Improved the culling result of HizCulling;

Added custom inspector for VolumeObject;
Change the name of AoVolume to VolumeObject;
This commit is contained in:
2025-02-24 00:22:04 +09:00
parent 833502f87c
commit 2f79df128e
23 changed files with 336 additions and 86 deletions

View File

@@ -5,16 +5,17 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.misaki.ao-volume/Runtime/Shader/Includes/GeometryData.cs.hlsl"
#define FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
#define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
#define _FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
#define _FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
#define _CORNERS_COUNT 8
uint _FullVolumeCount;
uint _DepthPyramidMaxMip;
StructuredBuffer<OrientedBoundingBox> _VolumeBounds;
StructuredBuffer<int2> _DepthPyramidMipLevelOffsets;
uint _FullVolumeCount;
uint _DepthPyramidMaxMip;
RWByteAddressBuffer _VisibleVolumeCount : register(u0);
RWByteAddressBuffer _VisibleVolumeIndices : register(u1);
@@ -37,40 +38,12 @@ float SampleDepthLod(int2 uv, int lod)
return deviceDepth;
}
float GetOccluderDepth(float2 screenMin, float2 screenMax)
{
float rectWidth = (screenMax.x - screenMin.x);
float rectHeight = (screenMax.y - screenMin.y);
float rectSize = max(rectWidth, rectHeight);
int maxMipLevel = min(_DepthPyramidMaxMip, 14);
int mipLevel = clamp((int)ceil(log2(rectSize)), 0, maxMipLevel);
float4 boxUV = float4(screenMin, screenMax);
const int depthSampleCount = 5;
float occluderDepth[depthSampleCount];
occluderDepth[0] = SampleDepthLod(boxUV.xy, mipLevel);
occluderDepth[1] = SampleDepthLod(boxUV.xw, mipLevel);
occluderDepth[2] = SampleDepthLod(boxUV.zy, mipLevel);
occluderDepth[3] = SampleDepthLod(boxUV.zw, mipLevel);
occluderDepth[4] = SampleDepthLod((screenMin + screenMax) * 0.5, mipLevel);
float minDepth = 1.0;
for (int i = 0; i < depthSampleCount; ++i)
{
minDepth = min(minDepth, occluderDepth[i]);
}
return minDepth;
}
[numthreads(64,1,1)]
void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
if (dispatchThreadId.x >= _FullVolumeCount)
{
return; // early exit if outside our range
return;
}
OrientedBoundingBox box = _VolumeBounds[dispatchThreadId.x];
@@ -83,7 +56,7 @@ void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
float3 forward = normalize(cross(box.right, box.up));
float3 forwardExtent = forward * box.extent.z;
float3 corners[8];
float3 corners[_CORNERS_COUNT];
corners[0] = box.center + rightExtent + upExtent + forwardExtent;
corners[1] = box.center + rightExtent + upExtent - forwardExtent;
corners[2] = box.center + rightExtent - upExtent + forwardExtent;
@@ -93,36 +66,53 @@ void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
corners[6] = box.center - rightExtent - upExtent + forwardExtent;
corners[7] = box.center - rightExtent - upExtent - forwardExtent;
// Compute screen-space bounding rectangle and find the minimum depth (closest point)
float2 screenMin = float2(FLT_MAX, FLT_MAX);
float2 screenMax = float2(-FLT_MAX, -FLT_MAX);
float boxMaxDepth = -FLT_MAX;
// Compute screen-space bounding rectangle and find the maximum depth (closest point)
float2 screenMin = float2(_FLT_MAX, _FLT_MAX);
float2 screenMax = float2(-_FLT_MAX, -_FLT_MAX);
float boxMaxDepth = 0.0;
float2 cornerPositionSS[_CORNERS_COUNT];
[unroll]
for (int j = 0; j < 8; ++j)
for (int i = 0; i < _CORNERS_COUNT; i++)
{
float3 cornerRWS = GetCameraRelativePositionWS(corners[j]);
float3 cornerRWS = GetCameraRelativePositionWS(corners[i]);
float4 positionCS = TransformWorldToHClip(cornerRWS);
positionCS /= positionCS.w;
float2 screenPos = ComputeScreenPos(positionCS, _ProjectionParams.x).xy * _ScreenSize.xy;
float2 screenPos = ComputeScreenPos(positionCS, _ProjectionParams.x).xy;
screenMin = min(screenMin, screenPos);
screenMax = max(screenMax, screenPos);
boxMaxDepth = max(boxMaxDepth, positionCS.z);
cornerPositionSS[i] = screenPos * _ScreenSize.xy;
}
float occluderDepth = GetOccluderDepth(screenMin, screenMax);
float rectWidth = (screenMax.x - screenMin.x);
float rectHeight = (screenMax.y - screenMin.y);
float rectSize = max(rectWidth, rectHeight);
// Perform the occlusion test:
// If the closest point of the box (boxMaxDepth) is behind the occluder,
// then the box is completely occluded.
// TODO: pack 16 bits index to save memory
if (occluderDepth <= boxMaxDepth)
int maxMipLevel = min(_DepthPyramidMaxMip, 14);
int mipLevel = (int)ceil((float)maxMipLevel - max(log2(1.0 / (rectSize * rectSize)), 0));
[unroll]
for (int j = 0; j < _CORNERS_COUNT; j++)
{
uint index;
_VisibleVolumeCount.InterlockedAdd(0, 1, index);
_VisibleVolumeIndices.Store(index << 2, dispatchThreadId.x);
float2 uv = cornerPositionSS[j];
float occluderDepth = SampleDepthLod(uv, mipLevel);
// Perform the occlusion test:
// If the closest point of the box (boxMaxDepth) is behind the occluder, then the box is completely occluded.
// Note that depth buffer in hdrp is stored in a non-normalized reversed range [0, 1] (0 is far, 1 is near).
// TODO: pack 16 bits index to save memory
if (occluderDepth <= boxMaxDepth)
{
uint index;
_VisibleVolumeCount.InterlockedAdd(0, 1, index);
_VisibleVolumeIndices.Store(index << 2, dispatchThreadId.x);
break;
}
}
}