebug, debug);
debug.startPositionSSX = uint(startPositionTXS.x);
debug.startPositionSSY = uint(startPositionTXS.y);
debug.startLinearDepth = 1 / startPositionTXS.z;
#endif
bool hitSuccessful = true;
int iteration = 0;
if (!any(rayTXS.xy))
{
hit.distance = 1 / startPositionTXS.z;
hit.linearDepth = 1 / startPositionTXS.z;
hit.positionSS = uint2(startPositionTXS.xy);
}
else
{
float2 invRayTXS = float2(1, 1) / rayTXS.xy;
// Calculate planes to intersect for each cell
int2 cellPlanes = sign(rayTXS.xy);
float2 crossOffset = CROSS_OFFSET * cellPlanes * _SSTCrossingOffset;
cellPlanes = clamp(cellPlanes, 0, 1);
// Initialize loop
int currentLevel = input.minLevel;
uint2 cellCount = input.bufferSize >> currentLevel;
uint2 cellSize = uint2(1, 1) << currentLevel;
float3 positionTXS = startPositionTXS;
while (currentLevel >= input.minLevel)
{
if (iteration >= MAX_ITERATIONS)
{
hitSuccessful = false;
break;
}
#ifdef DEBUG_DISPLAY
if (_DebugStep == iteration)
{
debug.cellSizeW = cellSize.x;
debug.cellSizeH = cellSize.y;
debug.positionTXS = positionTXS;
debug.hitLinearDepth = 1 / positionTXS.z;
debug.hitPositionSS = uint2(positionTXS.xy);
debug.iteration = iteration;
debug.level = currentLevel;
}
#endif
// 1. Calculate hit in this HiZ cell
int2 cellId = int2(positionTXS.xy) / cellSize;
// Planes to check
int2 planes = (cellId + cellPlanes) * cellSize;
// Hit distance to each planes
float2 distanceToCellAxes = float2(planes - positionTXS.xy) * invRayTXS; // (distance to x axis, distance to y axis)
float distanceToCell = min(distanceToCellAxes.x, distanceToCellAxes.y);
// Interpolate screen space to get next test point
float3 testHitPositionTXS = positionTXS + rayTXS * distanceToCell;
// Offset the proper axis to enforce cell crossing
// https://gamedev.autodesk.com/blogs/1/post/5866685274515295601
testHitPositionTXS.xy += (distanceToCellAxes.x < distanceToCellAxes.y)
? float2(crossOffset.x, 0)
: float2(0, crossOffset.y);
// Check if we are out of the buffer
if (any(testHitPositionTXS.xy > input.bufferSize)
|| any(testHitPositionTXS.xy < 0))
{
hitSuccessful = false;
break;
}
// 2. Sample the HiZ cell
float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, int2(testHitPositionTXS.xy) >> currentLevel, currentLevel).r;
float hiZLinearDepth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
float invHiZLinearDepth = 1 / hiZLinearDepth;
if (IsPositionAboveDepth(testHitPositionTXS.z, invHiZLinearDepth))
{
currentLevel = min(input.maxLevel, currentLevel + 1);
#ifdef DEBUG_DISPLAY
maxUsedLevel = max(maxUsedLevel, currentLevel);
#endif
positionTXS = testHitPositionTXS;
hit.distance += distanceToCell;
}
else
{
float rayOffsetLength = (invHiZLinearDepth - positionTXS.z) / rayTXS.z;
positionTXS += rayTXS * rayOffsetLength;
hit.distance += rayOffsetLength;
--currentLevel;
}
cellCount = input.bufferSize >> currentLevel;
cellSize = uint2(1, 1) << currentLevel;
++iteration;
}
hit.linearDepth = 1 / positionTXS.z;
hit.positionSS = float2(positionTXS.xy) / float2(input.bufferSize);
}
#ifdef DEBUG_DISPLAY
debug.levelMax = maxUsedLevel;
debug.iterationMax = iteration;
debug.hitDistance = hit.distance;
if (input.writeStepDebug)
{
_DebugScreenSpaceTracingData[0] = debug;
}
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION)
{
switch (_DebugLightingSubMode)
{
case DEBUGSCREENSPACETRACING_POSITION_NDC:
hit.debugOutput = float3(float2(startPositionTXS.xy) / input.bufferSize, 0);
break;
case DEBUGSCREENSPACETRACING_DIR_VS:
hit.debugOutput = input.dirVS * 0.5 + 0.5;
break;
case DEBUGSCREENSPACETRACING_DIR_NDC:
hit.debugOutput = float3(rayTXS.xy * 0.5 + 0.5, frac(0.1 / rayTXS.z));
break;
case DEBUGSCREENSPACETRACING_HIT_DISTANCE:
hit.debugOutput = frac(hit.distance * 0.1);
break;
case DEBUGSCREENSPACETRACING_HIT_DEPTH:
hit.debugOutput = frac(hit.linearDepth * 0.1);
break;
case DEBUGSCREENSPACETRACING_HIT_SUCCESS:
hit.debugOutput = hitSuccessful;
break;
case DEBUGSCREENSPACETRACING_ITERATION_COUNT:
hit.debugOutput = float(iteration) / float(MAX_ITERATIONS);
break;
case DEBUGSCREENSPACETRACING_MAX_USED_LEVEL:
hit.debugOutput = float(maxUsedLevel) / float(input.maxLevel);
break;
}
}
#endif
return hitSuccessful;
}
#endif