Vector3Int, Flip Shadows

- Added option to flip shadows
This commit is contained in:
max 2022-02-19 02:21:01 +01:00
parent 1a04e8feef
commit 20c2847d23
3 changed files with 273 additions and 40 deletions

View File

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@ -27,16 +27,16 @@ public class VolumetricFog : MonoBehaviour
public float m_NearClip = 0.1f; public float m_NearClip = 0.1f;
[MinValue(0.1f)] [MinValue(0.1f)]
public float m_FarClipMax = 100.0f; public float m_FarClipMax = 100.0f;
[SerializeField]
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
[Header("Fog Density")] [Header("Fog Density")]
[FormerlySerializedAs("m_Density")] [FormerlySerializedAs("m_Density")]
public float m_GlobalDensityMult = 1.0f; public float m_GlobalDensityMult = 1.0f;
Vector3i m_InjectNumThreads = new Vector3i(16, 2, 16); Vector3Int m_InjectNumThreads = new Vector3Int(16, 2, 16);
Vector3i m_ScatterNumThreads = new Vector3i(32, 2, 1); Vector3Int m_ScatterNumThreads = new Vector3Int(32, 2, 1);
RenderTexture m_VolumeInject; RenderTexture m_VolumeInject;
RenderTexture m_VolumeScatter; RenderTexture m_VolumeScatter;
[SerializeField]
private Vector3Int froxelResolution = new Vector3Int(160, 90, 128);
Camera m_Camera; Camera m_Camera;
// Density // Density
@ -62,6 +62,9 @@ public class VolumetricFog : MonoBehaviour
public Color m_AmbientLightColor = Color.white; public Color m_AmbientLightColor = Color.white;
[Header("Debug")] [Header("Debug")]
public int m_AntiAliasing = 1;
public FilterMode m_FilterMode = FilterMode.Bilinear;
public bool m_ShowFroxelSlices = false;
private Material m_DebugMaterial; private Material m_DebugMaterial;
[HideInInspector] [HideInInspector]
public Shader m_DebugShader; public Shader m_DebugShader;
@ -70,19 +73,6 @@ public class VolumetricFog : MonoBehaviour
[HideInInspector] [HideInInspector]
[Range(0.0f, 1.0f)] [Range(0.0f, 1.0f)]
public float m_Z = 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;
public Vector3i(int x, int y, int z)
{
this.x = x;
this.y = y;
this.z = z;
}
}
struct PointLightParams struct PointLightParams
{ {
@ -485,7 +475,7 @@ public class VolumetricFog : MonoBehaviour
volume.volumeDepth = froxelResolution.z; volume.volumeDepth = froxelResolution.z;
volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D; volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
volume.enableRandomWrite = true; volume.enableRandomWrite = true;
volume.antiAliasing = m_VolumeAA; volume.antiAliasing = m_AntiAliasing;
volume.filterMode = m_FilterMode; volume.filterMode = m_FilterMode;
volume.Create(); volume.Create();
} }
@ -566,8 +556,19 @@ public class VolumetricFog : MonoBehaviour
void OnDrawGizmosSelected() void OnDrawGizmosSelected()
{ {
Gizmos.color = Color.yellow;
Gizmos.matrix = transform.localToWorldMatrix; Gizmos.matrix = transform.localToWorldMatrix;
if (m_ShowFroxelSlices)
{
Gizmos.color = Color.yellow * 0.25f;
for (int i = 0; i < froxelResolution.z; i++)
{
Gizmos.DrawFrustum(Vector3.zero, cam.fieldOfView, farClip / froxelResolution.z * i, nearClip, cam.aspect);
}
}
Gizmos.color = Color.yellow;
Gizmos.DrawFrustum(Vector3.zero, cam.fieldOfView, farClip, nearClip, cam.aspect); Gizmos.DrawFrustum(Vector3.zero, cam.fieldOfView, farClip, nearClip, cam.aspect);
} }

View File

@ -1,4 +1,4 @@
#pragma kernel CSMain /*FOG_ELLIPSOIDS*/ ANISOTROPY POINT_LIGHTS DIR_LIGHT DIR_LIGHT_SHADOWS /*FOG_BOMB*/ /*ATTENUATION_LEGACY*/ #pragma kernel CSMain FOG_ELLIPSOIDS ANISOTROPY POINT_LIGHTS DIR_LIGHT DIR_LIGHT_SHADOWS /*FOG_BOMB*/ /*ATTENUATION_LEGACY*/ FLIP_SHADOWS
float3 _FroxelResolution; float3 _FroxelResolution;
RWTexture3D<half4> _VolumeInject; RWTexture3D<half4> _VolumeInject;
@ -266,7 +266,11 @@ float ChebyshevUpperBound(float2 moments, float mean)
float pMax = variance / (variance + (d * d)); float pMax = variance / (variance + (d * d));
// One-tailed Chebyshev // One-tailed Chebyshev
#ifdef FLIP_SHADOWS
return (mean >= moments.x ? 1.0f : pMax); return (mean >= moments.x ? 1.0f : pMax);
#else
return (mean <= moments.x ? 1.0f : pMax);
#endif
} }
float4 getCascadeWeights_splitSpheres(float3 pos) float4 getCascadeWeights_splitSpheres(float3 pos)