UnityGame/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/AmbientProbe.hlsl
2024-10-27 10:53:47 +03:00

97 lines
3.3 KiB
HLSL

#ifndef __AMBIENTPROBE_HLSL__
#define __AMBIENTPROBE_HLSL__
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl"
// Ambient Probe is preconvolved with clamped cosinus
// In case we use a diffuse power, we have to edit the coefficients to change the convolution
// This is currently not used because visual difference is really minor
void ReconvolveAmbientProbeWithPower(float diffusePower, inout float4 SHCoefficients[7])
{
if (diffusePower == 0.0f)
return;
// convolution coefs
float w = diffusePower + 1;
float kModifiedLambertian0 = 1.0f;
float kModifiedLambertian1 = (w + 1.0f) / (w + 2.0f);
float kModifiedLambertian2 = w / (w + 3.0f);
// ambient probe is pre-convolved by clamped cosine - we have to undo pre-convolution and
// convolve again with coefs for modified lambertian
float wrapScaling0 = kModifiedLambertian0 / kClampedCosine0;
float wrapScaling1 = kModifiedLambertian1 / kClampedCosine1;
float wrapScaling2 = kModifiedLambertian2 / kClampedCosine2;
// handle coeficient packing - see AmbientProbeConvolution.compute : PackSHFromScratchBuffer
float3 ambient6 = float3(SHCoefficients[3].z, SHCoefficients[4].z, SHCoefficients[5].z) / 3.0f;
float3 ambient0 = float3(SHCoefficients[0].a, SHCoefficients[1].a, SHCoefficients[2].a) + ambient6;
SHCoefficients[0].xyz *= wrapScaling1;
SHCoefficients[1].xyz *= wrapScaling1;
SHCoefficients[2].xyz *= wrapScaling1;
SHCoefficients[3] *= wrapScaling2;
SHCoefficients[4] *= wrapScaling2;
SHCoefficients[5] *= wrapScaling2;
SHCoefficients[6] *= wrapScaling2;
SHCoefficients[0].a = ambient0.r * wrapScaling0 - ambient6.r * wrapScaling2;
SHCoefficients[1].a = ambient0.g * wrapScaling0 - ambient6.g * wrapScaling2;
SHCoefficients[2].a = ambient0.b * wrapScaling0 - ambient6.b * wrapScaling2;
}
// We need to define this before including ProbeVolume.hlsl as that file expects this function to be defined.
// AmbientProbe Data is fetch directly from a compute buffer to remain on GPU and is preconvolved with clamped cosinus
real3 EvaluateAmbientProbe(real3 normalWS)
{
#if AMBIENT_PROBE_BUFFER
return SampleSH9(_AmbientProbeData, normalWS);
#else
// Linear + constant polynomial terms
real3 res = SHEvalLinearL0L1(normalWS, unity_SHAr, unity_SHAg, unity_SHAb);
// Quadratic polynomials
res += SHEvalLinearL2(normalWS, unity_SHBr, unity_SHBg, unity_SHBb, unity_SHC);
return res;
#endif
}
real3 EvaluateAmbientProbeSRGB(real3 normalWS)
{
real3 res = EvaluateAmbientProbe(normalWS);
#ifdef UNITY_COLORSPACE_GAMMA
res = LinearToSRGB(res);
#endif
return res;
}
real3 SampleSH(real3 normalWS)
{
return EvaluateAmbientProbeSRGB(normalWS);
}
real3 EvaluateAmbientProbeL1(real3 normalWS)
{
#if AMBIENT_PROBE_BUFFER
real4 SHCoefficients[3];
SHCoefficients[0] = _AmbientProbeData[0];
SHCoefficients[1] = _AmbientProbeData[1];
SHCoefficients[2] = _AmbientProbeData[2];
return SampleSH4_L1(SHCoefficients, normalWS);
#else
return real3(0.0, 0.0, 0.0);
#endif
}
real3 EvaluateAmbientProbeL0()
{
#if AMBIENT_PROBE_BUFFER
return real3(_AmbientProbeData[0].w, _AmbientProbeData[1].w, _AmbientProbeData[2].w);
#else
return real3(0.0, 0.0, 0.0);
#endif
}
#endif