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//--------------------------------------------------------------------------------------------------
// Definitions
//--------------------------------------------------------------------------------------------------
#pragma kernel VolumetricLightingBruteforce VolumetricLighting=VolumetricLightingBruteforce ENABLE_REPROJECTION=0 LIGHTLOOP_SINGLE_PASS
#pragma kernel VolumetricLightingBruteforceReproj VolumetricLighting=VolumetricLightingBruteforceReproj ENABLE_REPROJECTION=1 LIGHTLOOP_SINGLE_PASS
#pragma kernel VolumetricLightingClustered VolumetricLighting=VolumetricLightingClustered ENABLE_REPROJECTION=0 LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
#pragma kernel VolumetricLightingClusteredReproj VolumetricLighting=VolumetricLightingClusteredReproj ENABLE_REPROJECTION=1 LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
// #pragma enable_d3d11_debug_symbols
#define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // We don't use normal biasing as it is not available when doing volumetric
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_VOLUMETRIC_LIGHTING
#include "../../ShaderConfig.cs.hlsl"
#if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET == 1)
// E.g. for 1080p: (1920/8)x(1080/8)x(64) = 2,073,600 voxels
#define VBUFFER_TILE_SIZE 8
#define VBUFFER_SLICE_COUNT 64
#else
// E.g. for 1080p: (1920/4)x(1080/4)x(128) = 16,588,800 voxels
#define VBUFFER_TILE_SIZE 4
#define VBUFFER_SLICE_COUNT 128
#endif
#define SUPPORT_PUNCTUAL_LIGHTS 1 // Punctual lights contribute to fog lighting
#define GROUP_SIZE_1D 8
#if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET != 0) // Switch between the full and the empty shader
//--------------------------------------------------------------------------------------------------
// Included headers
//--------------------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/Filtering.hlsl"
#include "CoreRP/ShaderLibrary/VolumeRendering.hlsl"
#include "../../ShaderVariables.hlsl"
#include "VolumetricLighting.cs.hlsl"
#include "VBuffer.hlsl"
#define UNITY_MATERIAL_VOLUMETRIC // Define before including Lighting.hlsl and Material.hlsl
#include "../Lighting.hlsl" // Includes Material.hlsl
#include "../LightEvaluation.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//--------------------------------------------------------------------------------------------------
// Inputs & outputs
//--------------------------------------------------------------------------------------------------
RW_TEXTURE3D(float4, _VBufferLightingIntegral); // RGB = radiance, A = optical depth
RW_TEXTURE3D(float4, _VBufferLightingFeedback); // RGB = radiance, A = interval length
TEXTURE3D(_VBufferLightingHistory); // RGB = radiance, A = interval length
TEXTURE3D(_VBufferDensity); // RGB = sqrt(scattering), A = sqrt(extinction)
// TODO: avoid creating another Constant Buffer...
CBUFFER_START(UnityVolumetricLighting)
float4x4 _VBufferCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4
float4 _VBufferSampleOffset; // Not used by this shader
float _CornetteShanksConstant; // Not used by this shader
uint _NumVisibleDensityVolumes;
CBUFFER_END
//--------------------------------------------------------------------------------------------------
// Implementation
//--------------------------------------------------------------------------------------------------
// A ray with a single origin and two directions:
// one pointing at the center of the voxel, and one jittered in screen space.
struct DualRay
{
float3 originWS;
float3 jitterDirWS; // Normalized, voxel-jittered in the screen space
float3 centerDirWS; // Normalized, voxel-centered in the screen space
float jitterDirInvViewZ; // 1 / ViewSpace(jitterDirWS).z
float twoDirRatioViewZ; // ViewSpace(jitterDirWS).z / ViewSpace(centerDirWS).z
};
float ConvertLinearDepthToJitterRayDist(DualRay ray, float z)
{
return z * ray.jitterDirInvViewZ;
}
float ConvertJitterDistToCenterRayDist(DualRay ray, float t)
{
return t * ray.twoDirRatioViewZ;
}
// Returns a point along the jittered direction.
float3 GetPointAtDistance(DualRay ray, float t)
{
return ray.originWS + t * ray.jitterDirWS;
}
// Returns a point along the centered direction.
float3 GetCenterAtDistance(DualRay ray, float s)
{
return ray.originWS + s * ray.centerDirWS;
}
struct VoxelLighting
{
float3 radianceComplete;
float3 radianceNoPhase;
};
// Computes the light integral (in-scattered radiance) within the voxel.
// Multiplication by the scattering coefficient and the phase function is performed outside.
VoxelLighting EvaluateVoxelLighting(LightLoopContext context, uint featureFlags, PositionInputs posInput, float3 centerWS,
DualRay ray, float t0, float t1, float dt, float rndVal, float extinction, float anisotropy
#ifdef USE_CLUSTERED_LIGHTLIST
, uint lightClusters[2])
#else
)
#endif
{
VoxelLighting lighting;
ZERO_INITIALIZE(VoxelLighting, lighting);
BakeLightingData unused; // Unused for now, so define once
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
{
float tOffset, weight;
ImportanceSampleHomogeneousMedium(rndVal, extinction, dt, tOffset, weight);
float t = t0 + tOffset;
posInput.positionWS = GetPointAtDistance(ray, t);
for (uint i = 0; i < _DirectionalLightCount; ++i)
{
// Fetch the light.
DirectionalLightData light = _DirectionalLightDatas[i];
float3 L = -light.forward; // Lights point backwards in Unity
float3 color; float attenuation;
light.contactShadowIndex = -1; // Disable shadow contact if any
// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call
EvaluateLight_Directional(context, posInput, light, unused, 0, L,
color, attenuation);
// Important:
// Ideally, all scattering calculations should use the jittered versions
// of the sample position and the ray direction. However, correct reprojection
// of asymmetrically scattered lighting (affected by an anisotropic phase
// function) is not possible. We work around this issue by reprojecting
// lighting not affected by the phase function. This basically removes
// the phase function from the temporal integration process. It is a hack.
// The downside is that anisotropy no longer benefits from temporal averaging,
// and any temporal instability of anisotropy causes causes visible jitter.
// In order to stabilize the image, we use the voxel center for all
// anisotropy-related calculations.
float cosTheta = dot(L, ray.centerDirWS);
float phase = CornetteShanksPhasePartVarying(anisotropy, cosTheta);
// Note: the 'weight' accounts for transmittance from 't0' to 't'.
float intensity = light.volumetricDimmer * attenuation * weight;
// Compute the amount of in-scattered radiance.
lighting.radianceNoPhase += intensity * color;
lighting.radianceComplete += phase * intensity * color;
}
}
#if (SUPPORT_PUNCTUAL_LIGHTS == 0)
return lighting;
#endif
if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
{
#ifdef USE_CLUSTERED_LIGHTLIST
// Iterate over all lights within 2 (not necessarily unique) clusters overlapping the voxel along Z.
// We need to skip duplicates, but it's not too difficult since lights are sorted by index.
uint lightStarts[2], lightCounts[2];
for (uint k = 0; k < 2; k++)
{
GetCountAndStartCluster(posInput.tileCoord, lightClusters[k], LIGHTCATEGORY_PUNCTUAL,
lightStarts[k], lightCounts[k]);
}
uint i = 0, j = 0;
if (i < lightCounts[0] || j < lightCounts[1])
{
// At least one of the clusters is non-empty.
uint lightIndices[2];
// Fetch two initial indices from both clusters.
lightIndices[0] = FetchIndexWithBoundsCheck(lightStarts[0], lightCounts[0], i);
lightIndices[1] = FetchIndexWithBoundsCheck(lightStarts[1], lightCounts[1], j);
// Process all punctual lights except for box lights (which are technically not even punctual).
do
{
// Process lights in order.
uint lightIndex = min(lightIndices[0], lightIndices[1]);
#else // USE_CLUSTERED_LIGHTLIST
{
uint lightIndex = 0;
// Process all punctual lights except for box lights (which are technically not even punctual).
for (; lightIndex < _PunctualLightCount; lightIndex++)
{
#endif // USE_CLUSTERED_LIGHTLIST
LightData light = _LightDatas[lightIndex];
// Process box lights in a separate loop.
if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX) { break; }
float tEntr = t0;
float tExit = t1;
bool sampleLight = true;
// Perform ray-cone intersection for pyramid and spot lights.
if (light.lightType != GPULIGHTTYPE_POINT)
{
float lenMul = 1;
if (light.lightType == GPULIGHTTYPE_PROJECTOR_PYRAMID)
{
// 'light.right' and 'light.up' vectors are pre-scaled on the CPU
// s.t. if you were to place them at the distance of 1 directly in front
// of the light, they would give you the "footprint" of the light.
// For spot lights, the cone fit is exact.
// For pyramid lights, however, this is the "inscribed" cone
// (contained within the pyramid), and we want to intersect
// the "escribed" cone (which contains the pyramid).
// Therefore, we have to scale the radii by the sqrt(2).
lenMul = rsqrt(2);
}
float3 coneAxisX = lenMul * light.right;
float3 coneAxisY = lenMul * light.up;
sampleLight = IntersectRayCone(ray.originWS, ray.jitterDirWS,
light.positionWS, light.forward,
coneAxisX, coneAxisY,
t0, t1, tEntr, tExit);
}
if (sampleLight)
{
// We are unable to adequately sample features larger
// than the half of the length of the integration interval
// divided by the number of temporal samples (7).
// Therefore, we apply this hack to reduce flickering.
float hackMinDistSq = Sq(dt * (0.5 / 7));
float t, distSq, rcpPdf;
ImportanceSamplePunctualLight(rndVal, light.positionWS,
ray.originWS, ray.jitterDirWS,
tEntr, tExit, t, distSq, rcpPdf,
hackMinDistSq);
posInput.positionWS = GetPointAtDistance(ray, t);
float3 lightToSample = posInput.positionWS - light.positionWS;
float distRcp = rsqrt(distSq);
float dist = distSq * distRcp;
float distProj = dot(lightToSample, light.forward);
float4 distances = float4(dist, distSq, distRcp, distProj);
float3 L = -lightToSample * distRcp;
float3 color; float attenuation;
light.contactShadowIndex = -1; // Disable shadow contact if any
// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call
EvaluateLight_Punctual(context, posInput, light, unused,
0, L, lightToSample, distances,
color, attenuation);
// Important:
// Ideally, all scattering calculations should use the jittered versions
// of the sample position and the ray direction. However, correct reprojection
// of asymmetrically scattered lighting (affected by an anisotropic phase
// function) is not possible. We work around this issue by reprojecting
// lighting not affected by the phase function. This basically removes
// the phase function from the temporal integration process. It is a hack.
// The downside is that anisotropy no longer benefits from temporal averaging,
// and any temporal instability of anisotropy causes causes visible jitter.
// In order to stabilize the image, we use the voxel center for all
// anisotropy-related calculations.
float3 centerL = light.positionWS - centerWS;
float cosTheta = dot(centerL, ray.centerDirWS) * rsqrt(dot(centerL, centerL));
float phase = CornetteShanksPhasePartVarying(anisotropy, cosTheta);
float intensity = light.volumetricDimmer * attenuation * rcpPdf;
// Compute transmittance from 't0' to 't'.
intensity *= TransmittanceHomogeneousMedium(extinction, t - t0);
// Compute the amount of in-scattered radiance.
lighting.radianceNoPhase += intensity * color;
lighting.radianceComplete += phase * intensity * color;
}
#ifndef USE_CLUSTERED_LIGHTLIST
}
// Process all box lights.
for (; lightIndex < _PunctualLightCount; lightIndex++)
{
#else // USE_CLUSTERED_LIGHTLIST
// Advance to the next light in one (or both at the same time) clusters.
if (lightIndex == lightIndices[0])
{
i++;
lightIndices[0] = FetchIndexWithBoundsCheck(lightStarts[0], lightCounts[0], i);
}
if (lightIndex == lightIndices[1])
{
j++;
lightIndices[1] = FetchIndexWithBoundsCheck(lightStarts[1], lightCounts[1], j);
}
} while (i < lightCounts[0] || j < lightCounts[1]);
// Process all box lights.
while (i < lightCounts[0] || j < lightCounts[1])
{
// Process lights in order.
uint lightIndex = min(lightIndices[0], lightIndices[1]);
#endif // USE_CLUSTERED_LIGHTLIST
LightData light = _LightDatas[lightIndex];
light.lightType = GPULIGHTTYPE_PROJECTOR_BOX;
// Convert the box light from OBB to AABB.
// 'light.right' and 'light.up' vectors are pre-scaled on the CPU by (2/w) and (2/h).
float3x3 rotMat = float3x3(light.right, light.up, light.forward);
float3 o = mul(rotMat, ray.originWS - light.positionWS);
float3 d = mul(rotMat, ray.jitterDirWS);
float range = light.size.x;
float3 boxPt0 = float3(-1, -1, 0);
float3 boxPt1 = float3( 1, 1, range);
float tEntr, tExit;
if (IntersectRayAABB(o, d, boxPt0, boxPt1, t0, t1, tEntr, tExit))
{
float tOffset, weight;
ImportanceSampleHomogeneousMedium(rndVal, extinction, tExit - tEntr, tOffset, weight);
float t = tEntr + tOffset;
posInput.positionWS = GetPointAtDistance(ray, t);
float3 L = -light.forward;
float3 lightToSample = posInput.positionWS - light.positionWS;
float distProj = dot(lightToSample, light.forward);
float4 distances = float4(1, 1, 1, distProj);
float3 color; float attenuation;
light.contactShadowIndex = -1; // Disable shadow contact if any
// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call
EvaluateLight_Punctual( context, posInput, light, unused,
0, L, lightToSample, distances,
color, attenuation);
// Important:
// Ideally, all scattering calculations should use the jittered versions
// of the sample position and the ray direction. However, correct reprojection
// of asymmetrically scattered lighting (affected by an anisotropic phase
// function) is not possible. We work around this issue by reprojecting
// lighting not affected by the phase function. This basically removes
// the phase function from the temporal integration process. It is a hack.
// The downside is that anisotropy no longer benefits from temporal averaging,
// and any temporal instability of anisotropy causes causes visible jitter.
// In order to stabilize the image, we use the voxel center for all
// anisotropy-related calculations.
float3 centerL = light.positionWS - centerWS;
float cosTheta = dot(centerL, ray.centerDirWS) * rsqrt(dot(centerL, centerL));
float phase = CornetteShanksPhasePartVarying(anisotropy, cosTheta);
// Note: the 'weight' accounts for transmittance from 'tEntr' to 't'.
float intensity = light.volumetricDimmer * attenuation * weight;
// Compute transmittance from 't0' to 'tEntr'.
intensity *= TransmittanceHomogeneousMedium(extinction, tEntr - t0);
// Compute the amount of in-scattered radiance.
lighting.radianceNoPhase += intensity * color;
lighting.radianceComplete += phase * intensity * color;
}
#ifdef USE_CLUSTERED_LIGHTLIST
// Advance to the next light in one (or both at the same time) clusters.
if (lightIndex == lightIndices[0])
{
i++;
lightIndices[0] = FetchIndexWithBoundsCheck(lightStarts[0], lightCounts[0], i);
}
if (lightIndex == lightIndices[1])
{
j++;
lightIndices[1] = FetchIndexWithBoundsCheck(lightStarts[1], lightCounts[1], j);
}
#endif // USE_CLUSTERED_LIGHTLIST
}
}
}
return lighting;
}
// Computes the in-scattered radiance along the ray.
void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags,
PositionInputs posInput, DualRay ray)
{
const float n = _VBufferDepthDecodingParams.x + _VBufferDepthDecodingParams.z;
const float z0 = n; // Start integration from the near plane
const float de = rcp(VBUFFER_SLICE_COUNT); // Log-encoded distance between slices
float t0 = ConvertLinearDepthToJitterRayDist(ray, z0);
// The contribution of the ambient probe does not depend on the position,
// only on the direction and the length of the interval.
// SampleSH9() evaluates the 3-band SH in a given direction.
// The probe is already pre-convolved with the phase function.
float3 probeInScatteredRadiance = SampleSH9(_AmbientProbeCoeffs, ray.centerDirWS);
float3 totalRadiance = 0;
float opticalDepth = 0;
#ifdef USE_CLUSTERED_LIGHTLIST
// The voxel can overlap up to 2 light clusters along Z, so we have to iterate over both.
// TODO: implement Z-binning which makes Z-range queries easy.
uint lightClusters[2];
lightClusters[0] = GetLightClusterIndex(posInput.tileCoord, z0);
#endif // USE_CLUSTERED_LIGHTLIST
#if defined(SHADER_API_METAL)
[fastopt]
for (uint slice = 0; slice < VBUFFER_SLICE_COUNT; slice++)
#else
uint sliceCountHack = max(VBUFFER_SLICE_COUNT, (uint)_VBufferDepthEncodingParams.w); // Prevent unrolling...
// TODO: replace 'sliceCountHack' with VBUFFER_SLICE_COUNT when the shader compiler bug is fixed.
for (uint slice = 0; slice < sliceCountHack; slice++)
#endif
{
uint3 voxelCoord = uint3(posInput.positionSS, slice);
float e1 = slice * de + de; // (slice + 1) / sliceCount
float z1 = DecodeLogarithmicDepthGeneralized(e1, _VBufferDepthDecodingParams);
float t1 = ConvertLinearDepthToJitterRayDist(ray, z1);
float dt = t1 - t0;
#ifdef USE_CLUSTERED_LIGHTLIST
lightClusters[1] = GetLightClusterIndex(posInput.tileCoord, z1);
#endif
// Compute the -exact- position of the center of the voxel.
// It's important since the accumulated value of the integral is stored at the center.
// We will use it for participating media sampling, asymmetric scattering and reprojection.
float s = ConvertJitterDistToCenterRayDist(ray, t0 + 0.5 * dt);
float3 centerWS = GetCenterAtDistance(ray, s);
// Sample the participating medium at the center of the voxel.
// We consider it to be constant along the interval [t0, t1] (within the voxel).
// TODO: piecewise linear.
float3 scattering = LOAD_TEXTURE3D(_VBufferDensity, voxelCoord).rgb;
float extinction = LOAD_TEXTURE3D(_VBufferDensity, voxelCoord).a;
float anisotropy = _GlobalAnisotropy;
// Prevent division by 0.
extinction = max(extinction, FLT_MIN);
#if ENABLE_REPROJECTION
// This is a sequence of 7 equidistant numbers from 1/14 to 13/14.
// Each of them is the centroid of the interval of length 2/14.
float rndVal = _VBufferSampleOffset.z;
#else
float rndVal = 0.5;
#endif
VoxelLighting lighting = EvaluateVoxelLighting(context, featureFlags, posInput, centerWS,
ray, t0, t1, dt, rndVal, extinction, anisotropy
#ifdef USE_CLUSTERED_LIGHTLIST
, lightClusters);
#else
);
#endif
#if ENABLE_REPROJECTION
// Reproject the history at 'centerWS'.
float4 reprojValue = SampleVBuffer(TEXTURE3D_PARAM(_VBufferLightingHistory, s_linear_clamp_sampler),
centerWS,
_PrevViewProjMatrix,
_VBufferPrevResolution,
_VBufferPrevSliceCount.xy,
_VBufferPrevUvScaleAndLimit.xy,
_VBufferPrevUvScaleAndLimit.zw,
_VBufferPrevDepthEncodingParams,
_VBufferPrevDepthDecodingParams,
false, false, true);
// Compute the exponential moving average over 'n' frames:
// X = (1 - a) * ValueAtFrame[n] + a * AverageOverPreviousFrames.
// We want each sample to be uniformly weighted by (1 / n):
// X = (1 / n) * Sum{i from 1 to n}{ValueAtFrame[i]}.
// Therefore, we get:
// (1 - a) = (1 / n) => a = (1 - 1 / n) = (n - 1) / n,
// X = (1 / n) * ValueAtFrame[n] + (1 - 1 / n) * AverageOverPreviousFrames.
// Why does it work? We need to make the following assumption:
// AverageOverPreviousFrames ≈ AverageOverFrames[n - 1].
// AverageOverFrames[n - 1] = (1 / (n - 1)) * Sum{i from 1 to n - 1}{ValueAtFrame[i]}.
// This implies that the reprojected (accumulated) value has mostly converged.
// X = (1 / n) * ValueAtFrame[n] + ((n - 1) / n) * (1 / (n - 1)) * Sum{i from 1 to n - 1}{ValueAtFrame[i]}.
// X = (1 / n) * ValueAtFrame[n] + (1 / n) * Sum{i from 1 to n - 1}{ValueAtFrame[i]}.
// X = Sum{i from 1 to n}{ValueAtFrame[i] / n}.
float numFrames = 7;
float frameWeight = 1 / numFrames;
float historyWeight = 1 - frameWeight;
// The accuracy of the integral linearly decreases with the length of the interval.
// Therefore, reprojecting longer intervals should result in a lower confidence.
// TODO: doesn't seem to be worth it, removed for now.
// Perform temporal blending.
// Both radiance values are obtained by integrating over line segments of different length,
// with potentially different participating media coverage.
// Blending only makes sense if the voxels are virtually identical.
// Therefore, we need to rescale the history to make it match the current configuration.
// In order to do that, we integrate transmittance over the length of the ray interval
// passing through the center of the voxel. The integral can be interpreted as the amount of
// isotropically in-scattered radiance from a directional light with unit intensity.
// We ignore jittering, as we want values from the same voxel to be reporojected without
// any rescaling.
// Important: reprojection must be performed without the phase function! Otherwise,
// some kind of per-light angle correction is required, which is intractable in practice.
float ds = ConvertJitterDistToCenterRayDist(ray, dt);
float centerTransmInt = TransmittanceIntegralHomogeneousMedium(extinction, ds);
bool reprojSuccess = reprojValue.a != 0;
float blendFactor = reprojSuccess ? historyWeight : 0;
float reprojScale = reprojSuccess ? (centerTransmInt * rcp(reprojValue.a)) : 0;
float3 reprojRadiance = reprojValue.rgb;
float3 blendedRadiance = (1 - blendFactor) * lighting.radianceNoPhase + blendFactor * reprojScale * reprojRadiance;
// Store the feedback for the voxel.
// TODO: dynamic lights (which update their position, rotation, cookie or shadow at runtime)
// do not support reprojection and should neither read nor write to the history buffer.
// This will cause them to alias, but it is the only way to prevent ghosting.
_VBufferLightingFeedback[voxelCoord] = float4(blendedRadiance, centerTransmInt);
// Extrapolate the influence of the phase function on the results of the current frame.
// Use max() to prevent division by 0.
float3 phaseCurrFrame = lighting.radianceComplete * rcp(max(lighting.radianceNoPhase, FLT_MIN));
blendedRadiance *= phaseCurrFrame;
#else // ENABLE_REPROJECTION
float3 blendedRadiance = lighting.radianceComplete;
#endif // ENABLE_REPROJECTION
// Compute the transmittance from the camera to 't0'.
float transmittance = Transmittance(opticalDepth);
float phase = _CornetteShanksConstant;
// Integrate the contribution of the probe over the interval.
// Integral{a, b}{Transmittance(0, t) * L_s(t) dt} = Transmittance(0, a) * Integral{a, b}{Transmittance(0, t - a) * L_s(t) dt}.
float3 probeRadiance = probeInScatteredRadiance * TransmittanceIntegralHomogeneousMedium(extinction, dt);
totalRadiance += transmittance * scattering * (phase * blendedRadiance + probeRadiance);
// Compute the optical depth up to the center of the interval.
opticalDepth += 0.5 * extinction * dt;
// Store the voxel data.
// Note: for correct filtering, the data has to be stored in the perceptual space.
// This means storing the tone mapped radiance and transmittance instead of optical depth.
// See "A Fresh Look at Generalized Sampling", p. 51.
// TODO: re-enable tone mapping after implementing pre-exposure.
_VBufferLightingIntegral[voxelCoord] = float4(/*FastTonemap*/(totalRadiance), Transmittance(opticalDepth));
// Compute the optical depth up to the end of the interval.
opticalDepth += 0.5 * extinction * dt;
t0 = t1;
#ifdef USE_CLUSTERED_LIGHTLIST
lightClusters[0] = lightClusters[1];
#endif
}
}
[numthreads(GROUP_SIZE_1D, GROUP_SIZE_1D, 1)]
void VolumetricLighting(uint2 groupId : SV_GroupID,
uint2 groupThreadId : SV_GroupThreadID)
{
// Perform compile-time checks.
if (!IsPower2(VBUFFER_TILE_SIZE) || !IsPower2(TILE_SIZE_CLUSTERED)) return;
uint2 groupOffset = groupId * GROUP_SIZE_1D;
uint2 voxelCoord = groupOffset + groupThreadId;
uint2 tileCoord = voxelCoord * VBUFFER_TILE_SIZE / TILE_SIZE_CLUSTERED;
uint voxelsPerClusterTile = Sq((uint)(TILE_SIZE_CLUSTERED / VBUFFER_TILE_SIZE));
if (voxelsPerClusterTile >= 64)
{
// TODO: this is a compile-time test, make sure the compiler actually scalarizes.
tileCoord = groupOffset * VBUFFER_TILE_SIZE / TILE_SIZE_CLUSTERED;
}
UNITY_BRANCH
if (voxelCoord.x >= (uint)_VBufferResolution.x ||
voxelCoord.y >= (uint)_VBufferResolution.y)
{
return;
}
float2 centerCoord = voxelCoord + float2(0.5, 0.5);
#if ENABLE_REPROJECTION
float2 jitterCoord = centerCoord + _VBufferSampleOffset.xy;
#else
float2 jitterCoord = centerCoord;
#endif
// TODO: avoid 2x matrix multiplications by precomputing the world-space offset on the Z=1 plane.
// Compute the (voxel-centered in the screen space) ray direction s.t. its ViewSpace(rayDirWS).z = 1.
float3 centerDirWS = mul(-float3(centerCoord, 1), (float3x3)_VBufferCoordToViewDirWS);
float centerDirLenSq = dot(centerDirWS, centerDirWS);
float centerDirLenRcp = rsqrt(centerDirLenSq);
float centerDirLen = centerDirLenSq * centerDirLenRcp;
// Compute the (voxel-jittered in the screen space) ray direction s.t. its ViewSpace(rayDirWS).z = 1.
float3 jitterDirWS = mul(-float3(jitterCoord, 1), (float3x3)_VBufferCoordToViewDirWS);
float jitterDirLenSq = dot(jitterDirWS, jitterDirWS);
float jitterDirLenRcp = rsqrt(jitterDirLenSq);
float jitterDirLen = jitterDirLenSq * jitterDirLenRcp;
DualRay ray;
ray.originWS = GetCurrentViewPosition();
ray.jitterDirWS = jitterDirWS * jitterDirLenRcp; // Normalize
ray.centerDirWS = centerDirWS * centerDirLenRcp; // Normalize
ray.jitterDirInvViewZ = jitterDirLen; // View space Z
ray.twoDirRatioViewZ = centerDirLen * jitterDirLenRcp; // View space Z ratio
// TODO
LightLoopContext context;
context.sampleReflection = 0;
context.shadowContext = InitShadowContext();
context.contactShadow = 1.0;
uint featureFlags = 0xFFFFFFFF;
PositionInputs posInput = GetPositionInput(voxelCoord, _VBufferResolution.zw, tileCoord);
FillVolumetricLightingBuffer(context, featureFlags, posInput, ray);
}
#else
[numthreads(GROUP_SIZE_1D, GROUP_SIZE_1D, 1)]
void VolumetricLighting(uint2 groupId : SV_GroupID,
uint2 groupThreadId : SV_GroupThreadID)
{
// Reduce compile times if the feature is disabled.
}
#endif // SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET