116 lines
4.8 KiB
Plaintext
116 lines
4.8 KiB
Plaintext
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal glcore ps5 switch2
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#pragma kernel ResolveFlatNormals
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/SurfaceCache/Common.hlsl"
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Texture2D<float> _ScreenDepths;
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RWTexture2D<float3> _ScreenFlatNormals;
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float4x4 _ClipToWorldTransform;
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struct PixelInfo
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{
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float2 uvPos;
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float depthNDC;
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};
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PixelInfo GetPixelInfo(uint2 pixelPos, float2 rcpScreenSize)
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{
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PixelInfo texCoordAndDepth;
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texCoordAndDepth.depthNDC = LoadNdcDepth(_ScreenDepths, pixelPos);
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texCoordAndDepth.uvPos = PixelPosToUvPos(pixelPos, rcpScreenSize);
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return texCoordAndDepth;
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}
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struct EdgeInfo
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{
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PixelInfo nearPixelInfo;
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float extrapolatedDepthNDC;
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};
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EdgeInfo ComputeEdgeInfo(uint2 centerPixelPos, int2 deltaPixelPos, float2 reciprocalScreenSize)
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{
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EdgeInfo edgeInfo;
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edgeInfo.nearPixelInfo = GetPixelInfo(centerPixelPos + deltaPixelPos, reciprocalScreenSize);
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const float farPixelDepthNDC = LoadNdcDepth(_ScreenDepths, centerPixelPos + 2*deltaPixelPos);
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// This works for both perspective and orthographic because in perspective projection
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// to take into account perspective interpolation, we should interpolate 1/LinearZ and take the reciprocal of that.
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// But NDCDepth is already proportional to 1/LinearZ.
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//
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// To extrapolate the segment [far, near] beyond near with the same spacing as between near and far, we want to
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// return near + (near - far) = 2 * near - far.
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edgeInfo.extrapolatedDepthNDC = 2 * edgeInfo.nearPixelInfo.depthNDC - farPixelDepthNDC;
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return edgeInfo;
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}
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float3 GetNeighborWorldPos(uint2 centerPixelPos, float centerDepthNDC, int2 deltaPixelPos, float2 reciprocalScreenSize, inout bool handednessFlip)
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{
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// Compute the edge passing through the two neighboring pixels on the positive side
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const EdgeInfo edgeInfoPositiveSide = ComputeEdgeInfo(centerPixelPos, deltaPixelPos, reciprocalScreenSize);
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// Compute the edge passing through the two neighboring pixels on the negative side
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const EdgeInfo edgeInfoNegativeSide = ComputeEdgeInfo(centerPixelPos, -deltaPixelPos, reciprocalScreenSize);
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PixelInfo neighborPixelInfo;
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if (abs(centerDepthNDC - edgeInfoNegativeSide.extrapolatedDepthNDC) < abs(centerDepthNDC - edgeInfoPositiveSide.extrapolatedDepthNDC))
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{
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neighborPixelInfo = edgeInfoNegativeSide.nearPixelInfo;
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handednessFlip = !handednessFlip;
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}
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else
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{
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neighborPixelInfo = edgeInfoPositiveSide.nearPixelInfo;
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}
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return ComputeWorldSpacePosition(neighborPixelInfo.uvPos, neighborPixelInfo.depthNDC, _ClipToWorldTransform);
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}
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[numthreads(8, 8, 1)]
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void ResolveFlatNormals(uint2 centerPixelPos : SV_DispatchThreadID)
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{
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// This is inspired by https://atyuwen.github.io/posts/normal-reconstruction/
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// In addition to the center sample, we take 8 depth samples in a cross around the center.
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// 2
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// 3
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// 0 1 x 5 4
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// 7
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// 6
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// Of these 8, we pick the best in the horizontal direction and the best in the vertical direction
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// and use these to approximate the triangle surface orientation. By the best, this means picking
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// the point for which the extrapolation of the segment they lie on towards the central pixel
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// minimizes the difference in depth with that central pixel's depth.
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// Note: this technique could be improved for some corner (pun intended as the algorithm sometimes
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// doesn't return the correct true triangle normal in some tight corners) cases with some extra
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// diagonal extrapolation.
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uint2 screenSize;
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_ScreenDepths.GetDimensions(screenSize.x, screenSize.y);
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if (any(screenSize <= centerPixelPos))
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return;
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const float centerNdcDepth = LoadNdcDepth(_ScreenDepths, centerPixelPos);
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if (centerNdcDepth == invalidNdcDepth)
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return;
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const float2 reciprocalScreenSize = rcp(float2(screenSize));
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const float2 centerUVPos = PixelPosToUvPos(centerPixelPos, reciprocalScreenSize);
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const float3 centerWorldPos = ComputeWorldSpacePosition(centerUVPos, centerNdcDepth, _ClipToWorldTransform);
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bool handednessFlip = false; // Account for handedness and winding order.
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const float3 horizontalWorldPos = GetNeighborWorldPos(centerPixelPos, centerNdcDepth, int2(1, 0), reciprocalScreenSize, handednessFlip);
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const float3 ddxPos = horizontalWorldPos - centerWorldPos;
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const float3 verticalWorldPos = GetNeighborWorldPos(centerPixelPos, centerNdcDepth, -int2(0, 1), reciprocalScreenSize, handednessFlip);
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const float3 ddyPos = verticalWorldPos - centerWorldPos;
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float3 flatNormal = normalize(cross(ddxPos, ddyPos));
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if (handednessFlip)
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flatNormal = -flatNormal;
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_ScreenFlatNormals[centerPixelPos] = flatNormal;
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}
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