Directional Light

- Directional light
- Sponza sample scene
This commit is contained in:
max 2022-02-19 01:22:32 +01:00
parent e6dc2d2ca9
commit 1a04e8feef
67 changed files with 4703 additions and 671 deletions

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@ -13,8 +13,6 @@ public abstract class LightOverride : MonoBehaviour
Type m_Type = Type.None;
bool m_Initialized = false;
Light m_Light;
TubeLight m_TubeLight;
AreaLight m_AreaLight;
public bool isOn
{
@ -28,8 +26,6 @@ public abstract class LightOverride : MonoBehaviour
switch(m_Type)
{
case Type.Point: return m_Light.enabled || GetForceOn();
case Type.Tube: return m_TubeLight.enabled || GetForceOn();
case Type.Area: return m_AreaLight.enabled || GetForceOn();
case Type.Directional: return m_Light.enabled || GetForceOn();
}
@ -40,12 +36,10 @@ public abstract class LightOverride : MonoBehaviour
}
new public Light light {get{Init(); return m_Light;} private set{}}
public TubeLight tubeLight {get{Init(); return m_TubeLight;} private set{}}
public AreaLight areaLight {get{Init(); return m_AreaLight;} private set{}}
public Type type {get{Init(); return m_Type;} private set{}}
// To get the "enabled" state checkbox
// To get the "enabled" state check box
void Update()
{
@ -67,14 +61,6 @@ public abstract class LightOverride : MonoBehaviour
default: m_Type = Type.None; break;
}
}
else if ((m_TubeLight = GetComponent<TubeLight>()) != null)
{
m_Type = Type.Tube;
}
else if ((m_AreaLight = GetComponent<AreaLight>()) != null)
{
m_Type = Type.Area;
}
m_Initialized = true;
}

8
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Shader "Custom/StandardAlphaBlended-VolumetricFog"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
#pragma target 3.0
#pragma multi_compile _ VOLUMETRIC_FOG
#if VOLUMETRIC_FOG
#include "../../VolumetricFog/Shaders/VolumetricFog.cginc"
#endif
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
struct Input {
float2 uv_MainTex;
float4 screenPos;
};
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
#if VOLUMETRIC_FOG
half3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;
half linear01Depth = Linear01Depth(uvscreen.z);
fixed4 fog = Fog(linear01Depth, uvscreen.xy);
// Always apply fog attenuation - also in the forward add pass.
color.rgb *= fog.a;
// Alpha premultiply mode (used with alpha and Standard lighting function, or explicitly alpha:premul)
// uses source blend factor of One instead of SrcAlpha. `color` is compensated for it, so we need to compensate
// the amount of inscattering too. A note on why this works: below.
#if _ALPHAPREMULTIPLY_ON
fog.rgb *= o.Alpha;
#endif
// Add inscattering only once, so in forward base, but not forward add.
#ifndef UNITY_PASS_FORWARDADD
color.rgb += fog.rgb;
#endif
// So why does multiplying the inscattered light by alpha work?
// In other words: how did fog ever work, if opaque objects add all of the inscattered light
// between them and the camera, and then the transparencies add even more?
//
// This is our scene initially:
// scene |---is0---------------------------------------> camera
//
// And that's with the transparent object added in between the opaque stuff and the camera:
// scene |---is1---> transparent |---is2---------------> camera
//
// When rendering, we start with the opaque part of the scene and add all the light inscattered between that and the camera: is0.
// Then we add the transparent object. It does two things (let's consider the alpha premultiply version):
// - Dims whatever was behind it (including is0) by OneMinusSrcAlpha
// - Adds light inscattered in front of it (is2), multiplied by Alpha
//
// So all in all we end up with this much inscattered light:
// is0 * OneMinusSrcAlpha + is2 * Alpha
//
// Judging by the diagram, though, the correct amount should be:
// is1 * OneMinusSrcAlpha + is2
//
// Turns out the two expressions are equal - who would've thunk?
// is1 = is0 - is2
// (is0 - is2) * OneMinusSrcAlpha + is2
// is0 * OneMinusSrcAlpha - is2 * (1 - Alpha) + is2
// is0 * OneMinusSrcAlpha - is2 + is2 * Alpha + is2
// is0 * OneMinusSrcAlpha + is2 * Alpha
// I leave figuring out if the fog attenuation is correct as an exercise to the reader ;)
#endif
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Standard"
}

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@ -0,0 +1,145 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// A simple free camera to be added to a Unity game object.
///
/// Keys:
/// wasd / arrows - movement
/// q/e - up/down (local space)
/// r/f - up/down (world space)
/// pageup/pagedown - up/down (world space)
/// hold shift - enable fast movement mode
/// right mouse - enable free look
/// mouse - free look / rotation
///
/// </summary>
public class FreeCam : MonoBehaviour
{
/// <summary>
/// Normal speed of camera movement.
/// </summary>
public float movementSpeed = 10f;
/// <summary>
/// Speed of camera movement when shift is held down,
/// </summary>
public float fastMovementSpeed = 100f;
/// <summary>
/// Sensitivity for free look.
/// </summary>
public float freeLookSensitivity = 3f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel.
/// </summary>
public float zoomSensitivity = 10f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel (fast mode).
/// </summary>
public float fastZoomSensitivity = 50f;
/// <summary>
/// Set to true when free looking (on right mouse button).
/// </summary>
private bool looking = false;
void Update()
{
var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.E))
{
transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.Q))
{
transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
{
transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
{
transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime);
}
if (looking)
{
float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f);
}
float axis = Input.GetAxis("Mouse ScrollWheel");
if (axis != 0)
{
var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity;
transform.position = transform.position + transform.forward * axis * zoomSensitivity;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
StartLooking();
}
else if (Input.GetKeyUp(KeyCode.Mouse1))
{
StopLooking();
}
}
void OnDisable()
{
StopLooking();
}
/// <summary>
/// Enable free looking.
/// </summary>
public void StartLooking()
{
looking = true;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
/// <summary>
/// Disable free looking.
/// </summary>
public void StopLooking()
{
looking = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}

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@ -102,6 +102,7 @@ public partial class FogLight : LightOverride
// This step should convert to ESM/VSM
// m_BufGrabShadowmap.Blit(shadowmap, targetRT);
m_BufGrabShadowmap.SetGlobalTexture("_DirShadowmap", shadowmap);
m_BufGrabShadowmap.SetGlobalVector("_ZParams", GetZParams());
m_BufGrabShadowmap.Blit(null, targetRT, m_BlurShadowmapMaterial, /*sample & convert to VSM*/ 4);
}
else
@ -118,6 +119,14 @@ public partial class FogLight : LightOverride
//m_BufGrabShadowmap.SetGlobalTexture(directionalShadowmapBlurred, directionalShadowmapBlurred);
}
private Vector4 GetZParams()
{
Light light = GetComponent<Light>();
float n = light.shadowNearPlane;
float f = light.range;
return new Vector4((n - f) / n, f / n, (n - f) / (n * f), 1 / n);
}
void CleanupDirectionalShadowmap()
{
if (m_BufGrabShadowmap != null)

View File

@ -4,12 +4,9 @@ using System.Collections.Generic;
using System.Runtime.InteropServices;
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[RequireComponent(typeof(Camera))]
public class VolumetricFog : MonoBehaviour
{
Material m_DebugMaterial;
[HideInInspector]
public Shader m_DebugShader;
[HideInInspector]
public Shader m_ShadowmapShader;
[HideInInspector]
@ -24,11 +21,6 @@ public class VolumetricFog : MonoBehaviour
public Shader m_BlurShadowmapShader;
[HideInInspector]
public Texture2D m_Noise;
[HideInInspector]
public bool m_Debug = false;
[HideInInspector]
[Range(0.0f, 1.0f)]
public float m_Z = 1.0f;
[Header("Size")]
[MinValue(0.1f)]
@ -43,7 +35,8 @@ public class VolumetricFog : MonoBehaviour
Vector3i m_ScatterNumThreads = new Vector3i(32, 2, 1);
RenderTexture m_VolumeInject;
RenderTexture m_VolumeScatter;
Vector3i m_VolumeResolution = new Vector3i(160, 90, 128);
[SerializeField]
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
Camera m_Camera;
// Density
@ -68,6 +61,18 @@ public class VolumetricFog : MonoBehaviour
public float m_AmbientLightIntensity = 0.0f;
public Color m_AmbientLightColor = Color.white;
[Header("Debug")]
private Material m_DebugMaterial;
[HideInInspector]
public Shader m_DebugShader;
[HideInInspector]
public bool m_Debug = false;
[HideInInspector]
[Range(0.0f, 1.0f)]
public float m_Z = 1.0f;
public int m_VolumeAA = 0;
public FilterMode m_FilterMode = FilterMode.Bilinear;
struct Vector3i
{
public int x, y, z;
@ -90,43 +95,6 @@ public class VolumetricFog : MonoBehaviour
PointLightParams[] m_PointLightParams;
ComputeBuffer m_PointLightParamsCB;
struct TubeLightParams
{
public Vector3 start;
public float range;
public Vector3 end;
public float radius;
public Vector3 color;
float padding;
}
TubeLightParams[] m_TubeLightParams;
ComputeBuffer m_TubeLightParamsCB;
struct TubeLightShadowPlaneParams
{
public Vector4 plane0;
public Vector4 plane1;
public float feather0;
public float feather1;
float padding0;
float padding1;
}
TubeLightShadowPlaneParams[] m_TubeLightShadowPlaneParams;
ComputeBuffer m_TubeLightShadowPlaneParamsCB;
struct AreaLightParams
{
public Matrix4x4 mat;
public Vector4 pos;
public Vector3 color;
public float bounded;
}
AreaLightParams[] m_AreaLightParams;
ComputeBuffer m_AreaLightParamsCB;
struct FogEllipsoidParams
{
public Vector3 pos;
@ -148,14 +116,14 @@ public class VolumetricFog : MonoBehaviour
ComputeBuffer m_DummyCB;
Camera cam{ get { if (m_Camera == null) m_Camera = GetComponent<Camera>(); return m_Camera; }}
Camera cam { get { if (m_Camera == null) m_Camera = GetComponent<Camera>(); return m_Camera; } }
float nearClip { get { return Mathf.Max(0, m_NearClip); } }
float farClip { get { return Mathf.Min(cam.farClipPlane, m_FarClipMax); } }
void ReleaseComputeBuffer(ref ComputeBuffer buffer)
{
if(buffer != null)
if (buffer != null)
buffer.Release();
buffer = null;
}
@ -175,9 +143,6 @@ public class VolumetricFog : MonoBehaviour
DestroyImmediate(m_VolumeInject);
DestroyImmediate(m_VolumeScatter);
ReleaseComputeBuffer(ref m_PointLightParamsCB);
ReleaseComputeBuffer(ref m_TubeLightParamsCB);
ReleaseComputeBuffer(ref m_TubeLightShadowPlaneParamsCB);
ReleaseComputeBuffer(ref m_AreaLightParamsCB);
ReleaseComputeBuffer(ref m_FogEllipsoidParamsCB);
ReleaseComputeBuffer(ref m_DummyCB);
m_VolumeInject = null;
@ -227,121 +192,12 @@ public class VolumetricFog : MonoBehaviour
m_InjectLightingAndDensity.SetBuffer(kernel, "_PointLights", m_PointLightParamsCB);
}
TubeLightShadowPlane.Params[] sppArr;
void SetUpTubeLightBuffers(int kernel)
{
int count = m_TubeLightParamsCB == null ? 0 : m_TubeLightParamsCB.count;
m_InjectLightingAndDensity.SetFloat("_TubeLightsCount", count);
if (count == 0)
{
// Can't not set the buffer
m_InjectLightingAndDensity.SetBuffer(kernel, "_TubeLights", m_DummyCB);
m_InjectLightingAndDensity.SetBuffer(kernel, "_TubeLightShadowPlanes", m_DummyCB);
return;
}
if (m_TubeLightParams == null || m_TubeLightParams.Length != count)
m_TubeLightParams = new TubeLightParams[count];
if (m_TubeLightShadowPlaneParams == null || m_TubeLightShadowPlaneParams.Length != count)
m_TubeLightShadowPlaneParams = new TubeLightShadowPlaneParams[count];
HashSet<FogLight> fogLights = LightManagerFogLights.Get();
int j = 0;
for (var x = fogLights.GetEnumerator(); x.MoveNext();)
{
var fl = x.Current;
if (fl == null || fl.type != FogLight.Type.Tube || !fl.isOn)
continue;
TubeLight light = fl.tubeLight;
Transform t = light.transform;
Vector3 pos = t.position;
Vector3 halfLength = 0.5f * t.up * light.m_Length;
// Tube lights
m_TubeLightParams[j].start = pos + halfLength;
m_TubeLightParams[j].end = pos - halfLength;
float range = light.m_Range * fl.m_RangeMult;
m_TubeLightParams[j].range = 1.0f / (range * range);
m_TubeLightParams[j].color = new Vector3(light.m_Color.r, light.m_Color.g, light.m_Color.b) * light.m_Intensity * fl.m_IntensityMult;
m_TubeLightParams[j].radius = light.m_Radius;
// Tube light shadow planes
var p = light.GetShadowPlaneParams(ref sppArr);
m_TubeLightShadowPlaneParams[j].plane0 = p[0].plane;
m_TubeLightShadowPlaneParams[j].plane1 = p[1].plane;
m_TubeLightShadowPlaneParams[j].feather0 = p[0].feather;
m_TubeLightShadowPlaneParams[j].feather1 = p[1].feather;
j++;
}
m_TubeLightParamsCB.SetData(m_TubeLightParams);
m_InjectLightingAndDensity.SetBuffer(kernel, "_TubeLights", m_TubeLightParamsCB);
m_TubeLightShadowPlaneParamsCB.SetData(m_TubeLightShadowPlaneParams);
m_InjectLightingAndDensity.SetBuffer(kernel, "_TubeLightShadowPlanes", m_TubeLightShadowPlaneParamsCB);
}
void SetUpAreaLightBuffers(int kernel)
{
int count = m_AreaLightParamsCB == null ? 0 : m_AreaLightParamsCB.count;
m_InjectLightingAndDensity.SetFloat("_AreaLightsCount", count);
if (count == 0)
{
// Can't not set the buffers/textures
m_InjectLightingAndDensity.SetBuffer(kernel, "_AreaLights", m_DummyCB);
m_InjectLightingAndDensity.SetTexture(kernel, "_AreaLightShadowmap", Texture2D.whiteTexture);
return;
}
if (m_AreaLightParams == null || m_AreaLightParams.Length != count)
m_AreaLightParams = new AreaLightParams[count];
HashSet<FogLight> fogLights = LightManagerFogLights.Get();
int shadowedAreaLightIndex = -1;
int j = 0;
for (var x = fogLights.GetEnumerator(); x.MoveNext();)
{
var fl = x.Current;
if (fl == null || fl.type != FogLight.Type.Area || !fl.isOn)
continue;
AreaLight light = fl.areaLight;
m_AreaLightParams[j].mat = light.GetProjectionMatrix(true);
m_AreaLightParams[j].pos = light.GetPosition();
m_AreaLightParams[j].color = new Vector3(light.m_Color.r, light.m_Color.g, light.m_Color.b) * light.m_Intensity * fl.m_IntensityMult;
m_AreaLightParams[j].bounded = fl.m_Bounded ? 1 : 0;
if (fl.m_Shadows)
{
RenderTexture shadowmap = light.GetBlurredShadowmap();
if (shadowmap != null)
{
m_InjectLightingAndDensity.SetTexture(kernel, "_AreaLightShadowmap", shadowmap);
m_InjectLightingAndDensity.SetFloat("_ESMExponentAreaLight", fl.m_ESMExponent);
shadowedAreaLightIndex = j;
}
}
j++;
}
m_AreaLightParamsCB.SetData(m_AreaLightParams);
m_InjectLightingAndDensity.SetBuffer(kernel, "_AreaLights", m_AreaLightParamsCB);
m_InjectLightingAndDensity.SetFloat("_ShadowedAreaLightIndex", shadowedAreaLightIndex < 0 ? fogLights.Count : shadowedAreaLightIndex);
if (shadowedAreaLightIndex < 0)
m_InjectLightingAndDensity.SetTexture(kernel, "_AreaLightShadowmap", Texture2D.whiteTexture);
}
void SetUpFogEllipsoidBuffers(int kernel)
{
int count = 0;
HashSet<FogEllipsoid> fogEllipsoids = LightManagerFogEllipsoids.Get();
for (var x = fogEllipsoids.GetEnumerator(); x.MoveNext();) {
for (var x = fogEllipsoids.GetEnumerator(); x.MoveNext();)
{
var fe = x.Current;
if (fe != null && fe.enabled && fe.gameObject.activeSelf)
count++;
@ -370,7 +226,7 @@ public class VolumetricFog : MonoBehaviour
m_FogEllipsoidParams[j].pos = t.position;
m_FogEllipsoidParams[j].radius = fe.m_Radius * fe.m_Radius;
m_FogEllipsoidParams[j].axis = -t.up;
m_FogEllipsoidParams[j].stretch = 1.0f/fe.m_Stretch - 1.0f;
m_FogEllipsoidParams[j].stretch = 1.0f / fe.m_Stretch - 1.0f;
m_FogEllipsoidParams[j].density = fe.m_Density;
m_FogEllipsoidParams[j].noiseAmount = fe.m_NoiseAmount;
m_FogEllipsoidParams[j].noiseSpeed = fe.m_NoiseSpeed;
@ -446,19 +302,29 @@ public class VolumetricFog : MonoBehaviour
m_dirLightDir[1] = dir.y;
m_dirLightDir[2] = dir.z;
m_InjectLightingAndDensity.SetFloats("_DirLightDir", m_dirLightDir);
}
float[] m_fogParams;
float[] m_windDir;
float[] m_ambientLight;
float[] m_froxelResolution;
void SetUpForScatter(int kernel)
{
SanitizeInput();
InitResources();
SetFrustumRays();
if (m_froxelResolution == null)
{
m_froxelResolution = new float[3];
m_froxelResolution[0] = froxelResolution.x;
m_froxelResolution[1] = froxelResolution.y;
m_froxelResolution[2] = froxelResolution.z;
}
m_Scatter.SetFloats("_FroxelResolution", m_froxelResolution);
m_InjectLightingAndDensity.SetFloats("_FroxelResolution", m_froxelResolution);
// Compensate for more light and density being injected in per world space meter when near and far are closer.
// TODO: Not quite correct yet.
float depthCompensation = (farClip - nearClip) * 0.01f;
@ -489,7 +355,7 @@ public class VolumetricFog : MonoBehaviour
m_windDir[2] = windDir.z;
m_InjectLightingAndDensity.SetFloats("_WindDir", m_windDir);
m_InjectLightingAndDensity.SetFloat("_Time", Time.time);
m_InjectLightingAndDensity.SetFloat("_NearOverFarClip", nearClip/farClip);
m_InjectLightingAndDensity.SetFloat("_NearOverFarClip", nearClip / farClip);
Color ambient = m_AmbientLightColor * m_AmbientLightIntensity * 0.1f;
m_ambientLight[0] = ambient.r;
m_ambientLight[1] = ambient.g;
@ -497,8 +363,6 @@ public class VolumetricFog : MonoBehaviour
m_InjectLightingAndDensity.SetFloats("_AmbientLight", m_ambientLight);
SetUpPointLightBuffers(kernel);
SetUpTubeLightBuffers(kernel);
SetUpAreaLightBuffers(kernel);
SetUpFogEllipsoidBuffers(kernel);
SetUpDirectionalLight(kernel);
}
@ -506,16 +370,15 @@ public class VolumetricFog : MonoBehaviour
void Scatter()
{
// Inject lighting and density
int kernel = 0;
int kernel = m_InjectLightingAndDensity.FindKernel("CSMain");
SetUpForScatter(kernel);
m_InjectLightingAndDensity.Dispatch(kernel, m_VolumeResolution.x/m_InjectNumThreads.x, m_VolumeResolution.y/m_InjectNumThreads.y, m_VolumeResolution.z/m_InjectNumThreads.z);
m_InjectLightingAndDensity.Dispatch(kernel, froxelResolution.x / m_InjectNumThreads.x, froxelResolution.y / m_InjectNumThreads.y, froxelResolution.z / m_InjectNumThreads.z);
// Solve scattering
m_Scatter.SetTexture(0, "_VolumeInject", m_VolumeInject);
m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter);
m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1);
kernel = m_Scatter.FindKernel("CSMain");
m_Scatter.SetTexture(kernel, "_VolumeInject", m_VolumeInject);
m_Scatter.SetTexture(kernel, "_VolumeScatter", m_VolumeScatter);
m_Scatter.Dispatch(kernel, froxelResolution.x / m_ScatterNumThreads.x, froxelResolution.y / m_ScatterNumThreads.y, 1);
}
void DebugDisplay(RenderTexture src, RenderTexture dest)
@ -535,7 +398,7 @@ public class VolumetricFog : MonoBehaviour
{
Shader.SetGlobalTexture("_VolumeScatter", m_VolumeScatter);
Shader.SetGlobalVector("_Screen_TexelSize", new Vector4(1.0f / width, 1.0f / height, width, height));
Shader.SetGlobalVector("_VolumeScatter_TexelSize", new Vector4(1.0f / m_VolumeResolution.x, 1.0f / m_VolumeResolution.y, 1.0f / m_VolumeResolution.z, 0));
Shader.SetGlobalVector("_VolumeScatter_TexelSize", new Vector4(1.0f / froxelResolution.x, 1.0f / froxelResolution.y, 1.0f / froxelResolution.z, 0));
Shader.SetGlobalFloat("_CameraFarOverMaxFar", cam.farClipPlane / farClip);
Shader.SetGlobalFloat("_NearOverFarClip", nearClip / farClip);
}
@ -551,7 +414,7 @@ public class VolumetricFog : MonoBehaviour
return;
}
if(m_Debug)
if (m_Debug)
{
DebugDisplay(src, dest);
return;
@ -573,7 +436,7 @@ public class VolumetricFog : MonoBehaviour
void OnPostRender()
{
VolumetricFogInForward(false);
VolumetricFogInForward(false);
}
void VolumetricFogInForward(bool enable)
@ -590,8 +453,8 @@ public class VolumetricFog : MonoBehaviour
return t.InverseTransformPoint(c.ViewportToWorldPoint(p));
}
static readonly Vector2[] frustumUVs =
new Vector2[] {new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1)};
static readonly Vector2[] frustumUVs =
new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) };
static float[] frustumRays = new float[16];
void SetFrustumRays()
@ -603,10 +466,10 @@ public class VolumetricFog : MonoBehaviour
for (int i = 0; i < 4; i++)
{
Vector3 ray = cam.ViewportToWorldPoint(new Vector3(uvs[i].x, uvs[i].y, far)) - cameraPos;
frustumRays[i*4+0] = ray.x;
frustumRays[i*4+1] = ray.y;
frustumRays[i*4+2] = ray.z;
frustumRays[i*4+3] = 0;
frustumRays[i * 4 + 0] = ray.x;
frustumRays[i * 4 + 1] = ray.y;
frustumRays[i * 4 + 2] = ray.z;
frustumRays[i * 4 + 3] = 0;
}
m_InjectLightingAndDensity.SetVector("_CameraPos", cameraPos);
@ -615,13 +478,15 @@ public class VolumetricFog : MonoBehaviour
void InitVolume(ref RenderTexture volume)
{
if(volume)
if (volume)
return;
volume = new RenderTexture (m_VolumeResolution.x, m_VolumeResolution.y, 0, RenderTextureFormat.ARGBHalf);
volume.volumeDepth = m_VolumeResolution.z;
volume = new RenderTexture(froxelResolution.x, froxelResolution.y, 0, RenderTextureFormat.ARGBHalf);
volume.volumeDepth = froxelResolution.z;
volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
volume.enableRandomWrite = true;
volume.antiAliasing = m_VolumeAA;
volume.filterMode = m_FilterMode;
volume.Create();
}
@ -630,7 +495,7 @@ public class VolumetricFog : MonoBehaviour
if (buffer != null && buffer.count == count)
return;
if(buffer != null)
if (buffer != null)
{
buffer.Release();
buffer = null;
@ -642,13 +507,12 @@ public class VolumetricFog : MonoBehaviour
buffer = new ComputeBuffer(count, stride);
}
void InitResources ()
void InitResources()
{
// Volume
InitVolume(ref m_VolumeInject);
InitVolume(ref m_VolumeScatter);
// Compute buffers
int pointLightCount = 0, tubeLightCount = 0, areaLightCount = 0;
HashSet<FogLight> fogLights = LightManagerFogLights.Get();
@ -660,21 +524,20 @@ public class VolumetricFog : MonoBehaviour
bool isOn = fl.isOn;
switch(fl.type)
switch (fl.type)
{
case FogLight.Type.Point: if (isOn) pointLightCount++; break;
case FogLight.Type.Tube: if (isOn) tubeLightCount++; break;
case FogLight.Type.Area: if (isOn) areaLightCount++; break;
case FogLight.Type.Point: if (isOn) pointLightCount++; break;
case FogLight.Type.Tube: if (isOn) tubeLightCount++; break;
case FogLight.Type.Area: if (isOn) areaLightCount++; break;
}
}
CreateBuffer(ref m_PointLightParamsCB, pointLightCount, Marshal.SizeOf(typeof(PointLightParams)));
CreateBuffer(ref m_TubeLightParamsCB, tubeLightCount, Marshal.SizeOf(typeof(TubeLightParams)));
CreateBuffer(ref m_TubeLightShadowPlaneParamsCB, tubeLightCount, Marshal.SizeOf(typeof(TubeLightShadowPlaneParams)));
CreateBuffer(ref m_AreaLightParamsCB, areaLightCount, Marshal.SizeOf(typeof(AreaLightParams)));
HashSet<FogEllipsoid> fogEllipsoids = LightManagerFogEllipsoids.Get();
CreateBuffer(ref m_FogEllipsoidParamsCB, fogEllipsoids == null ? 0 : fogEllipsoids.Count, Marshal.SizeOf(typeof(FogEllipsoidParams)));
CreateBuffer(ref m_DummyCB, 1, 4);
//
}
void ReleaseTemporary(ref RenderTexture rt)
@ -715,7 +578,7 @@ public class VolumetricFog : MonoBehaviour
public static string GetUnsupportedErrorMessage()
{
return "Volumetric Fog requires compute shaders and this platform doesn't support them. Disabling. \nDetected device type: " +
return "Volumetric Fog requires compute shaders and this platform doesn't support them. Disabling. \nDetected device type: " +
SystemInfo.graphicsDeviceType + ", version: " + SystemInfo.graphicsDeviceVersion;
}
}

View File

@ -98,7 +98,7 @@ Shader "Hidden/BlurShadowmap" {
z.b = tex2D (_DirShadowmap, i.uv22).r;
z.a = tex2D (_DirShadowmap, i.uv23).r;
return z.r;
// return z.r;
// Transform to linear z, 0 at near, 1 at far
// z = z * 2 - 1;

View File

@ -6,7 +6,7 @@
{
CGPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11
//#pragma only_renderers d3d11
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

View File

@ -44,8 +44,8 @@ CGPROGRAM
{
half depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
// return i.uv.xyyy;
return tex2D(_BoxLightShadowmap, i.uv);
//return i.uv.xyyy;
//return tex2D(_BoxLightShadowmap, i.uv);
//return log(tex2D(_ShadowmapBlurred, i.uv))/80.0;
return tex3D(_VolumeInject, half3(i.uv.x, i.uv.y, _Z)).a;// * tex2D(_MainTex, float2(i.uv.x, i.uv.y));
}

View File

@ -1,15 +1,6 @@
#pragma kernel CSMain TUBE_LIGHTS TUBE_LIGHT_SHADOW_PLANES FOG_ELLIPSOIDS ANISOTROPY AREA_LIGHTS POINT_LIGHTS
// Directional light support not quite ready yet
// #pragma kernel CSMain TUBE_LIGHTS TUBE_LIGHT_SHADOW_PLANES FOG_ELLIPSOIDS ANISOTROPY AREA_LIGHTS POINT_LIGHTS DIR_LIGHT
#define TUBE_LIGHT_ATTENUATION_LEGACY 1
#include "..\..\TubeLight\Shaders\TubeLightAttenuation.cginc"
#ifdef TUBE_LIGHT_SHADOW_PLANES
#include "..\..\TubeLight\Shaders\TubeLightShadowPlanes.cginc"
#endif
#pragma kernel CSMain /*FOG_ELLIPSOIDS*/ ANISOTROPY POINT_LIGHTS DIR_LIGHT DIR_LIGHT_SHADOWS /*FOG_BOMB*/ /*ATTENUATION_LEGACY*/
float3 _FroxelResolution;
RWTexture3D<half4> _VolumeInject;
float4 _FrustumRays[4];
float4 _CameraPos;
@ -30,6 +21,7 @@ Texture2D _LightTextureB0;
SamplerState sampler_LightTextureB0;
float _NearOverFarClip;
float3 _AmbientLight;
#ifdef FOG_BOMB
float _FogBombRadius;
float3 _FogBombPos;
@ -65,43 +57,6 @@ StructuredBuffer<PointLight> _PointLights;
float _PointLightsCount;
#endif
#ifdef TUBE_LIGHTS
struct TubeLight
{
float3 start;
float range;
float3 end;
float radius;
float3 color;
float padding;
};
StructuredBuffer<TubeLight> _TubeLights;
float _TubeLightsCount;
#ifdef TUBE_LIGHT_SHADOW_PLANES
// Same count as _TubeLightsCount
StructuredBuffer<TubeLightShadowPlane> _TubeLightShadowPlanes;
#endif
#endif // TUBE_LIGHTS
#ifdef AREA_LIGHTS
struct AreaLight
{
float4x4 mat;
float4 pos; // only needed for anisotropy. w: 0 ortho, 1 proj
float3 color;
float bounded;
};
StructuredBuffer<AreaLight> _AreaLights;
float _AreaLightsCount;
Texture2D _AreaLightShadowmap;
SamplerState sampler_AreaLightShadowmap;
float _ShadowedAreaLightIndex;
float4 _AreaLightShadowmapZParams;
float _ESMExponentAreaLight;
#endif
#ifdef FOG_ELLIPSOIDS
struct FogEllipsoid
{
@ -142,7 +97,7 @@ float noise(float3 x)
float3 f = frac(x);
f = f * f * (3.0 - 2.0 * f);
float2 uv = (p.xy + float2(37.0,17.0) * p.z) + f.xy;
float2 rg = _Noise.SampleLevel(sampler_Noise, (uv + 0.5) / 256.0, 0).yx;
float2 rg = _Noise.SampleLevel(sampler_Noise, (uv + 0.5) / 128.0, 0).yx;
return -1.0 + 2.0 * lerp(rg.x, rg.y, f.z);
}
@ -167,6 +122,58 @@ float ScrollNoise(float3 pos, float speed, float scale, float3 dir, float amount
return lerp(1.0, f, amount);
}
#if ATTENUATION_LEGACY
float Attenuation(float distNorm)
{
return 1.0 / (1.0 + 25.0 * distNorm);
}
float AttenuationToZero(float distNorm)
{
float att = Attenuation(distNorm);
// Replicating unity light attenuation - pulled to 0 at range
// if (distNorm > 0.8 * 0.8)
// att *= 1 - (distNorm - 0.8 * 0.8) / (1 - 0.8 * 0.8);
// Same, simplified
float oneDistNorm = 1.0 - distNorm;
att *= lerp(1.0, oneDistNorm * 2.78, step(0.64, distNorm));
att *= step(0.0, oneDistNorm);
return att;
}
#else
float Attenuation(float distSqr)
{
float d = sqrt(distSqr);
float kDefaultPointLightRadius = 0.25;
return 1.0 / pow(1.0 + d / kDefaultPointLightRadius, 2);
}
float AttenuationToZero(float distSqr)
{
// attenuation = 1 / (1 + distance_to_light / light_radius)^2
// = 1 / (1 + 2*(d/r) + (d/r)^2)
// For more details see: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
float d = sqrt(distSqr);
float kDefaultPointLightRadius = 0.25;
float atten = 1.0 / pow(1.0 + d / kDefaultPointLightRadius, 2);
float kCutoff = 1.0 / pow(1.0 + 1.0 / kDefaultPointLightRadius, 2); // cutoff equal to attenuation at distance 1.0
// Force attenuation to fall towards zero at distance 1.0
atten = (atten - kCutoff) / (1.f - kCutoff);
if (d >= 1.f)
atten = 0.f;
return atten;
}
#endif
#ifdef FOG_ELLIPSOIDS
void FogEllipsoids(float3 pos, inout float density)
{
@ -245,9 +252,8 @@ float anisotropy(float costheta)
}
#endif
#if AREA_LIGHTS || DIR_LIGHT_SHADOWS
#define VSM 1
#if VSM
#if DIR_LIGHT
#if DIR_LIGHT_SHADOWS
float ChebyshevUpperBound(float2 moments, float mean)
{
// Compute variance
@ -260,13 +266,9 @@ float ChebyshevUpperBound(float2 moments, float mean)
float pMax = variance / (variance + (d * d));
// One-tailed Chebyshev
return (mean <= moments.x ? 1.0f : pMax);
return (mean >= moments.x ? 1.0f : pMax);
}
#endif
#endif
#if DIR_LIGHT
#if DIR_LIGHT_SHADOWS
float4 getCascadeWeights_splitSpheres(float3 pos)
{
float3 fromCenter0 = pos - _ShadowParams[0].shadowSplitSpheres[0].xyz;
@ -286,27 +288,22 @@ float4 getShadowCoord(float3 pos, float4 cascadeWeights)
float3 DirectionalLight(float3 pos)
{
if (!any(_DirLightColor))
return 0;
float att = 1;
#if DIR_LIGHT_SHADOWS
if (_DirLightShadows > 0.0)
{
float4 cascadeWeights = getCascadeWeights_splitSpheres(pos);
//bool inside = dot(cascadeWeights, float4(1,1,1,1)) < 4;
float3 samplePos = getShadowCoord(pos, cascadeWeights).xyz;
//occlusion += inside ? UNITY_SAMPLE_SHADOW(u_CascadedShadowMap, samplePos) : 1.f;
#if 1
att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r > samplePos.z;
#else
float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos, 0).xy;
att *= ChebyshevUpperBound(shadowmap.xy, samplePos.z);
// float depth = exp(-40.0 * samplePos.z);
// att = saturate(shadowmap.r * depth);
#endif
float4 samplePos = getShadowCoord(pos, cascadeWeights).xyzw;
//---
//att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r < samplePos.z;
//---
float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).xy;
att *= ChebyshevUpperBound(shadowmap.xy, samplePos.z / samplePos.w);
//---
//float depth = exp(-40.0 * samplePos.z);
//att = saturate(shadowmap.r * depth);
//---
}
#endif
@ -342,195 +339,31 @@ float3 PointLights(float3 pos)
}
#endif
#ifdef TUBE_LIGHTS
float almostIdentity(float x, float m, float n)
{
if (x > m)
return x;
float a = 2.0f*n - m;
float b = 2.0f*m - 3.0f*n;
float t = x/m;
return (a*t + b)*t*t + n;
}
float3 TubeLights(float3 pos)
{
float3 color = 0;
for (int i = 0; i < _TubeLightsCount; i++)
{
float3 L0 = _TubeLights[i].start - pos;
float3 L1 = _TubeLights[i].end - pos;
float distNorm = 0.5f * (length(L0) * length(L1) + dot(L0, L1)) * _TubeLights[i].range;
float att = Attenuation(distNorm);
#if ANISOTROPY
// Just like when calculating specular for area lights:
// assume forward scattering lobe -> the point on the light that's the closest to
// the view direction is representative
float3 posToCamera = normalize(pos - _CameraPos.xyz);
float3 r = -posToCamera;
float3 Ld = L1 - L0;
float L0oL0 = dot(L0, L0);
float RoL0 = dot(r, L0);
float RoLd = dot(r, Ld);
float L0oLd = dot(L0, Ld);
float LdoLd = dot(Ld, Ld);
float distLd = sqrt(LdoLd);
#if 1
// Smallest angle to ray
float t = (L0oLd * RoL0 - L0oL0 * RoLd) / (L0oLd * RoLd - LdoLd * RoL0);
t = saturate(t);
// As r becomes parallel to Ld and then points away, t flips from 0 to 1 (or vv) and a discontinuity shows up.
// Counteract by detecting that relative angle/position and flip t. The discontinuity in t moves to the back side.
float3 L0xLd = cross(L0, Ld);
float3 LdxR = cross(Ld, r);
float RAtLd = dot(L0xLd, LdxR);
// RAtLd is negative if R points away from Ld.
// TODO: check if lerp below is indeed cheaper.
// if (RAtLd < 0)
// t = 1 - t;
t = lerp(1 - t, t, step(0, RAtLd));
#else
// Original by Karis
// Closest distance to ray
float t = (RoL0 * RoLd - L0oLd) / (distLd * distLd - RoLd * RoLd);
t = saturate(t);
#endif
float3 closestPoint = L0 + Ld * t;
float3 centerToRay = dot(closestPoint, r) * r - closestPoint;
// closestPoint = closestPoint + centerToRay * saturate(_TubeLights[i].radius / length(centerToRay));
float centerToRayNorm = length(centerToRay) / _TubeLights[i].radius;
// The last param should in theory be 1
centerToRayNorm = almostIdentity(centerToRayNorm, 2, 1.2);
closestPoint = closestPoint + centerToRay / centerToRayNorm;
// Attenuation from the closest point looks really good if there's anisotropy, but breaks
// for (close to) isotropic medium. Probably because there's no forward lobe anymore, so
// the closest point to the view direction is not representative? But artifacts look like
// smth else is going on too.
// att = Attenuation(dot(closestPoint, closestPoint) * _TubeLights[i].range);
float costheta = dot(posToCamera, normalize(closestPoint));
att *= anisotropy(costheta);
#endif
#ifdef TUBE_LIGHT_SHADOW_PLANES
att *= ShadowPlanes(pos, _TubeLightShadowPlanes[i]);
#endif
// GDC hack
att = isnan(att) || isinf(att) ? 0 : att;
color += _TubeLights[i].color * att;
}
return color;
}
#endif
#ifdef AREA_LIGHTS
float3 AreaLights(float3 pos)
{
float3 color = 0;
uint count = _AreaLightsCount;
uint shadowedAreaLightIndex = _ShadowedAreaLightIndex;
for (uint i = 0; i < count; i++)
{
float4 pClip = mul(_AreaLights[i].mat, float4(pos, 1));
float3 p = float3(pClip.x / pClip.w, pClip.y / pClip.w, pClip.z);
float z = p.z * 0.5 + 0.5;
float att = 1;
if (_AreaLights[i].bounded)
{
att *= saturate(AttenuationToZero(z * z));
// Magic tweaks to the shape
float corner = 0.4;
float outset = 0.8;
float smooth = 0.7;
float d = length(max(abs(p.xy) - 1 + corner*outset, 0.0)) - corner;
att *= saturate(1 - smoothstep(-smooth, 0, d));
att *= smoothstep(-0.01, 0.01, z);
}
#if ANISOTROPY
float3 cameraToPos = normalize(pos - _CameraPos.xyz);
float4 lightPos = _AreaLights[i].pos;
float3 posToLight = lerp(lightPos.xyz, lightPos.xyz - pos, lightPos.w);
float costheta = dot(cameraToPos, normalize(posToLight));
att *= anisotropy(costheta);
#endif
if (i == shadowedAreaLightIndex && all(abs(p) < 1))
{
#if VSM
float2 shadowmap = _AreaLightShadowmap.SampleLevel(sampler_AreaLightShadowmap, p.xy * 0.5 + 0.5, 0).xy;
att *= ChebyshevUpperBound(shadowmap.xy, z);
#else
float shadowmap = _AreaLightShadowmap.SampleLevel(sampler_AreaLightShadowmap, p.xy * 0.5 + 0.5, 0);
float depth = exp(-_ESMExponentAreaLight * z);
att *= saturate(shadowmap * depth);
#endif
}
color += _AreaLights[i].color * att;
}
return color;
}
#endif
[numthreads(16,2,16)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
float3 color = _AmbientLight;
float2 uv = float2(id.x/159.0, id.y/89.0);
float z = id.z/127.0;
float2 uv = float2(id.x / (_FroxelResolution.x - 1), id.y / (_FroxelResolution.y - 1));
float z = id.z / (_FroxelResolution.z - 1);
z = _NearOverFarClip + z * (1 - _NearOverFarClip);
float3 pos = FrustumRay(uv, _FrustumRays) * z + _CameraPos.xyz;
// Directional light
#ifdef DIR_LIGHT
color += DirectionalLight(pos);
#endif
// Point lights
#ifdef POINT_LIGHTS
color += PointLights(pos);
#endif
// Tube lights
#ifdef TUBE_LIGHTS
color += TubeLights(pos);
#endif
// Area lights
#ifdef AREA_LIGHTS
color += AreaLights(pos);
#endif
// Density
float density = Density(pos);
// Output
float4 output;
output.rgb = _Intensity * density * color;
output.a = density;
_VolumeInject[id] = output;
}
}

View File

@ -2,15 +2,15 @@
// https://bartwronski.com/publications/
#pragma kernel CSMain
#define VOLUME_DEPTH 128.0
float3 _FroxelResolution;
Texture3D _VolumeInject;
RWTexture3D<float4> _VolumeScatter;
float4 ScatterStep(float3 accumulatedLight, float accumulatedTransmittance, float3 sliceLight, float sliceDensity)
{
sliceDensity = max(sliceDensity, 0.000001);
float sliceTransmittance = exp(-sliceDensity / VOLUME_DEPTH);
float sliceTransmittance = exp(-sliceDensity / _FroxelResolution.z);
// Seb Hillaire's improved transmission by calculating an integral over slice depth instead of
// constant per slice value. Light still constant per slice, but that's acceptable. See slide 28 of
@ -30,7 +30,7 @@ void CSMain (uint3 id : SV_DispatchThreadID)
// Store transmission in .a, as opposed to density in _VolumeInject
float4 accum = float4(0, 0, 0, 1);
uint3 pos = uint3(id.xy, 0);
uint steps = VOLUME_DEPTH;
uint steps = _FroxelResolution.z;
for(uint z = 0; z < steps; z++)
{

View File

@ -1,32 +1,33 @@
Shader "Hidden/Shadowmap" {
SubShader {
Tags { "RenderType"="Opaque" }
Pass
{
Fog { Mode Off }
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
SubShader{
Tags {
"RenderType" = "Opaque"
}
Pass {
Fog { Mode Off }
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
return o;
}
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(v2f i) : COLOR
{
return 0;
}
ENDCG
}
}
float4 frag(v2f i) : COLOR
{
return 0;
}
ENDCG
}
}
}

View File

@ -1,12 +1,11 @@
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"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",

308
Packages/packages-lock.json Normal file
View File

@ -0,0 +1,308 @@
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