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97 行
3.3 KiB

Shader "Hidden/HDRenderPipeline/GGXConvolve"
{
SubShader
{
Pass
{
ZWrite Off
ZTest Always
Blend One Zero
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma multi_compile _ USE_MIS
#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "../SkyManager.cs.hlsl"
struct Attributes
{
float3 positionCS : POSITION;
float3 eyeVector : NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 eyeVector : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
output.eyeVector = input.eyeVector;
return output;
}
TEXTURECUBE(_MainTex);
SAMPLERCUBE(sampler_MainTex);
TEXTURE2D(_GgxIblSamples);
#ifdef USE_MIS
TEXTURE2D(_MarginalRowDensities);
TEXTURE2D(_ConditionalDensities);
#endif
float _Level;
float _LastLevel;
float _InvOmegaP;
half4 Frag(Varyings input) : SV_Target
{
// Vector interpolation is not magnitude-preserving.
float3 N = normalize(input.eyeVector);
// Remove view-dependency from GGX, effectively making the BSDF isotropic.
float3 V = N;
float perceptualRoughness = MipmapLevelToPerceptualRoughness(_Level);
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level);
#ifdef USE_MIS
float4 val = IntegrateLD_MIS(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
_MarginalRowDensities, _ConditionalDensities,
V, N,
roughness,
_InvOmegaP,
LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH,
LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT,
1024,
false);
#else
float4 val = IntegrateLD(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
_GgxIblSamples,
V, N,
roughness,
_Level - 1,
_LastLevel,
_InvOmegaP,
sampleCount, // Must be a Fibonacci number
true,
true);
#endif
return val;
}
ENDHLSL
}
}
}