418 lines
16 KiB
HLSL
418 lines
16 KiB
HLSL
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#ifndef PROBEVOLUMEDEBUG_FUNCTIONS_HLSL
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#define PROBEVOLUMEDEBUG_FUNCTIONS_HLSL
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float4 TransformPosition(float3 posOS)
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{
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return mul(UNITY_MATRIX_M, float4(posOS, 1.0f)) + float4(_APVWorldOffset, 0.0f);
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}
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#ifdef PROBE_VOLUME_DEBUG_FUNCTION_MAIN
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v2f vert(appdata v)
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{
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v2f o;
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ZERO_INITIALIZE(v2f, o);
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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if (!ShouldCull(o))
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{
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float3 probePosition_WS = TransformPosition(0.0f).xyz;
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if (_AdjustmentVolumeCount > 0 && !IsInSelection(probePosition_WS))
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{
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DoCull(o);
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}
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else if (_DebugProbeVolumeSampling) // Only sampled probes (8 of them) should be shown, the other should be culled
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{
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float4 debugPosition = _positionNormalBuffer[0];
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float4 debugNormal = _positionNormalBuffer[1];
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float3 snappedProbePosition_WS; // worldspace position of main probe (a corner of the 8 probes cube)
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float3 samplingPositionNoAntiLeak_WS; // // worldspace sampling position after applying 'NormalBias', 'ViewBias'
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float probeDistance;
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float3 normalizedOffset; // normalized offset between sampling position and snappedProbePosition
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float validityWeight[8];
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FindSamplingData(debugPosition.xyz, debugNormal.xyz, _RenderingLayerMask, snappedProbePosition_WS, samplingPositionNoAntiLeak_WS, probeDistance, normalizedOffset, validityWeight);
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float samplingFactor = ComputeSamplingFactor(probePosition_WS, snappedProbePosition_WS, normalizedOffset, probeDistance);
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// Let's cull probes that are not sampled
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if (samplingFactor == -1.0f)
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{
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DoCull(o);
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return o;
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}
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float4 wsPos = float4(probePosition_WS, 1.0);
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wsPos += normalize(mul(UNITY_MATRIX_M, float4(v.vertex.xyz, 0.0f))) * _ProbeSize * 0.3f; // avoid scale from transformation matrix to be effective (otherwise some probes are bigger than others)
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float4 pos = mul(UNITY_MATRIX_VP, wsPos);
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float remappedDepth = Remap(-1.0f, 1.0f, 0.6f, 1.0f, pos.z); // remapped depth to draw gizmo on top of most other objects
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o.vertex = float4(pos.x, pos.y, remappedDepth * pos.w, pos.w);
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o.normal = normalize(mul(v.normal, (float3x3)UNITY_MATRIX_M));
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o.color = v.color;
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o.texCoord = v.texCoord;
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o.samplingFactor_ValidityWeight = float2(samplingFactor, 1.0f);
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}
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else
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{
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float4 wsPos = TransformPosition(v.vertex.xyz * _ProbeSize);
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o.vertex = mul(UNITY_MATRIX_VP, wsPos);
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o.normal = normalize(mul(v.normal, (float3x3)UNITY_MATRIX_M));
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if (_ShadingMode == DEBUGPROBESHADINGMODE_RENDERING_LAYER_MASKS)
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{
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o.centerCoordSS = _ScreenSize.xy * ComputeNormalizedDeviceCoordinatesWithZ(probePosition_WS, UNITY_MATRIX_VP).xy;
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if (_APVLayerCount != 1 & (asuint(UNITY_ACCESS_INSTANCED_PROP(Props, _RenderingLayer)) & _RenderingLayerMask) == 0)
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DoCull(o);
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}
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}
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}
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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if (_ShadingMode >= DEBUGPROBESHADINGMODE_SH && _ShadingMode <= DEBUGPROBESHADINGMODE_SHL0L1
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|| _ShadingMode == DEBUGPROBESHADINGMODE_SKY_OCCLUSION_SH || _ShadingMode == DEBUGPROBESHADINGMODE_SKY_DIRECTION || _ShadingMode == DEBUGPROBESHADINGMODE_PROBE_OCCLUSION)
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{
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return float4(CalculateDiffuseLighting(i) * exp2(_ExposureCompensation) * GetCurrentExposureMultiplier(), 1);
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}
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else if (_ShadingMode == DEBUGPROBESHADINGMODE_INVALIDATED_BY_ADJUSTMENT_VOLUMES)
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{
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float4 defaultCol = float4(CalculateDiffuseLighting(i) * exp2(_ExposureCompensation) * GetCurrentExposureMultiplier(), 1);
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float touchupAction = UNITY_ACCESS_INSTANCED_PROP(Props, _TouchupedByVolume);
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if (touchupAction > 0 && touchupAction < 1)
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{
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return float4(1, 0, 0, 1);
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}
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return defaultCol;
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}
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else if (_ShadingMode == DEBUGPROBESHADINGMODE_VALIDITY)
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{
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float validity = UNITY_ACCESS_INSTANCED_PROP(Props, _Validity);
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float threshold = PROBE_VALIDITY_THRESHOLD;
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return lerp(float4(0, 1, 0, 1), float4(1, 0, 0, 1), validity > threshold);
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}
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else if (_ShadingMode == DEBUGPROBESHADINGMODE_VALIDITY_OVER_DILATION_THRESHOLD)
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{
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float validity = UNITY_ACCESS_INSTANCED_PROP(Props, _Validity);
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float threshold = UNITY_ACCESS_INSTANCED_PROP(Props, _DilationThreshold);
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if (validity > threshold)
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{
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return float4(1, 0, 0, 1);
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}
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else
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{
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return float4(0, 1, 0, 1);
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}
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}
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else if (_ShadingMode == DEBUGPROBESHADINGMODE_RENDERING_LAYER_MASKS)
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{
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float3 colors[4] = {
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float3(230, 159, 0) / 255.0f,
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float3(0, 158, 115) / 255.0f,
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float3(0, 114, 178) / 255.0f,
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float3(204, 121, 167) / 255.0f,
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};
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if (_APVLayerCount == 1) return _DebugEmptyProbeData; // Rendering layers are not baked
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uint renderingLayer = asuint(UNITY_ACCESS_INSTANCED_PROP(Props, _RenderingLayer)) & _RenderingLayerMask;
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uint stripeSize = 8;
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float3 result = float3(0, 0, 0);
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int2 positionSS = i.vertex.xy;
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uint layerId = 0, layerCount = countbits(renderingLayer);
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int colorIndex = 0;
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if (layerCount >= 2 && positionSS.y < i.centerCoordSS.y)
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colorIndex = 1;
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if (layerCount >= 3 && colorIndex == 1 && positionSS.x < i.centerCoordSS.x)
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colorIndex = 2;
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if (layerCount >= 4 && colorIndex == 0 && positionSS.x < i.centerCoordSS.x)
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colorIndex = 3;
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for (uint l = 0; (l < _APVLayerCount) && (layerId < layerCount); l++)
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{
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[branch]
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if (renderingLayer & (1U << l))
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{
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if (colorIndex == 0)
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result = colors[l];
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colorIndex--;
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}
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}
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// NdotV to make the debug view easier to understand
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float3 N = normalize(i.normal);
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float3 V = UNITY_MATRIX_V[2].xyz;
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return float4(result * max(0, dot(N, V)), 1);
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}
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else if (_ShadingMode == DEBUGPROBESHADINGMODE_SIZE)
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{
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float4 col = lerp(float4(0, 1, 0, 1), float4(1, 0, 0, 1), UNITY_ACCESS_INSTANCED_PROP(Props, _RelativeSize));
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return col;
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}
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return _Color;
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}
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#endif
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#ifdef PROBE_VOLUME_DEBUG_FUNCTION_FRAGMENTATION
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int _ChunkCount;
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StructuredBuffer<int> _DebugFragmentation;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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int lineSize = (int)ceil(sqrt(_ChunkCount));
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int2 coord = (int2)(input.texcoord * lineSize);
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int index = coord.y * lineSize + coord.x;
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float4 color = 0.0;
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if (index < _ChunkCount && _DebugFragmentation[index] != -1)
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color = float4(0.0, 1.0, 0.0, 1.0);
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return color;
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}
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#endif
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#ifdef PROBE_VOLUME_DEBUG_FUNCTION_OFFSET
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = 0;
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o.normal = 0;
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float3 probePosition_WS = TransformPosition(0.0f).xyz;
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float3 offset = UNITY_ACCESS_INSTANCED_PROP(Props, _Offset).xyz;
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float offsetLenSqr = dot(offset, offset);
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if (offsetLenSqr <= 1e-6f)
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{
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DoCull(o);
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}
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else if (_AdjustmentVolumeCount > 0 && !IsInSelection(probePosition_WS))
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{
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DoCull(o);
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}
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else if (!ShouldCull(o))
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{
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float4 wsPos = TransformPosition(v.vertex.xyz * float3(_OffsetSize, _OffsetSize, 1.0f));
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o.vertex = mul(UNITY_MATRIX_VP, wsPos);
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o.normal = normalize(mul(v.normal, (float3x3)UNITY_MATRIX_M));
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}
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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return float4(0, 0, 1, 1);
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}
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#endif
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#ifdef PROBE_VOLUME_DEBUG_FUNCTION_SAMPLING
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v2f vert(appdata v)
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{
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v2f o;
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ZERO_INITIALIZE(v2f, o);
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float4 debugPosition = _positionNormalBuffer[0];
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float4 debugNormal = _positionNormalBuffer[1];
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float4 wsPos = float4(0.0f, 0.0f, 0.0f, 1.0f);
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float samplingFactor = 0.0f; // probe sampling weight (when needed) is compute in vertex shader. Usefull for drawing 8 debug quads showing weights
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float3 snappedProbePosition_WS; // worldspace position of main probe (a corner of the 8 probes cube)
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float3 samplingPositionNoAntiLeak_WS; // worldspace sampling position after applying 'NormalBias', 'ViewBias'
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float probeDistance;
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float3 normalizedOffset; // normalized offset between sampling position and snappedProbePosition
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float validityWeights[8];
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float validityWeight = 1.0f;
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FindSamplingData(debugPosition.xyz, debugNormal.xyz, _RenderingLayerMask, snappedProbePosition_WS, samplingPositionNoAntiLeak_WS, probeDistance, normalizedOffset, validityWeights);
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// QUADS to write the sampling factor of each probe
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// each QUAD has an individual ID in vertex color blue channel
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if (v.color.z)
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{
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// QUAD 01
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float3 quadPosition = snappedProbePosition_WS;
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validityWeight = validityWeights[0];
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// QUAD 02
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if (abs(v.color.z - 0.2f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(0.0f, 1.0f, 0.0f) * probeDistance;
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validityWeight = validityWeights[2];
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}
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// QUAD 03
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if (abs(v.color.z - 0.3f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(1.0f, 1.0f, 0.0f) * probeDistance;
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validityWeight = validityWeights[3];
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}
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// QUAD 04
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if (abs(v.color.z - 0.4f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(1.0f, 0.0f, 0.0f) * probeDistance;
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validityWeight = validityWeights[1];
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}
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// QUAD 05
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if (abs(v.color.z - 0.5f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(0.0f, 0.0f, 1.0f) * probeDistance;
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validityWeight = validityWeights[4];
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}
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// QUAD 06
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if (abs(v.color.z - 0.6f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(0.0f, 1.0f, 1.0f) * probeDistance;
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validityWeight = validityWeights[6];
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}
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// QUAD 07
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if (abs(v.color.z - 0.7f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(1.0f, 1.0f, 1.0f) * probeDistance;
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validityWeight = validityWeights[7];
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}
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// QUAD 08
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if (abs(v.color.z - 0.8f) < 0.02f)
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{
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quadPosition = snappedProbePosition_WS + float3(1.0f, 0.0f, 1.0f) * probeDistance;
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validityWeight = validityWeights[5];
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}
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if (_APVLeakReductionMode == APVLEAKREDUCTIONMODE_QUALITY)
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samplingFactor = validityWeight; // this is not 100% accurate in some cases (cause we do max 3 samples)
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else
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samplingFactor = ComputeSamplingFactor(quadPosition, snappedProbePosition_WS, normalizedOffset, probeDistance);
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float4 cameraUp = mul(UNITY_MATRIX_I_V, float4(0.0f, 1.0f, 0.0f, 0.0f));
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float4 cameraRight = -mul(UNITY_MATRIX_I_V, float4(1.0f, 0.0f, 0.0f, 0.0f));
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wsPos = mul(UNITY_MATRIX_M, float4(0.0f, 0.0f, 0.0f, 1.0f));
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wsPos += float4(quadPosition + cameraUp.xyz * _ProbeSize / 1.5f, 0.0f);
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wsPos += float4((v.vertex.x * cameraRight.xyz + v.vertex.y * cameraUp.xyz * 0.5f) * 20.0f * _ProbeSize, 0.0f);
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}
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// ARROW to show the position and normal of the debugged fragment
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else if (v.color.y)
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{
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float3 forward = normalize(debugNormal.xyz);
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float3 up = float3(0.0f, 1.0f, 0.0f); if (dot(up, forward) > 0.9f) { up = float3(1.0f, 0.0f, 0.0f); }
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float3 right = normalize(cross(forward, up));
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up = cross(right, forward);
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float3x3 orientation = float3x3(
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right.x, up.x, forward.x,
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right.y, up.y, forward.y,
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right.z, up.z, forward.z);
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wsPos = float4(mul(orientation, (v.vertex.xyz * _ProbeSize * 5.0f)), 1.0f);
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wsPos = mul(UNITY_MATRIX_M, wsPos);
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wsPos.xyz += debugPosition.xyz;
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}
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// LOCATOR to debug sampling position
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else
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{
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if (v.color.x) // DEBUG NORMAL + VIEW BIAS
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{
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if (_ForceDebugNormalViewBias)
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{
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wsPos = mul(UNITY_MATRIX_M, float4(v.vertex.xyz * _ProbeSize * 1.5f, 1.0f));
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wsPos += float4(samplingPositionNoAntiLeak_WS, 0.0f);
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}
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else
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{
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DoCull(o);
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return o;
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}
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}
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else // DEBUG NORMAL + VIEW BIAS + ANTI LEAK
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{
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wsPos = mul(UNITY_MATRIX_M, float4(v.vertex.xyz * _ProbeSize * 3.0f, 1.0f));
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wsPos += float4(snappedProbePosition_WS + normalizedOffset * probeDistance, 0.0f);
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}
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}
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float4 pos = mul(UNITY_MATRIX_VP, wsPos);
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float remappedDepth = Remap(-1.0f, 1.0f, 0.6f, 1.0f, pos.z); // remapped depth to draw gizmo on top of most other objects
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o.vertex = float4(pos.x, pos.y, remappedDepth * pos.w, pos.w);
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o.normal = normalize(mul(v.normal, (float3x3)UNITY_MATRIX_M));
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o.color = v.color;
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o.texCoord = v.texCoord;
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o.samplingFactor_ValidityWeight = float2(samplingFactor, validityWeight);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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// QUADS to write the sampling factor of each probe
|
||
|
if (i.color.z)
|
||
|
{
|
||
|
float samplingFactor = i.samplingFactor_ValidityWeight.x;
|
||
|
float validityWeight = i.samplingFactor_ValidityWeight.y;
|
||
|
half4 color = WriteFractNumber(samplingFactor, i.texCoord);
|
||
|
if (validityWeight > 0.0f)
|
||
|
color = lerp(half4(0.0f, 0.0f, 0.0f, 1.0f), half4(0.0f, 1.0f, 0.0f, 1.0f), color.x);
|
||
|
else
|
||
|
color = lerp(half4(1.0f, 1.0f, 1.0f, 1.0f), half4(1.0f, 0.0f, 0.0f, 1.0f), color.x);
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
// ARROW to show debugging position and normal
|
||
|
else if (i.color.y)
|
||
|
{
|
||
|
return _DebugArrowColor;
|
||
|
}
|
||
|
|
||
|
// LOCATOR to debug sampling position
|
||
|
else
|
||
|
{
|
||
|
if (i.color.x) // DEBUG NORMAL + VIEW BIAS
|
||
|
return _DebugLocator02Color;
|
||
|
else // DEBUG NORMAL + VIEW BIAS + ANTILEAK MODE
|
||
|
return _DebugLocator01Color;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#endif // PROBEVOLUMEDEBUG_FUNCTIONS_HLSL
|