181 lines
7.3 KiB
Plaintext
181 lines
7.3 KiB
Plaintext
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal glcore ps5
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#pragma kernel Visualize
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Sampling/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Sampling/Hashes.hlsl"
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#include "SurfaceCacheCore/PatchUtil.hlsl"
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#include "SurfaceCacheCore/RingBuffer.hlsl"
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StructuredBuffer<uint> _RingConfigBuffer;
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StructuredBuffer<SphericalHarmonics::RGBL1> _PatchIrradiances;
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StructuredBuffer<uint> _PatchCellIndices;
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StructuredBuffer<PatchUtil::PatchGeometry> _PatchGeometries;
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StructuredBuffer<PatchUtil::PatchStatisticsSet> _PatchStatistics;
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StructuredBuffer<uint> _CellPatchIndices;
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StructuredBuffer<int3> _CascadeOffsets;
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RWStructuredBuffer<PatchUtil::PatchCounterSet> _PatchCounterSets;
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RWTexture2D<float4> _Result;
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Texture2D<float> _ScreenDepths;
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Texture2D<float3> _ScreenShadedNormals;
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Texture2D<float3> _ScreenFlatNormals;
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uint _RingConfigOffset;
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uint _GridSize;
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uint _CascadeCount;
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float _VoxelMinSize;
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uint _ViewMode;
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uint _ShowSamplePosition;
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float4x4 _ClipToWorldTransform;
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uint _FrameIdx;
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float3 _GridTargetPos;
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uint _DummyBlackbox; // By using a uniform we force the compiler to not make any assumptions.
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float3 IsActuallyNan(float3 val) {
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return isnan(asfloat(_DummyBlackbox ^ asuint(val)));
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}
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float3 IsActuallyInf(float3 val) {
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return isinf(asfloat(_DummyBlackbox ^ asuint(val)));
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}
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[numthreads(8,8,1)]
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void Visualize(uint2 threadIdx : SV_DispatchThreadID)
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{
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uint2 screenSize;
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_ScreenDepths.GetDimensions(screenSize.x, screenSize.y);
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float3 output;
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const float statusBarHeight = 0.05f;
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if (float(threadIdx.y) / screenSize.y < statusBarHeight)
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{
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const RingBuffer::Config ringConfig = RingBuffer::LoadConfig(_RingConfigBuffer, _RingConfigOffset);
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const uint patchIdx = float(threadIdx.x) / screenSize.x * patchCapacity;
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if (RingBuffer::IsPositionUnused(ringConfig, patchIdx))
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{
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output = float3(1.0f, 1.0f, 1.0f);
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}
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else
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{
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if (_PatchCellIndices[patchIdx] == PatchUtil::invalidCellIndex)
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output = float3(1.0f, 0.0f, 0.0f);
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else
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output = float3(0.0f, 1.0f, 0.0f);
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}
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}
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else
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{
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const float ndcDepth = LoadNdcDepth(_ScreenDepths, threadIdx);
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if (ndcDepth == invalidNdcDepth)
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return;
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const float2 uv = (float2(threadIdx.xy) + 0.5f) / float2(screenSize);
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const float3 worldPos = ComputeWorldSpacePosition(uv, ndcDepth, _ClipToWorldTransform);
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const float3 worldShadedNormal = UnpackGBufferNormal(_ScreenShadedNormals[threadIdx.xy]);
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const float3 worldFlatNormal = _ScreenFlatNormals[threadIdx.xy];
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PatchUtil::VolumePositionResolution posResolution = PatchUtil::ResolveVolumePosition(worldPos, _GridTargetPos, _GridSize, _CascadeOffsets, _CascadeCount, _VoxelMinSize);
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output = float3(1.0f, 0.0f, 1.0f);
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if (posResolution.isValid())
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{
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const uint directionIdx = PatchUtil::GetDirectionIndex(worldFlatNormal, PatchUtil::gridCellAngularResolution);
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const uint3 positionStorageSpace = PatchUtil::ConvertGridSpaceToStorageSpace(posResolution.positionGridSpace, _GridSize, _CascadeOffsets[posResolution.cascadeIdx]);
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const uint cellIdx = PatchUtil::GetCellIndex(posResolution.cascadeIdx, positionStorageSpace, directionIdx, _GridSize, PatchUtil::gridCellAngularResolution);
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const uint patchIdx = _CellPatchIndices[cellIdx];
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const bool hasPatch = (patchIdx != PatchUtil::invalidPatchIndex);
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SphericalHarmonics::RGBL1 patchIrradiance = (SphericalHarmonics::RGBL1)0;
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float3 patchPos = 0; // initializing value only to silence shader warning
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if (hasPatch)
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{
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patchIrradiance = _PatchIrradiances[patchIdx];
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patchPos = _PatchGeometries[patchIdx].position;
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PatchUtil::WriteLastFrameAccess(_PatchCounterSets, patchIdx, _FrameIdx);
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}
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if (_ShowSamplePosition == 1 && hasPatch && length(worldPos - patchPos) < 0.12f)
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{
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output = 30.0f;
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}
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else if (_ViewMode == 0)
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{
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const float arbitraryBoost = 5.0f;
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output = arbitraryBoost * float3(
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UintToFloat01(LowBiasHash32(cellIdx, 0)),
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UintToFloat01(LowBiasHash32(cellIdx, 1)),
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UintToFloat01(LowBiasHash32(cellIdx, 2)));
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}
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else if (_ViewMode == 1)
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{
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if (hasPatch)
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{
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const float3 shEval = SphericalHarmonics::Eval(patchIrradiance, worldShadedNormal);
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if (any(IsActuallyNan(shEval)))
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output = float3(1, 0, 0);
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else if (any(IsActuallyInf(shEval)))
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output = float3(0, 1, 0);
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else
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output = max(0, shEval);
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}
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}
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else if (_ViewMode == 2) // fast irradiance
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{
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if (hasPatch)
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{
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output = _PatchStatistics[patchIdx].mean * SphericalHarmonics::y0;
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}
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}
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else if (_ViewMode == 3) // coefficient of variation
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{
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if (hasPatch)
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{
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const PatchUtil::PatchStatisticsSet stats = _PatchStatistics[patchIdx];
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output = sqrt(stats.variance) / max(0.01f, stats.mean) / 20.0f;
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}
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}
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else if (_ViewMode == 4)
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{
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if (hasPatch)
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{
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const PatchUtil::PatchStatisticsSet stats = _PatchStatistics[patchIdx];
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float3 longIrradiance = _PatchIrradiances[patchIdx].l0;
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float3 shortStdDev = sqrt(stats.variance);
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float3 drift = abs(longIrradiance - stats.mean) / max(0.001f, shortStdDev);
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output = drift * 0.25f;
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}
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}
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else if (_ViewMode == 5)
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{
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if (hasPatch)
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{
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output = sqrt(_PatchStatistics[patchIdx].variance) * 0.1f;
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}
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}
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else if (_ViewMode == 6)
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{
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if (hasPatch)
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{
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const float3 green = float3(0, 1, 0);
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const float3 red = float3(1, 0, 0);
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const PatchUtil::PatchCounterSet counterSet = _PatchCounterSets[patchIdx];
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const uint updateCount = PatchUtil::GetUpdateCount(counterSet);
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const float s = float(updateCount) / PatchUtil::updateMax;
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const float3 redGreenMix = lerp(red, green, s);
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const float3 checker = UintToFloat01(LowBiasHash32(cellIdx, 0)); // To make cells visible.
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output = lerp(redGreenMix, checker, 0.25f);
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}
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}
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else if (_ViewMode == 7)
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{
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output = worldFlatNormal * 0.5f + 0.5f;
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}
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}
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}
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_Result[threadIdx.xy] = float4(output, 1.0f);
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}
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