ElectricityBusinessHall_Dig.../Assets/ShinySSRR/Runtime/Resources/SSR/SSR_Surface_Pass.hlsl

240 lines
8.1 KiB
HLSL

#ifndef SSR_SURF_FX
#define SSR_SURF_FX
// Copyright 2021 Kronnect - All Rights Reserved.
sampler2D _NoiseTex;
sampler2D _BumpMap;
sampler2D _SmoothnessMap;
float4 _BumpMap_ST;
float4 _NoiseTex_TexelSize;
float4 _MaterialData;
#define SMOOTHNESS _MaterialData.x
#define FRESNEL _MaterialData.y
#define FUZZYNESS _MaterialData.z
#define DECAY _MaterialData.w
float4 _SSRSettings;
#define THICKNESS _SSRSettings.x
#define SAMPLES _SSRSettings.y
#define BINARY_SEARCH_ITERATIONS _SSRSettings.z
#define MAX_RAY_LENGTH _SSRSettings.w
float2 _SSRSettings5;
#define REFLECTIONS_THRESHOLD _SSRSettings5.y
#if SSR_THICKNESS_FINE
#define THICKNESS_FINE _SSRSettings5.x
#else
#define THICKNESS_FINE THICKNESS
#endif
float4 _SSRSettings2;
#define JITTER _SSRSettings2.x
#define CONTACT_HARDENING _SSRSettings2.y
float4 _SSRSettings3;
#define INPUT_SIZE _SSRSettings3.xy
#define GOLDEN_RATIO_ACUM _SSRSettings3.z
#define DEPTH_BIAS _SSRSettings3.w
#define dot2(x) dot(x, x)
struct AttributesSurf {
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSSRSurf {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 scrPos : TEXCOORD1;
float3 positionVS : TEXCOORD2;
#if SSR_NORMALMAP
float4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
float4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
float4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
float3 normal : TEXCOORD3;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSSRSurf VertSSRSurf(AttributesSurf input) {
VaryingsSSRSurf output = (VaryingsSSRSurf)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs positions = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
output.positionCS = positions.positionCS;
output.positionVS = positions.positionVS * float3(1,1,-1);
output.scrPos = ComputeScreenPos(positions.positionCS);
output.uv = TRANSFORM_TEX(input.texcoord, _BumpMap);
#if SSR_NORMALMAP
half3 viewDirWS = GetCameraPositionWS() - positions.positionWS;
output.normal = half4(normalInput.normalWS, viewDirWS.x);
output.tangent = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normal = TransformWorldToViewDir(normalInput.normalWS) * float3(1,1,-1);
#endif
#if UNITY_REVERSED_Z
output.positionCS.z += 0.001;
#else
output.positionCS.z -= 0.001;
#endif
return output;
}
float4 SSR_Pass(float2 uv, float3 normalVS, float3 rayStart, float smoothness) {
float3 viewDirVS = normalize(rayStart);
float3 rayDir = reflect( viewDirVS, normalVS );
// if ray is toward the camera, early exit (optional)
//if (rayDir.z < 0) return 0.0.xxxx;
float rayLength = MAX_RAY_LENGTH;
float3 rayEnd = rayStart + rayDir * rayLength;
if (rayEnd.z < _ProjectionParams.y) {
rayLength = (rayStart.z - _ProjectionParams.y) / rayDir.z;
}
rayEnd = rayStart + rayDir * rayLength;
float4 sposStart = mul(unity_CameraProjection, float4(rayStart, 1.0));
float4 sposEnd = mul(unity_CameraProjection, float4(rayEnd, 1.0));
float k0 = rcp(sposStart.w);
float q0 = rayStart.z * k0;
float k1 = rcp(sposEnd.w);
float q1 = rayEnd.z * k1;
float4 p = float4(uv, q0, k0);
// depth clip check
float sceneDepth = GetLinearDepth(p.xy);
float pz = p.z / p.w;
if (sceneDepth < pz - DEPTH_BIAS) return 0;
// length in pixels
float2 uv1 = (sposEnd.xy * rcp(rayEnd.z) + 1.0) * 0.5;
float2 duv = uv1 - uv;
float2 duvPixel = abs(duv * INPUT_SIZE);
float pixelDistance = max(duvPixel.x, duvPixel.y);
pixelDistance = max(1, pixelDistance);
int sampleCount = (int)SAMPLES;
float scale = max(1, SAMPLES * rcp(pixelDistance));
sampleCount = (int)(sampleCount * rcp(scale));
float4 pincr = float4(duv, q1-q0, k1-k0) * rcp(sampleCount);
#if SSR_JITTER
float jitter = tex2D(_NoiseTex, uv * INPUT_SIZE * _NoiseTex_TexelSize.xy + GOLDEN_RATIO_ACUM).r;
//pincr *= 1.0 + jitter * JITTER;
p += pincr * (jitter * JITTER);
#endif
float collision = 0;
float dist = 0;
float zdist = 0;
UNITY_LOOP
for (int k = 0; k < sampleCount; k++) {
p += pincr;
if (any(floor(p.xy)!=0)) return 0.0.xxxx; // exit if out of screen space
sceneDepth = GetLinearDepth(p.xy);
pz = p.z / p.w;
float depthDiff = pz - sceneDepth;
if (depthDiff > 0 && depthDiff < THICKNESS) {
float4 origPincr = pincr;
p -= pincr;
float reduction = 1.0;
UNITY_LOOP
for (int j = 0; j < BINARY_SEARCH_ITERATIONS; j++) {
reduction *= 0.5;
p += pincr * reduction;
sceneDepth = GetLinearDepth(p.xy);
pz = p.z / p.w;
depthDiff = sceneDepth - pz;
pincr = sign(depthDiff) * origPincr;
}
#if SSR_THICKNESS_FINE
if (abs(depthDiff) < THICKNESS_FINE)
{
#endif
float hitAccuracy = 1.0 - abs(depthDiff) / THICKNESS_FINE;
zdist = (pz - rayStart.z) / (0.0001 + rayEnd.z - rayStart.z);
float rayFade = 1.0 - saturate(zdist);
collision = hitAccuracy * rayFade;
break;
#if SSR_THICKNESS_FINE
}
pincr = origPincr;
p += pincr;
#endif
}
}
if (collision > 0) {
// intersection found
float reflectionIntensity = smoothness * pow(collision, DECAY);
// compute fresnel
float fresnel = 1.0 - FRESNEL * abs(dot(normalVS, viewDirVS));
float reflectionAmount = reflectionIntensity * fresnel;
// compute blur amount
float wdist = rayLength * zdist;
float blurAmount = max(0, wdist - CONTACT_HARDENING) * FUZZYNESS * (1 - smoothness);
// return hit pixel
return float4(p.xy, blurAmount + 0.001, reflectionAmount);
}
return float4(0,0,0,0);
}
float4 FragSSRSurf (VaryingsSSRSurf input) : SV_Target {
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
input.scrPos.xy /= input.scrPos.w;
input.scrPos = UnityStereoTransformScreenSpaceTex(input.scrPos);
#if SSR_NORMALMAP
float4 packedNormal = tex2D(_BumpMap, input.uv);
float3 normalTS = UnpackNormal(packedNormal);
half3 viewDirWS = half3(input.normal.w, input.tangent.w, input.bitangent.w);
float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangent.xyz, input.bitangent.xyz, input.normal.xyz));
float3 normalVS = TransformWorldToViewDir(normalWS);
normalVS.z *= -1;
#else
float3 normalVS = input.normal;
#endif
#if SSR_SMOOTHNESSMAP
float smoothness = SMOOTHNESS * tex2D(_SmoothnessMap, input.uv).a;
#else
float smoothness = SMOOTHNESS;
#endif
smoothness = max(0, smoothness - REFLECTIONS_THRESHOLD);
float4 reflection = SSR_Pass(input.scrPos.xy, normalVS, input.positionVS, smoothness);
return reflection;
}
#endif // SSR_SURF_FX