#include "common.hlsl" ConstantBuffer sig : register(b0); /* ========================== * * Lighting * ========================== */ #define SAMPLES 16 #define MARCHES 16 #define EDGE_FALLOFF 100 float rand_angle(uint2 pos, uint ray_index) { Texture3D noise_tex = resource_from_urid(SH_BLUE_NOISE_TEX_ID); int3 noise_coord = int3(1, 1, 1); noise_coord += int3(pos.xy, ray_index); noise_coord.xyz += sig.frame_seed.xyz; // noise_coord.xy -= sig.camera_offset; uint noise = noise_tex[noise_coord % uint3(SH_BLUE_NOISE_TEX_WIDTH, SH_BLUE_NOISE_TEX_HEIGHT, SH_BLUE_NOISE_TEX_DEPTH)]; return ((float)noise / (float)0xFFFF) * TAU; } INLINE float3 get_light_in_dir(uint2 ray_start, float2 ray_dir) { Texture2D flood_tex = resource_from_urid(sig.emittance_flood_tex_urid); Texture2D emittance_tex = resource_from_urid(sig.emittance_tex_urid); float3 result = float3(0, 0, 0); float2 at_float = ray_start; uint2 at_uint = ray_start; for (uint i = 0; i < MARCHES; ++i) { uint2 flood = flood_tex[at_uint]; float2 dist_vec = at_float - (float2)flood; float dist = length(dist_vec); if (dist < 1) { /* Scale light by distance from edge so that offscreen-lights fade in/out rather than popping in */ float dist_x = min(abs(sig.tex_width - at_float.x), at_float.x); float dist_y = min(abs(sig.tex_height - at_float.y), at_float.y); float dist_scale = min(min(dist_x, dist_y) / EDGE_FALLOFF, 1); result = emittance_tex[flood].rgb * dist_scale; break; } else { at_float += ray_dir * dist; at_uint = round(at_float); if (at_uint.x < 0 || at_uint.x >= sig.tex_width || at_uint.y < 0 || at_uint.y >= sig.tex_height) { /* Ray hit edge of screen */ break; } } } return result; } INLINE float3 get_light_at_pos(uint2 pos) { float3 result = 0; for (uint i = 0; i < SAMPLES; ++i) { float angle = rand_angle(pos, i); float2 dir = float2(cos(angle), sin(angle)); float3 light_in_dir = get_light_in_dir(pos, dir); result += light_in_dir; } result /= SAMPLES; return result; } /* ========================== * * Entry point * ========================== */ struct cs_input { DECLS(uint3, SV_DispatchThreadID); }; [numthreads(8, 8, 1)] SH_ENTRY void cs(struct cs_input input) { uint2 id = input.SV_DispatchThreadID.xy; if (id.x < sig.tex_width && id.y < sig.tex_height) { Texture2D albedo_tex = resource_from_urid(sig.albedo_tex_urid); Texture2D read_tex = resource_from_urid(sig.read_tex_urid); RWTexture2D target_tex = resource_from_urid(sig.target_tex_urid); float4 color = float4(1, 1, 1, 1); /* Apply albedo */ color *= albedo_tex[id]; /* Apply lighting */ if (!(sig.flags & SH_SHADE_FLAG_DISABLE_EFFECTS)) { color.rgb *= get_light_at_pos(id); } /* Apply temporal accumulation */ float hysterisis = 0; // hysterisis = 0.2; // hysterisis = 0.4; // hysterisis = 0.5; // hysterisis = 0.9; color.rgb = lerp(color.rgb, read_tex[id].rgb, hysterisis); target_tex[id] = color; } }