Shader "SEGI/SEGIVoxelizeSceneVERTL" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "white" {} _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0,1)) = 0.333 _BlockerValue("Blocker Value", Range(0, 10)) = 0 } SubShader { Cull Off ZTest Always Tags {"LightMode" = "ForwardBase"}// "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } //v0.1 Lighting On Pass { CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" //v0.1 #include "UnityLightingCommon.cginc" #include "UnityShaderVariables.cginc" #include "AutoLight.cginc" #include "UnityDeferredLibrary.cginc" //v1.6 float3 _CutoffGI; //sampler2D _CameraDepthTexture; RWTexture3D RG0; int LayerToVisualize; float4x4 SEGIVoxelViewFront; float4x4 SEGIVoxelViewLeft; float4x4 SEGIVoxelViewTop; sampler2D _MainTex; sampler2D _EmissionMap; float _Cutoff; float4 _MainTex_ST; half4 _EmissionColor; float SEGISecondaryBounceGain; float _BlockerValue; //v0.2 float shadowedLocalPower; float shadowlessLocalPower; float shadowlessLocalOcclusion; struct v2g { float4 pos : SV_POSITION; half4 uv : TEXCOORD0; float3 normal : TEXCOORD1; float angle : TEXCOORD2; half4 worldPos : TEXCOORD3; //v0.1 half4 attenUV : TEXCOORD4; //v0.1 //METHOD2 LIGHTING_COORDS(5, 6) float3 vertexLighting : TEXCOORD7; }; //v0.1 float attenUV(float lightAtten0, float3 _4LightPos, float3 _worldPos) : SV_Target{ float range = (0.005 * sqrt(1000000 - lightAtten0)) / sqrt(lightAtten0); return distance(_4LightPos, _worldPos) / range; } float atten(float _attenUV) : SV_Target{ return saturate(1.0 / (1.0 + 25.0*_attenUV*_attenUV) * saturate((1 - _attenUV) * 5.0)); } float attenTex(sampler2D _LightTextureB, float _attenUV) : SV_Target{ return tex2D(_LightTextureB, (_attenUV * _attenUV).xx).UNITY_ATTEN_CHANNEL; } //v0.1 //struct g2f //{ // float4 pos : SV_POSITION; // half4 uv : TEXCOORD0; // float3 normal : TEXCOORD1; // float angle : TEXCOORD2; // half4 worldPos : TEXCOORD3; //v0.1 // half4 attenUV : TEXCOORD4; //v0.1 //}; half4 _Color; v2g vert(appdata_full v) { v2g o; UNITY_INITIALIZE_OUTPUT(v2g, o); float4 vertex = v.vertex; o.normal = UnityObjectToWorldNormal(v.normal); float3 absNormal = abs(o.normal); //METHOD2 o.vertexLighting = float3(0.0, 0.0, 0.0); float3 worldN = mul((float3x3)unity_ObjectToWorld, SCALED_NORMAL); //MAC v2g p[3]; int i = 0; for (i = 0; i < 3; i++) { //p[i] = input[i]; p[i].pos = mul(unity_ObjectToWorld, vertex); p[i].uv = v.texcoord; p[i].normal = absNormal; p[i].angle = 0; ////v0.1 //p[i].worldPos = mul(unity_ObjectToWorld, p[i].pos); //p[i].attenUV.x = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].worldPos.xyz); //p[i].attenUV.y = attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].worldPos.xyz); //p[i].attenUV.z = attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].worldPos.xyz); //p[i].attenUV.w = attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].worldPos.xyz); } float3 realNormal = float3(0.0, 0.0, 0.0); float3 V = p[1].pos.xyz - p[0].pos.xyz; float3 W = p[2].pos.xyz - p[0].pos.xyz; realNormal.x = (V.y * W.z) - (V.z * W.y); realNormal.y = (V.z * W.x) - (V.x * W.z); realNormal.z = (V.x * W.y) - (V.y * W.x); absNormal = abs(realNormal); int angle = 0; if (absNormal.z > absNormal.y && absNormal.z > absNormal.x) { angle = 0; } else if (absNormal.x > absNormal.y && absNormal.x > absNormal.z) { angle = 1; } else if (absNormal.y > absNormal.x && absNormal.y > absNormal.z) { angle = 2; } else { angle = 0; } for (i = 0; i < 3; i++) { if (angle == 0) { p[i].pos = mul(SEGIVoxelViewFront, p[i].pos); } else if (angle == 1) { p[i].pos = mul(SEGIVoxelViewLeft, p[i].pos); } else { p[i].pos = mul(SEGIVoxelViewTop, p[i].pos); } p[i].pos = mul(UNITY_MATRIX_P, p[i].pos); #if defined(UNITY_REVERSED_Z) p[i].pos.z = 1.0 - p[i].pos.z; #else p[i].pos.z *= -1.0; #endif p[i].angle = (float)angle; //METHOD3 //p[i].vertexLighting += Shade4PointLights( // unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, // unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, // unity_4LightAtten0, p[i].pos, realNormal//absNormal//realNormal //); //v0.1 /*p[i].worldPos = mul(unity_ObjectToWorld, p[i].pos); p[i].attenUV.x = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].worldPos.xyz); p[i].attenUV.y = attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].worldPos.xyz); p[i].attenUV.z = attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].worldPos.xyz); p[i].attenUV.w = attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].worldPos.xyz);*/ } //o.pos = vertex; o.pos = mul(unity_ObjectToWorld, p[0].pos); o.uv = float4(TRANSFORM_TEX(v.texcoord.xy, _MainTex), 1.0, 1.0); //v0.1 o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.attenUV.x = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), o.worldPos.xyz); o.attenUV.y = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), o.worldPos.xyz); o.attenUV.z = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), o.worldPos.xyz); o.attenUV.w = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), o.worldPos.xyz); //METHOD3 //#ifdef VERTEXLIGHT_ON o.vertexLighting += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, o.worldPos, worldN ); //#endif // VERTEXLIGHT_ON return o; } int SEGIVoxelResolution; float3 rgb2hsv(float3 c) { float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, k.wz), float4(c.gb, k.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 hsv2rgb(float3 c) { float4 k = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + k.xyz) * 6.0 - k.www); return c.z * lerp(k.xxx, saturate(p - k.xxx), c.y); } float4 DecodeRGBAuint(uint value) { uint ai = value & 0x0000007F; uint vi = (value / 0x00000080) & 0x000007FF; uint si = (value / 0x00040000) & 0x0000007F; uint hi = value / 0x02000000; float h = float(hi) / 127.0; float s = float(si) / 127.0; float v = (float(vi) / 2047.0) * 10.0; float a = ai * 2.0; v = pow(v, 3.0); float3 color = hsv2rgb(float3(h, s, v)); return float4(color.rgb, a); } uint EncodeRGBAuint(float4 color) { //7[HHHHHHH] 7[SSSSSSS] 11[VVVVVVVVVVV] 7[AAAAAAAA] float3 hsv = rgb2hsv(color.rgb); hsv.z = pow(hsv.z, 1.0 / 3.0); uint result = 0; uint a = min(127, uint(color.a / 2.0)); uint v = min(2047, uint((hsv.z / 10.0) * 2047)); uint s = uint(hsv.y * 127); uint h = uint(hsv.x * 127); result += a; result += v * 0x00000080; // << 7 result += s * 0x00040000; // << 18 result += h * 0x02000000; // << 25 return result; } void interlockedAddFloat4(RWTexture3D destination, int3 coord, float4 value) { uint writeValue = EncodeRGBAuint(value); uint compareValue = 0; uint originalValue; [allow_uav_condition] for (int i = 0; i < 18; i++)// while (true) { InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue); if (compareValue == originalValue) break; compareValue = originalValue; float4 originalValueFloats = DecodeRGBAuint(originalValue); writeValue = EncodeRGBAuint(originalValueFloats + value); } } void interlockedAddFloat4b(RWTexture3D destination, int3 coord, float4 value) { uint writeValue = EncodeRGBAuint(value); uint compareValue = 0; uint originalValue; [allow_uav_condition] for (int i = 0; i < 18; i++)// while (true) { InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue); if (compareValue == originalValue) break; compareValue = originalValue; float4 originalValueFloats = DecodeRGBAuint(originalValue); writeValue = EncodeRGBAuint(originalValueFloats + value); } } float4x4 SEGIVoxelToGIProjection; float4x4 SEGIVoxelProjectionInverse; sampler2D SEGISunDepth; float4 SEGISunlightVector; float4 GISunColor; float4 SEGIVoxelSpaceOriginDelta; sampler3D SEGIVolumeTexture1; int SEGIInnerOcclusionLayers; #define VoxelResolution (SEGIVoxelResolution * (1 + SEGIVoxelAA)) int SEGIVoxelAA; float4 frag(v2g input) : SV_TARGET //v0.1 { int3 coord = int3((int)(input.pos.x), (int)(input.pos.y), (int)(input.pos.z * VoxelResolution)); float3 absNormal = abs(input.normal); int angle = 0; angle = (int)input.angle; if (angle == 1) { coord.xyz = coord.zyx; coord.z = VoxelResolution - coord.z - 1; } else if (angle == 2) { coord.xyz = coord.xzy; coord.y = VoxelResolution - coord.y - 1; } float3 fcoord = (float3)(coord.xyz) / VoxelResolution; float4 shadowPos = mul(SEGIVoxelProjectionInverse, float4(fcoord * 2.0 - 1.0, 0.0)); shadowPos = mul(SEGIVoxelToGIProjection, shadowPos); shadowPos.xyz = shadowPos.xyz * 0.5 + 0.5; float sunDepth = tex2Dlod(SEGISunDepth, float4(shadowPos.xy, 0, 0)).x; #if defined(UNITY_REVERSED_Z) sunDepth = 1.0 - sunDepth; #endif float sunVisibility = saturate((sunDepth - shadowPos.z + 0.2525) * 1000.0); float sunNdotL = saturate(dot(input.normal, -SEGISunlightVector.xyz)); float4 tex = tex2D(_MainTex, input.uv.xy); float4 emissionTex = tex2D(_EmissionMap, input.uv.xy); float4 color = _Color; if (length(_Color.rgb) < 0.0001) { color.rgb = float3(1, 1, 1); } //v0.7 float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a + _EmissionColor.rgb * (0.1 + (1 - color.a) * 5) * emissionTex.rgb; //1.0g //float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a + _EmissionColor.rgb * 0.9 * emissionTex.rgb; float4 prevBounce = tex3D(SEGIVolumeTexture1, fcoord + SEGIVoxelSpaceOriginDelta.xyz); col.rgb += prevBounce.rgb * 1.6 * SEGISecondaryBounceGain * tex.rgb * color.rgb; float4 result = float4(col.rgb, 2.0); const float sqrt2 = sqrt(2.0) * 1.0; coord /= (uint)SEGIVoxelAA + 1u; //v0.1 - 1.6 float depthA = 1 - Linear01Depth(tex2D(_CameraDepthTexture, input.uv.xy).x); if (depthA + 0.02*_CutoffGI.x > length(_WorldSpaceCameraPos - coord.xyz) / (VoxelResolution*_CutoffGI.y)) { result.a += 90.0 * _CutoffGI.z; } if (_BlockerValue > 0.01) { result.a += 20.0; result.a += _BlockerValue; result.rgb = float3(0.0, 0.0, 0.0); } //v0.1 float4 _atten = 0; //float _atten.x = attenTex(_LightTextureB0, f.attenUV.x); _atten.x = atten(input.attenUV.x); _atten.y = atten(input.attenUV.y); _atten.z = atten(input.attenUV.z); _atten.w = atten(input.attenUV.w); //fixed4 col = tex2D(_MainTex, input.uv.xy) * input.color; if (shadowlessLocalPower != 0) { result.rgb += unity_LightColor[0].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), input.worldPos.xyz)) * _atten.x; result.rgb += unity_LightColor[1].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), input.worldPos.xyz)) * _atten.y; result.rgb += unity_LightColor[2].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), input.worldPos.xyz)) * _atten.z; result.rgb += unity_LightColor[3].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), input.worldPos.xyz)) * _atten.w; } //METHOD3 if (shadowedLocalPower != 0) { //float atten = LIGHT_ATTENUATION(input); result.rgb += float3(input.vertexLighting.rgb*0.02 * shadowedLocalPower); } interlockedAddFloat4(RG0, coord, result); if (SEGIInnerOcclusionLayers > 0) { interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 1.0), (int)(input.normal.y * sqrt2 * 1.0), (int)(input.normal.z * sqrt2 * 1.0)), float4(0.0, 0.0, 0.0, 8.0)); } if (SEGIInnerOcclusionLayers > 1) { interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 2.0), (int)(input.normal.y * sqrt2 * 2.0), (int)(input.normal.z * sqrt2 * 2.0)), float4(0.0, 0.0, 0.0, 22.0)); } return float4(0.0, 0.0, 0.0, 0.0); } ENDCG } } FallBack Off }