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DXR-Volumebaker.raytrace
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375 lines (281 loc) · 10.5 KB
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#include "UnityShaderVariables.cginc"
#include "UnityRaytracingMeshUtils.cginc"
#include "HLSLSupport.cginc"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl"
//#include "Noise.cginc"
#pragma only_renderers d3d12
#pragma max_recursion_depth 1
#define M_PI 3.1415926535897932384626433832795
// Input
RaytracingAccelerationStructure g_SceneAccelStruct;
//Global inputs
uint PointLightCount;
uint ConeLightCount;
uint DirLightCount;
uint AreaLightCount;
uint AreaLightSamples;
uint EnvLightSamples;
struct PointLightData{
float3 PointLightsWS;
float4 PointLightsColor;
};
struct ConeLightData{
float3 ConeLightsWS;
float4 ConeLightsColor ;
float3 ConeLightsDir ;
float2 ConeLightsPram ; //Outter , inner
};
struct DirLightData{
float3 DirLightsDir;
float4 DirLightsColor;
};
struct AreaLightData{
float4x4 AreaLightsMatrix;
float4x4 AreaLightsMatrixInv;
float3 AreaLightsWS;
float4 AreaLightsColor;
float3 AreaLightsSize;
};
StructuredBuffer<PointLightData> PLD;
StructuredBuffer<ConeLightData> CLD;
StructuredBuffer<DirLightData> DLD;
StructuredBuffer<AreaLightData> ALD;
float3 WPosition;
float3 Size = float3(1,1,1);
// Output
RWTexture3D<float4> g_Output;
struct RayPayload
{
float4 color;
};
struct EnvRayPayload
{
float4 color;
float3 dir;
};
struct Material
{
float3 emissive;
};
struct AttributeData
{
float2 barycentrics;
};
struct Vertex
{
float2 texcoord;
};
TextureCube _SkyTexture;
SamplerState sampler_SkyTexture;
//Miss for raycasting from voxel to light. Miss means that the ray is unobscured from the source light
[shader("miss")]
void MainMissShader(inout RayPayload payload : SV_RayPayload)
{
payload.color = float4(1, 1, 1, 1);
}
//
[shader("miss")]
void zEnvMissShader(inout EnvRayPayload payload : SV_RayPayload)
{
//Enviormental
payload.color = _SkyTexture.SampleLevel(sampler_SkyTexture, payload.dir, 5);
}
float InverseSquare(float distance){
return 1 / (4 * M_PI * distance * distance);
}
//Dumb coarse randomizers
float rand(float2 Pixel)
{
float _Seed = Pixel.x + Pixel.y ;
float result = frac(sin(_Seed / 100.0f * dot(Pixel, float2(12.9898f, 78.233f) ) ) * 43758.5453f);
// _Seed = _Seed + 1.0f;
return result;
}
float rand(float3 Pixel)
{
float _Seed = Pixel.x + Pixel.y + Pixel.z ;
float result = frac(sin(_Seed / 100.0f * dot(Pixel, float3(12.9898f, 49.1165f, 29.1165f))) * 43758.5453f);
// _Seed += 1.0f;
return result;
}
///
///Point light
///
float4 PointLightCast(float3 VoxelWS, uint Num){
float LightRadius = distance(VoxelWS, PLD[Num].PointLightsWS );
float3 rayDirection = -normalize(VoxelWS - PLD[Num].PointLightsWS) ;
RayDesc ray;
ray.Origin = VoxelWS;
ray.Direction = rayDirection;
ray.TMin = 0.0f;
ray.TMax = LightRadius;
RayPayload payload;
payload.color = float4(0, 0, 0, 0);
uint missShaderIndex = 0;
TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload); //Add an anyhit shader to support transparencies
return payload.color * InverseSquare(LightRadius) * PLD[Num].PointLightsColor;
}
///
/// Cone light
///
float4 ConeLightCast(float3 VoxelWS, uint Num){
float3 rayDirection = -normalize(VoxelWS - CLD[Num].ConeLightsWS) ;
//Currently taking a point light and adding attenuation
float attenuation = (dot(CLD[Num].ConeLightsDir, -rayDirection));
if (attenuation <= 0) return float4(0, 0, 0, 0); //early out
float LightRadius = (distance(VoxelWS, CLD[Num].ConeLightsWS ));
/////
float flOuterConeCos = CLD[Num].ConeLightsPram.x;
float flTemp = dot(CLD[Num].ConeLightsDir, -rayDirection) - flOuterConeCos;
float vSpotAtten = saturate(flTemp * CLD[Num].ConeLightsPram.y);
///
RayDesc ray;
ray.Origin = VoxelWS;
ray.Direction = rayDirection;
ray.TMin = 0.0f;
ray.TMax = LightRadius;
RayPayload payload;
payload.color = float4(0, 0, 0, 0);
uint missShaderIndex = 0;
TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload); //Add an anyhit shader to support transparencies
return InverseSquare(LightRadius) * vSpotAtten * payload.color * CLD[Num].ConeLightsColor;
}
//
//Directional Light
//
float4 DirLightCast(float3 VoxelWS, uint Num){
float3 rayDirection = -DLD[Num].DirLightsDir;
RayDesc ray;
ray.Origin = VoxelWS;
ray.Direction = rayDirection;
ray.TMin = 0.0f;
ray.TMax = 1000.0f;
RayPayload payload;
payload.color = float4(0, 0, 0, 0);
uint missShaderIndex = 0;
TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload); //Add an anyhit shader to support transparencies
return payload.color * DLD[Num].DirLightsColor;
}
//
//Area Light
//
float4 AreaLightCast(float3 VoxelWS, uint Num){
//
float3 lsPos = float3(ALD[Num].AreaLightsMatrix[0][3], ALD[Num].AreaLightsMatrix[1][3],ALD[Num].AreaLightsMatrix[2][3]);
float3 VoxelLS = mul( float4(VoxelWS.xyz,1)-lsPos, ALD[Num].AreaLightsMatrix);
float4 areaLightAccumulation = float4(0,0,0,0);
if (VoxelLS.z <= 0) return areaLightAccumulation; //Early out
uint3 id = DispatchRaysIndex().xyz; //redundent, oh well
for (int j = 0; j < AreaLightSamples; j++)
{
//int loop64 = fmod(j + AreaLightSamples + id.x+id.y+id.z,64);
float3 LocalPos = mul(ALD[Num].AreaLightsWS.xyz -lsPos , ALD[Num].AreaLightsMatrix).xyz ;
float3 LightPosSample = LocalPos + float3( (rand(id.xyz + j)-0.5) * ALD[Num].AreaLightsSize.x , (rand(id.xyz+j+20)-0.5) * ALD[Num].AreaLightsSize.y,0);
//float3 LightPosSample = LocalPos + float3( BlueNoiseInDisk[loop64].x * AreaLightsSize[Num].x * 0.5 , BlueNoiseInDisk[loop64].y * AreaLightsSize[Num].y *0.5, 0 );
float LightRadius = distance(VoxelLS, LightPosSample );
float3 rayDirection = -normalize(VoxelLS - LightPosSample);
float attenuation = saturate(dot(float3(0,0,1), -rayDirection));
RayDesc ray;
ray.Origin = VoxelWS;
ray.Direction = mul(rayDirection, ALD[Num].AreaLightsMatrixInv);
ray.TMin = 0.0f;
ray.TMax = LightRadius;
RayPayload payload;
payload.color = float4(0, 0, 0, 0);
uint missShaderIndex = 0;
TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload); //Add an anyhit shader to support transparencies
areaLightAccumulation += saturate(InverseSquare(LightRadius) * payload.color * ALD[Num].AreaLightsColor * attenuation) / AreaLightSamples;
}
return areaLightAccumulation;
}
//
//Disk light
//
float4 DiscLightCast(float3 VoxelWS, uint Num){
//
float3 lsPos = float3(ALD[Num].AreaLightsMatrix[0][3], ALD[Num].AreaLightsMatrix[1][3],ALD[Num].AreaLightsMatrix[2][3]);
float3 VoxelLS = mul( float4(VoxelWS.xyz,1)-lsPos, ALD[Num].AreaLightsMatrix);
float3 IntialDirection = -normalize(VoxelWS - ALD[Num].AreaLightsWS) ;
uint3 id = DispatchRaysIndex().xyz;
float4 areaLightAccumulation = float4(0,0,0,0);
if (VoxelLS.z <= 0) return areaLightAccumulation;
for (int j = 0; j < AreaLightSamples; j++)
{
float3 LocalPos = mul(ALD[Num].AreaLightsWS.xyz -lsPos , ALD[Num].AreaLightsMatrix).xyz ;
//https://stackoverflow.com/questions/5837572/generate-a-random-point-within-a-circle-uniformly
float t = 2 * M_PI * rand(id.xyz + j + 30);
float u = rand(id.xyz + j) + rand(id.xyz + j + 20);
float r;
if (u > 1) r = (2 - u);
else r = u;
// [r * cos(t), r * sin(t)]
float3 LightPosSample = LocalPos +
float3( ( r * cos(t)) * ALD[Num].AreaLightsSize.x,
( r * sin(t)) * ALD[Num].AreaLightsSize.x,
0);
float LightRadius = distance(VoxelLS, LightPosSample );
float3 rayDirection = -normalize(VoxelLS - LightPosSample);
float attenuation = saturate(dot(float3(0,0,1), -rayDirection));
RayDesc ray;
ray.Origin = VoxelWS;
ray.Direction = mul(rayDirection, ALD[Num].AreaLightsMatrixInv);
ray.TMin = 0.0f;
ray.TMax = LightRadius;
RayPayload payload;
payload.color = float4(0, 0, 0, 0);
uint missShaderIndex = 0;
TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload); //Add an anyhit shader to support transparencies
areaLightAccumulation += saturate(InverseSquare(LightRadius) * payload.color * ALD[Num].AreaLightsColor * attenuation) / AreaLightSamples;
}
return areaLightAccumulation;
}
//Cast Ray from vox to env
float4 EnvCast(float3 VoxelWS){
float4 Accumulation = float4(0,0,0,0);
for (int j = 0; j < EnvLightSamples; j++)
{
int _RaytracingFrameIndex = 100; //temp cast
int globalSampleIndex = _RaytracingFrameIndex * EnvLightSamples + j;
float2 theSample;
// theSample.x = GetBNDSequenceSample(VoxelWS, globalSampleIndex, 0);
// theSample.y = GetBNDSequenceSample(VoxelWS, globalSampleIndex, 1);
uint3 id = DispatchRaysIndex().xyz; //redundent, oh well
theSample.x = rand(id.xyz + j * 5);
theSample.y = rand(id.xyz + j + 23);
float3 rayDirection = SampleSphereUniform(theSample.x, theSample.y);
RayDesc ray;
ray.Origin = VoxelWS;
ray.Direction = rayDirection;
ray.TMin = 0.0f;
ray.TMax = 100000;
RayPayload payload;
payload.color = float4(0, 0, 0, 0);
uint missShaderIndex = 1;
TraceRay(g_SceneAccelStruct, 0, 0xFF, 0, 1, missShaderIndex, ray, payload);
Accumulation += payload.color / EnvLightSamples ;
}
return Accumulation;
}
//
// Main shader
//
[shader("raygeneration")]
void MainRayGenShader()
{
float3 launchIndex = DispatchRaysIndex().xyz + float3(.5,.5,.5); //id
float3 launchDim = DispatchRaysDimensions().xyz; //whd
float3 VoxelWorldPosition = WPosition + ( ( launchIndex/launchDim ) / Size );
float4 LightAccumulation = float4(0,0,0,0);
for (int i=0; i< PointLightCount; i++) LightAccumulation += PointLightCast(VoxelWorldPosition, i) ;
for (int i=0; i< ConeLightCount; i++) LightAccumulation += ConeLightCast(VoxelWorldPosition, i) ;
for (int i=0; i< DirLightCount; i++) LightAccumulation += DirLightCast(VoxelWorldPosition, i) ;
for (int i=0; i< AreaLightCount; i++){
if (ALD[i].AreaLightsSize.z == 0) LightAccumulation += AreaLightCast(VoxelWorldPosition, i) ;
else LightAccumulation += DiscLightCast(VoxelWorldPosition, i) ;
}
LightAccumulation += EnvCast(VoxelWorldPosition);
g_Output[launchIndex] = LightAccumulation;
}