190 lines
6.0 KiB
Plaintext
190 lines
6.0 KiB
Plaintext
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Shader "Hidden/ProbeVolume/VoxelizeScene"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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HLSLINCLUDE
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#define EPSILON (1e-10)
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ENDHLSL
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Pass
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{
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Name "Voxelize Mesh"
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Cull Off
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ColorMask 0
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ZWrite Off
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ZClip Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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float4x4 unity_ObjectToWorld;
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RWTexture3D<float> _Output : register(u4);
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float3 _OutputSize;
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float3 _VolumeWorldOffset;
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float3 _VolumeSize;
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uint _AxisSwizzle;
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struct VertexToFragment
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{
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float4 vertex : SV_POSITION;
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float3 cellPos01 : TEXCOORD0;
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};
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VertexToFragment vert(float4 vertex : POSITION)
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{
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VertexToFragment o;
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float3 cellPos = mul(unity_ObjectToWorld, vertex).xyz;
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cellPos -= _VolumeWorldOffset;
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o.cellPos01 = (cellPos / _VolumeSize);
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float4 p = float4(cellPos, 1);
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switch (_AxisSwizzle)
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{
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default:
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case 0: // top
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p.xyz = p.zxy;
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break;
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case 1: // right
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p.xyz = p.yzx;
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break;
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case 2: // forward
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p.xyz = p.xyz;
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break;
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}
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o.vertex = float4(p.xyz / _VolumeSize, 1);
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// trasnform pos from 0 1 to -1 1
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o.vertex.xyz = o.vertex.xyz * 2 - 1;
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return o;
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}
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float4 frag(VertexToFragment i) : COLOR
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{
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if (any(i.cellPos01 < -EPSILON) || any(i.cellPos01 >= 1 + EPSILON))
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return 0;
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uint3 pos = min(uint3(i.cellPos01 * _OutputSize), _OutputSize);
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_Output[pos] = 1;
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return float4(i.cellPos01, 1);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Voxelize Terrain"
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Cull Off
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// ColorMask 0
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ZWrite Off
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ZClip Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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float4x4 unity_ObjectToWorld;
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sampler s_point_clamp_sampler;
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RWTexture3D<float> _Output : register(u4);
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float3 _OutputSize;
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float3 _VolumeWorldOffset;
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float3 _VolumeSize;
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uint _AxisSwizzle;
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TEXTURE2D(_TerrainHeightmapTexture);
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TEXTURE2D(_TerrainHolesTexture);
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float4 _TerrainSize;
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float _TerrainHeightmapResolution;
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struct VertexToFragment
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{
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float4 vertex : SV_POSITION;
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float3 cellPos01 : TEXCOORD0;
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float2 uv : TEXCOORD1;
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};
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VertexToFragment vert(uint vertexID : SV_VERTEXID, uint instanceID : SV_InstanceID)
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{
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VertexToFragment o;
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uint quadID = vertexID / 4;
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uint2 quadPos = uint2(quadID % uint(_TerrainHeightmapResolution), quadID / uint(_TerrainHeightmapResolution));
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float4 vertex = GetQuadVertexPosition(vertexID % 4);
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uint2 heightmapLoadPosition = quadPos + vertex.xy;
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// flip quad to xz axis (default terrain orientation without rotation)
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vertex = float4(vertex.x, 0, vertex.y, 1);
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// Offset quad to create the plane terrain
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vertex.xz += (float2(quadPos) / float(_TerrainHeightmapResolution)) * _TerrainSize.xz;
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uint2 id = (quadPos / _TerrainSize.xz) * _TerrainHeightmapResolution;
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float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(uint3(heightmapLoadPosition, 0)));
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vertex.y += height * _TerrainSize.y * 2;
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o.uv = heightmapLoadPosition / _TerrainHeightmapResolution;
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float3 cellPos = mul(unity_ObjectToWorld, vertex).xyz;
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cellPos -= _VolumeWorldOffset;
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o.cellPos01 = (cellPos / _VolumeSize);
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float4 p = float4(cellPos, 1);
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switch (_AxisSwizzle)
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{
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default:
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case 0: // top
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p.xyz = p.zxy;
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break;
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case 1: // right
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p.xyz = p.yzx;
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break;
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case 2: // forward
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p.xyz = p.xyz;
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break;
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}
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o.vertex = float4(p.xyz / _VolumeSize, 1);
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// trasnform pos between 0 1 to -1 1
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o.vertex.xyz = o.vertex.xyz * 2 - 1;
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return o;
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}
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float4 frag(VertexToFragment i) : COLOR
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{
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if (any(i.cellPos01 < -EPSILON) || any(i.cellPos01 >= 1 + EPSILON))
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return 0;
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// Offset the cellposition with the heightmap
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float hole = _TerrainHolesTexture.Sample(s_point_clamp_sampler, float3(i.uv, 0));
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clip(hole == 0.0f ? -1 : 1);
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uint3 pos = min(uint3(i.cellPos01 * _OutputSize), _OutputSize);
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_Output[pos] = 1;
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return float4(i.cellPos01.xyz, 1);
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}
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ENDHLSL
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}
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}
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}
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