Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/VegetationSystemPro/Compute/Resources/GPUFrustumCulling.compute

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#pragma kernel GPUFrustumCulling
struct IndirectInstanceData
{
float4x4 PositionMatrix;
float4 ControlData;
};
struct IndirectShaderData
{
float4x4 PositionMatrix;
float4x4 InversePositionMatrix;
float4 ControlData;
};
uint _InstanceCount;
bool UseLODs;
bool NoFrustumCulling;
bool ShadowCulling;
//Used for frustum culling
float4 _VS_CameraFrustumPlane0;
float4 _VS_CameraFrustumPlane1;
float4 _VS_CameraFrustumPlane2;
float4 _VS_CameraFrustumPlane3;
float4 _VS_CameraFrustumPlane4;
float4 _VS_CameraFrustumPlane5;
float4 _WorldSpaceCameraPos;
float4 _FloatingOriginOffset;
float3 _LightDirection;
float3 _PlaneOrigin;
float3 _BoundsSize;
//Used for vegetatuion distance culling
float _CullFarStart;
float _CullFarDistance;
float _BoundingSphereRadius;
//Used for LODs
float _LOD1Distance;
float _LOD2Distance;
float _LOD3Distance;
float _LODFactor;
float _LODBias;
float _LODFadeDistance;
int _LODCount;
StructuredBuffer<IndirectInstanceData> SourceShaderDataBuffer;
AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD0;
AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD1;
AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD2;
AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD3;
AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD0;
AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD1;
AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD2;
AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD3;
SamplerState _LinearClamp;
// float CalculateLODFade(float cameraDistance, float nextLODDistance)
// {
// float distance = nextLODDistance - cameraDistance;
// if (distance <= _LODFadeDistance)
// {
// return clamp(1 - distance / _LODFadeDistance, 0, 1);
// }
// return 0;
// }
float CalculateLODFadeFirst(float cameraDistance, float nextLODDistance)
{
float distance = nextLODDistance + _LODFadeDistance - cameraDistance;
if (distance <= _LODFadeDistance)
{
return clamp(distance/ _LODFadeDistance, 0, 1) * 2;
return clamp(distance * distance/ _LODFadeDistance, 0, 1);
}
return 1;
}
float CalculateLODFadeMiddle(float thisLODDistance, float cameraDistance, float nextLODDistance)
{
if (cameraDistance - thisLODDistance < _LODFadeDistance)
{
float distance = cameraDistance - thisLODDistance;
// return clamp(distance * distance/ _LODFadeDistance, 0, 1);
return clamp(distance/ _LODFadeDistance, 0, 1) * 2;
}
if (nextLODDistance + _LODFadeDistance - cameraDistance <= _LODFadeDistance)
{
float distance = nextLODDistance + _LODFadeDistance - cameraDistance;
//return clamp(distance * distance / _LODFadeDistance, 0, 1);
return clamp(distance/ _LODFadeDistance, 0, 1) * 2;
}
return 1;
}
float CalculateDistanceFade(float cameraDistance, float cullDistance)
{
float distance = cullDistance - cameraDistance;
if (distance <= _LODFadeDistance)
{
return clamp(1 - distance / _LODFadeDistance, 0, 1);
}
return 1;
}
float4x4 inverse(float4x4 input)
{
#define minor(a,b,c) determinant(float3x3(input.a, input.b, input.c))
float4x4 cofactors = float4x4(
minor(_22_23_24, _32_33_34, _42_43_44),
-minor(_21_23_24, _31_33_34, _41_43_44),
minor(_21_22_24, _31_32_34, _41_42_44),
-minor(_21_22_23, _31_32_33, _41_42_43),
-minor(_12_13_14, _32_33_34, _42_43_44),
minor(_11_13_14, _31_33_34, _41_43_44),
-minor(_11_12_14, _31_32_34, _41_42_44),
minor(_11_12_13, _31_32_33, _41_42_43),
minor(_12_13_14, _22_23_24, _42_43_44),
-minor(_11_13_14, _21_23_24, _41_43_44),
minor(_11_12_14, _21_22_24, _41_42_44),
-minor(_11_12_13, _21_22_23, _41_42_43),
-minor(_12_13_14, _22_23_24, _32_33_34),
minor(_11_13_14, _21_23_24, _31_33_34),
-minor(_11_12_14, _21_22_24, _31_32_34),
minor(_11_12_13, _21_22_23, _31_32_33)
);
#undef minor
return transpose(cofactors) / determinant(input);
}
struct Ray
{
float3 origin;
float3 direction;
};
Ray CreateRay(float3 origin, float3 direction)
{
Ray newRay;
newRay.origin = origin;
newRay.direction = direction;
return newRay;
}
struct Bounds
{
float3 center;
float3 extents;
float3 GetMin()
{
return center - extents;
}
float3 GetMax()
{
return center + extents;
}
void SetMinMax(float3 min, float3 max)
{
extents = (max - min) * 0.5f;
center = min + extents;
}
void Encapsulate(float3 targetPoint)
{
SetMinMax(min(GetMin(), targetPoint), max(GetMax(), targetPoint));
}
};
bool IntersectPlane(Ray ray, float3 planeOrigin, out float3 hitPoint)
{
float3 planeNormal = -float3(0, 1, 0);
float denominator = dot(ray.direction, planeNormal);
if (denominator > 0.00001f)
{
float t = dot(planeOrigin - ray.origin, planeNormal) / denominator;
hitPoint = ray.origin + ray.direction * t;
return true;
}
hitPoint = float3(0, 0, 0);
return false;
}
Bounds GetShadowBounds(Bounds objectBounds, float3 lightDirection, float3 planeOrigin, out bool hitPlane)
{
float3 objectBoundsMin = objectBounds.GetMin();
float3 objectBoundsMax = objectBounds.GetMax();
Ray p0 = CreateRay(float3(objectBoundsMin.x, objectBoundsMax.y, objectBoundsMin.z), lightDirection);
Ray p1 = CreateRay(float3(objectBoundsMin.x, objectBoundsMax.y, 0), lightDirection);
Ray p2 = CreateRay(float3(objectBoundsMax.x, objectBoundsMax.y, objectBoundsMin.z), lightDirection);
Ray p3 = CreateRay(objectBoundsMax, lightDirection);
float3 hitPoint;
hitPlane = false;
if (IntersectPlane(p0, planeOrigin, hitPoint))
{
objectBounds.Encapsulate(hitPoint);
hitPlane = true;
}
if (IntersectPlane(p1, planeOrigin, hitPoint))
{
objectBounds.Encapsulate(hitPoint);
hitPlane = true;
}
if (IntersectPlane(p2, planeOrigin, hitPoint))
{
objectBounds.Encapsulate(hitPoint);
hitPlane = true;
}
if (IntersectPlane(p3, planeOrigin, hitPoint))
{
objectBounds.Encapsulate(hitPoint);
hitPlane = true;
}
return objectBounds;
}
bool TestPlaneIntersection(Bounds bounds, float4 plane)
{
float3 center = bounds.center;
float3 extents = bounds.extents;
float3 planeNormal = plane.xyz;
float planeDistance = plane.w;
float3 absNormal = float3(abs(planeNormal.x), abs(planeNormal.y), abs(planeNormal.z));
float r = extents.x * absNormal.x + extents.y * absNormal.y + extents.z * absNormal.z;
float s = planeNormal.x * center.x + planeNormal.y * center.y + planeNormal.z * center.z;
if (s + r < -planeDistance)
{
return false;
}
return true;
}
bool BoundsIntersectsFrustum(Bounds bounds)
{
if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane0) == false)
{
return false;
}
if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane1) == false)
{
return false;
}
if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane2) == false)
{
return false;
}
if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane3) == false)
{
return false;
}
if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane4) == false)
{
return false;
}
if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane5) == false)
{
return false;
}
return true;
}
bool IsShadowVisible(Bounds objectBounds, float3 lightDirection, float3 planeOrigin)
{
bool hitPlane;
Bounds shadowBounds = GetShadowBounds(objectBounds, lightDirection, planeOrigin, hitPlane);
return hitPlane && BoundsIntersectsFrustum(shadowBounds);
}
[numthreads(32, 1, 1)]
void GPUFrustumCulling(uint3 id : SV_DispatchThreadID)
{
uint instanceId = id.x;
if (instanceId < _InstanceCount)
{
IndirectShaderData instanceData;
instanceData.PositionMatrix = SourceShaderDataBuffer[id.x].PositionMatrix;
instanceData.PositionMatrix._m03_m13_m23 += _FloatingOriginOffset.xyz;
float DistanceFalloff = SourceShaderDataBuffer[id.x].ControlData.x;
float itemCullDistance = _CullFarStart * DistanceFalloff;
float lod1Distance = clamp(_LOD1Distance * _LODFactor * _LODBias, 0, _CullFarStart);
float lod2Distance = clamp(_LOD2Distance * _LODFactor * _LODBias, 0, _CullFarStart);
float lod3Distance = clamp(_LOD3Distance * _LODFactor * _LODBias, 0, _CullFarStart);
#define transformPosition mul(instanceData.PositionMatrix, float4(0,0,0,1)).xyz
float3 position = transformPosition + float3(0.0f, _BoundingSphereRadius * 0.5f, 0.0f);
if (NoFrustumCulling)
{
bool useLODFade = true;
float3 itempos = instanceData.PositionMatrix._m03_m13_m23;
float dist = distance(itempos, _WorldSpaceCameraPos.xyz);
if (dist < itemCullDistance)
{
instanceData.InversePositionMatrix = inverse(instanceData.PositionMatrix);
float distanceFade = CalculateDistanceFade(dist, itemCullDistance);
instanceData.ControlData = float4(0, 0, distanceFade, 0);
if (UseLODs)
{
if (_LODCount == 1)
{
lod1Distance = max(lod1Distance, itemCullDistance);
}
else if (_LODCount == 2)
{
lod2Distance = max(lod2Distance, itemCullDistance);
}
else if (_LODCount == 3)
{
lod3Distance = max(lod3Distance, itemCullDistance);
}
if (dist <= lod1Distance + _LODFadeDistance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeFirst(dist, lod1Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
}
VisibleBufferLOD0.Append(instanceData);
}
if (dist <= lod2Distance + _LODFadeDistance && dist > lod1Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod1Distance, dist, lod2Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
lodFadeQuantified = 0;
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 1);
}
VisibleBufferLOD1.Append(instanceData);
}
if (dist <= lod3Distance + _LODFadeDistance && dist > lod2Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod2Distance, dist, lod3Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
lodFadeQuantified = 0.5;
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 2);
}
VisibleBufferLOD2.Append(instanceData);
}
if (dist > lod3Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod3Distance, dist, itemCullDistance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 3);
}
VisibleBufferLOD3.Append(instanceData);
}
}
else
{
if (useLODFade)
{
float lodFade = CalculateLODFadeFirst(dist, itemCullDistance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData = float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
}
VisibleBufferLOD0.Append(instanceData);
}
}
return;
}
float4 CameraDistances0 = float4(
dot(_VS_CameraFrustumPlane0.xyz, position) + _VS_CameraFrustumPlane0.w,
dot(_VS_CameraFrustumPlane1.xyz, position) + _VS_CameraFrustumPlane1.w,
dot(_VS_CameraFrustumPlane2.xyz, position) + _VS_CameraFrustumPlane2.w,
dot(_VS_CameraFrustumPlane3.xyz, position) + _VS_CameraFrustumPlane3.w
);
float4 CameraDistances1 = float4(
dot(_VS_CameraFrustumPlane4.xyz, position) + _VS_CameraFrustumPlane4.w,
dot(_VS_CameraFrustumPlane5.xyz, position) + _VS_CameraFrustumPlane5.w,
0.0f,
0.0f
);
if (!(all(CameraDistances0 >= -_BoundingSphereRadius)
&& all(CameraDistances1 >= -_BoundingSphereRadius)))
{
if (!ShadowCulling)
{
return;
}
bool useLODFade = true;
float3 itempos = instanceData.PositionMatrix._m03_m13_m23;
float dist = distance(itempos, _WorldSpaceCameraPos.xyz);
if (dist < itemCullDistance)
{
Bounds itemBounds;
itemBounds.center = itempos;
itemBounds.extents = _BoundsSize;
if (IsShadowVisible(itemBounds, _LightDirection, _PlaneOrigin))
{
instanceData.InversePositionMatrix = inverse(instanceData.PositionMatrix);
float distanceFade = CalculateDistanceFade(dist, itemCullDistance);
instanceData.ControlData = float4(0, 0, distanceFade, 0);
if (UseLODs)
{
if (_LODCount == 1)
{
lod1Distance = max(lod1Distance, itemCullDistance);
}
else if (_LODCount == 2)
{
lod2Distance = max(lod2Distance, itemCullDistance);
}
else if (_LODCount == 3)
{
lod3Distance = max(lod3Distance, itemCullDistance);
}
if (dist <= lod1Distance + _LODFadeDistance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeFirst(dist, lod1Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData = float4(lodFade, lodFadeQuantified,
instanceData.ControlData.z, 0);
}
ShadowBufferLOD0.Append(instanceData);
}
if (dist <= lod2Distance + _LODFadeDistance && dist > lod1Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod1Distance, dist, lod2Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData = float4(lodFade, lodFadeQuantified,
instanceData.ControlData.z, 0);
}
ShadowBufferLOD1.Append(instanceData);
}
if (dist <= lod3Distance + _LODFadeDistance && dist > lod2Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod2Distance, dist, lod3Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData = float4(lodFade, lodFadeQuantified,
instanceData.ControlData.z, 0);
}
ShadowBufferLOD2.Append(instanceData);
}
if (dist > lod3Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod3Distance, dist, itemCullDistance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData = float4(lodFade, lodFadeQuantified,
instanceData.ControlData.z, 0);
}
ShadowBufferLOD3.Append(instanceData);
}
}
else
{
if (useLODFade)
{
float lodFade = CalculateLODFadeFirst(dist, itemCullDistance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
}
ShadowBufferLOD0.Append(instanceData);
}
}
}
}
else
{
bool useLODFade = true;
float3 itempos = instanceData.PositionMatrix._m03_m13_m23;
float dist = distance(itempos, _WorldSpaceCameraPos.xyz);
if (dist < itemCullDistance + _LODFadeDistance)
{
instanceData.InversePositionMatrix = inverse(instanceData.PositionMatrix);
float distanceFade = CalculateDistanceFade(dist, itemCullDistance);
instanceData.ControlData = float4(0, 0, distanceFade, 0);
if (UseLODs)
{
if (_LODCount == 1)
{
lod1Distance = max(lod1Distance, itemCullDistance);
}
else if (_LODCount == 2)
{
lod2Distance = max(lod2Distance, itemCullDistance);
}
else if (_LODCount == 3)
{
lod3Distance = max(lod3Distance, itemCullDistance);
}
if (dist <= lod1Distance + _LODFadeDistance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeFirst(dist, lod1Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
}
VisibleBufferLOD0.Append(instanceData);
}
if (dist <= lod2Distance + _LODFadeDistance && dist > lod1Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod1Distance, dist, lod2Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
lodFadeQuantified = 0;
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 1);
}
VisibleBufferLOD1.Append(instanceData);
}
if (dist <= lod3Distance + _LODFadeDistance && dist > lod2Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod2Distance, dist, lod3Distance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 2);
}
VisibleBufferLOD2.Append(instanceData);
}
if (dist > lod3Distance)
{
if (useLODFade)
{
float lodFade = CalculateLODFadeMiddle(lod3Distance, dist, itemCullDistance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData =
float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 3);
}
VisibleBufferLOD3.Append(instanceData);
}
}
else
{
if (useLODFade)
{
float lodFade = CalculateLODFadeFirst(dist, itemCullDistance);
float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
instanceData.ControlData = float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
}
VisibleBufferLOD0.Append(instanceData);
}
}
}
}
}