Testing multiple MipMap/TexelDensity solutions

This commit is contained in:
max
2021-04-20 03:52:32 +02:00
parent 4debab5567
commit 0ce4962c05
30 changed files with 1632 additions and 3 deletions

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@ -0,0 +1,75 @@
// Ref: https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-28-mipmap-level-measurement
// https://github.com/jintiao/MipmapLevel/blob/master/Assets/MipmapColor.shader
Shader "Hidden/RS/MipMaps"
{
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSUtilsCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uvmip : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _MipMapColors[15]; // max mipmaps = 1 + floor(log2(maxTexSize))
int _Max;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
int mips = RS_MipCount(_MainTex_TexelSize);
float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
int mipLevels = 1 + floor(log2(max(_MainTex_TexelSize.z, _MainTex_TexelSize.w)));
// int m = RS_MipMap(i.uvmip, _MainTex_TexelSize);
int m = RS_M(i.uvmip, _MainTex_TexelSize);
// int m = RS_Mip(i.uvmip, _MainTex_TexelSize, mipLevels);
// m = clamp(m, 0, _Max);
// m = RS_Remap(m, 0, 15, 0, _Max);
fixed4 mip = _MipMapColors[m];
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 res;
res.rgb = lerp(col.rgb, mip.rgb, mip.a);
res.a = col.a;
return res;
}
ENDCG
}
}
}

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@ -2,7 +2,7 @@
#define RS_UTILS_CG_INCLUDED
// https://www.ronja-tutorials.com/post/010-triplanar-mapping/
fixed4 SampleTriPlanar(sampler2D tex, float4 tex_ST, float3 position, float3 normal, float sharpness)
fixed4 RS_TriPlanar(sampler2D tex, float4 tex_ST, float3 position, float3 normal, float sharpness)
{
//calculate UV coordinates for three projections
float2 uv_front = TRANSFORM_TEX(position.xy, tex);
@ -34,4 +34,65 @@ fixed4 SampleTriPlanar(sampler2D tex, float4 tex_ST, float3 position, float3 nor
return col;
}
float RS_Remap(float value, float oldMin, float oldMax, float newMin, float newMax)
{
return (newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin));
}
int RS_MipCount(float4 texelSize)
{
int m = max(texelSize.z, texelSize.w);
int mip = 1 + floor(log2(m));
return mip;
}
// https://github.com/jintiao/MipmapLevel/blob/master/Assets/MipmapColor.shader
int RS_MipMap(float2 uv, float4 texelSize)
{
// Mipmap calculation.
float2 muv = uv * texelSize.zw;
float2 dx = ddx(muv);
float2 dy = ddy(muv);
//#if 0
// float rho = max(sqrt(dot(dx, dx)), sqrt(dot(dy, dy)));
// float lambda = log2(rho);
//#else
float rho = max(dot(dx, dx), dot(dy, dy));
float lambda = 0.5 * log2(rho);
//#endif
return max(int(lambda + 0.5), 0);
}
float RS_Mip(float2 uv, float4 texelSize, int mipLevels)
{
float2 muv = uv * texelSize.zw;
float2 derivX = ddx(muv);
float2 derivY = ddy(muv);
float delta_max_sqr = max(dot(derivX, derivX), dot(derivY, derivY));
float mip = 0.5 * log2(delta_max_sqr) * mipLevels;
return mip;
}
// https://gamedev.stackexchange.com/questions/28401/detect-mip-mapping-level-in-the-shader
float RS_M(float2 uv, float4 texelSize)
{
float2 dx = ddx(uv * texelSize.zw);
float2 dy = ddy(uv * texelSize.zw);
float d = max(dot(dx, dx), dot(dy, dy));
// Clamp the value to the max mip level counts
const float rangeClamp = pow(2.0, (RS_MipCount(texelSize) - 1) * 2.0);
d = clamp(d, 1.0, rangeClamp);
float mipLevel = 0.5 * log2(d);
mipLevel = floor(mipLevel);
return mipLevel;
}
#endif

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@ -0,0 +1,64 @@
// Ref: https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
Shader "Hidden/RS/TexelDensityChecker"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSPropertiesCG.cginc"
#include "RSUtilsCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uvmip : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
int mips = RS_MipCount(_MainTex_TexelSize);
float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 mip = tex2D(_RS_Texture, i.uvmip);
fixed4 res;
res.rgb = lerp(col.rgb, mip.rgb, mip.a);
res.a = col.a;
return res;
}
ENDCG
}
}
}

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@ -23,7 +23,7 @@ Shader "Hidden/RS/TriPlanarLit"
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = SampleTriPlanar(_RS_Texture, _RS_Texture_ST, IN.worldPos, IN.worldNormal, _RS_Sharpness);
fixed4 c = RS_TriPlanar(_RS_Texture, _RS_Texture_ST, IN.worldPos, IN.worldNormal, _RS_Sharpness);
o.Albedo = c * _RS_Color;
o.Metallic = _RS_Metallic;

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@ -38,7 +38,7 @@ Shader "Hidden/RS/TriPlanarUnlit"
fixed4 frag(v2f i) : SV_Target
{
fixed4 c = SampleTriPlanar(_RS_Texture, _RS_Texture_ST, i.worldPos, i.normal, _RS_Sharpness);
fixed4 c = RS_TriPlanar(_RS_Texture, _RS_Texture_ST, i.worldPos, i.normal, _RS_Sharpness);
c *= _RS_Color;
return c;
}

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