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ProbePropagationBasis.hlsl
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ProbePropagationBasis.hlsl
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#ifndef PROBE_PROPAGATION_BASIS
#define PROBE_PROPAGATION_BASIS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/SphericalGaussians.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/AmbientDice.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbeVolumeSphericalHarmonicsLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbeVolumeSphericalHarmonicsDeringing.hlsl"
// #define BASIS_SPHERICAL_GAUSSIAN
// #define BASIS_SPHERICAL_GAUSSIAN_WINDOWED
// #define BASIS_AMBIENT_DICE_SHARP
// #define BASIS_AMBIENT_DICE_SOFTER
// #define BASIS_AMBIENT_DICE_SUPER_SOFT
// #define BASIS_AMBIENT_DICE_ULTRA_SOFT
// #define BASIS_PROPAGATION_OVERRIDE_NONE
// #define BASIS_PROPAGATION_OVERRIDE_SPHERICAL_GAUSSIAN
// #define BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SOFTER
// #define BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SUPER_SOFT
// #define BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_ULTRA_SOFT
#if defined(BASIS_AMBIENT_DICE_SHARP) \
|| defined(BASIS_AMBIENT_DICE_SOFTER) \
|| defined(BASIS_AMBIENT_DICE_SUPER_SOFT) \
|| defined(BASIS_AMBIENT_DICE_ULTRA_SOFT)
#define BASIS_AMBIENT_DICE
#endif
#if defined(BASIS_SPHERICAL_GAUSSIAN) || defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
#define BasisAxisHit SphericalGaussian
#elif defined(BASIS_AMBIENT_DICE)
#define BasisAxisHit AmbientDice
#else
#error "Undefined Probe Propagation Basis"
#endif
#if defined(BASIS_PROPAGATION_OVERRIDE_NONE)
#define BasisAxisMiss BasisAxisHit
#elif defined(BASIS_PROPAGATION_OVERRIDE_SPHERICAL_GAUSSIAN)
#define BasisAxisMiss SphericalGaussian
#elif defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SOFTER) || defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SUPER_SOFT) || defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_ULTRA_SOFT)
#define BasisAxisMiss AmbientDiceWrapped
#else
#error "Undefined Probe Propagation Override Basis"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbePropagationBasisInternal.hlsl"
float ComputeBasisAxisHitIntegral(BasisAxisHit basisAxisHit)
{
float integral = 0.0;
#if defined(BASIS_SPHERICAL_GAUSSIAN)
integral = SGIntegral(basisAxisHit);
#elif defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
integral = SGClampedCosineWindowIntegral(basisAxisHit);
#elif defined(BASIS_AMBIENT_DICE)
integral = AmbientDiceIntegral(basisAxisHit);
#else
#error "Undefined Probe Propagation Basis"
#endif
return integral;
}
float ComputeBasisAxisHitIntegralFromSharpness(BasisAxisHit basisAxisHit)
{
float integral = 0.0;
#if defined(BASIS_SPHERICAL_GAUSSIAN)
integral = SGIntegralFromSharpness(basisAxisHit.sharpness);
#elif defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
integral = SGClampedCosineWindowIntegralFromSharpness(basisAxisHit.sharpness);
#elif defined(BASIS_AMBIENT_DICE)
integral = AmbientDiceIntegralFromSharpness(basisAxisHit.sharpness);
#else
#error "Undefined Probe Propagation Basis"
#endif
return integral;
}
BasisAxisHit ComputeBasisAxisHit(float3 axis, float sharpnessIn)
{
BasisAxisHit basisAxis;
ZERO_INITIALIZE(BasisAxisHit, basisAxis);
#if defined(BASIS_SPHERICAL_GAUSSIAN) || defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
basisAxis.sharpness = sharpnessIn;
basisAxis.mean = axis;
#if defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
basisAxis.amplitude = ComputeSGClampedCosineWindowAmplitudeFromSharpnessAndAxisBasis26Fit(sharpnessIn, axis);
#else
basisAxis.amplitude = ComputeSGAmplitudeFromSharpnessAndAxisBasis26Fit(sharpnessIn, axis);
#endif
#elif defined(BASIS_AMBIENT_DICE)
float amplitude;
float sharpness;
ComputeAmbientDiceHitAmplitudeAndSharpnessFromAxisDirectionBasis26Fit(amplitude, sharpness, axis);
basisAxis.amplitude = amplitude;
basisAxis.sharpness = sharpness;
basisAxis.mean = axis;
#else
#error "Undefined Probe Propagation Basis"
#endif
return basisAxis;
}
float ComputeBasisAxisHitEvaluateFromDirection(BasisAxisHit basisAxisHit, float3 direction)
{
float weight = 0.0;
#if defined(BASIS_SPHERICAL_GAUSSIAN)
weight = SGEvaluateFromDirection(basisAxisHit, direction);
#elif defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
weight = SGClampedCosineWindowEvaluateFromDirection(basisAxisHit, direction);
#elif defined(BASIS_AMBIENT_DICE)
weight = AmbientDiceEvaluateFromDirection(basisAxisHit, direction);
#else
#error "Undefined Probe Propagation Basis"
#endif
return weight;
}
BasisAxisMiss ComputeBasisAxisMiss(float3 axis, float sharpness, float propagationSharpness)
{
BasisAxisMiss basisAxis;
ZERO_INITIALIZE(BasisAxisMiss, basisAxis);
basisAxis.mean = axis;
// Note: For miss propagation, we do not use different amplitudes per axis - since it is more of a radial blur filter than a storage basis.
// We want to blur all axes the same amount.
#if (defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_SPHERICAL_GAUSSIAN)) || defined(BASIS_PROPAGATION_OVERRIDE_SPHERICAL_GAUSSIAN)
basisAxis.sharpness = propagationSharpness;
basisAxis.amplitude = ComputeSGAmplitudeFromSharpnessBasis26Fit(propagationSharpness);
#elif defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
basisAxis.sharpness = propagationSharpness;
basisAxis.amplitude = ComputeSGClampedCosineWindowAmplitudeFromSharpnessBasis26Fit(propagationSharpness);
#elif defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_AMBIENT_DICE)
// Same exact basis as hit.
basisAxis = ComputeBasisAxisHit(axis, sharpness);
#elif defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SOFTER)
float basisAmplitude;
float basisSharpness;
ComputeAmbientDiceSofterAmplitudeAndSharpnessFromAxisDirectionBasis26Fit(basisAmplitude, basisSharpness, axis);
basisAxis.amplitude = basisAmplitude * 0.5; // 0.5 scale to convert from a standard ambient dice basis to a wrapped ambient dice basis.
basisAxis.sharpness = basisSharpness;
#elif defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SUPER_SOFT)
float basisAmplitude;
float basisSharpness;
ComputeAmbientDiceSuperSoftAmplitudeAndSharpnessFromAxisDirectionBasis26Fit(basisAmplitude, basisSharpness, axis);
basisAxis.amplitude = basisAmplitude * 0.5; // 0.5 scale to convert from a standard ambient dice basis to a wrapped ambient dice basis.
basisAxis.sharpness = basisSharpness;
#elif defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_ULTRA_SOFT)
float basisAmplitude;
float basisSharpness;
ComputeAmbientDiceUltraSoftAmplitudeAndSharpnessFromAxisDirectionBasis26Fit(basisAmplitude, basisSharpness, axis);
basisAxis.amplitude = basisAmplitude * 0.5; // 0.5 scale to convert from a standard ambient dice basis to a wrapped ambient dice basis.
basisAxis.sharpness = basisSharpness;
#else
#error "Undefined Probe Propagation Basis"
#endif
return basisAxis;
}
float ComputeBasisAxisMissEvaluateFromDirection(BasisAxisMiss basisAxisMiss, float3 direction)
{
float weight = 0.0;
#if (defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_SPHERICAL_GAUSSIAN)) || defined(BASIS_PROPAGATION_OVERRIDE_SPHERICAL_GAUSSIAN)
weight = SGEvaluateFromDirection(basisAxisMiss, direction);
#elif defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
weight = SGClampedCosineWindowEvaluateFromDirection(basisAxisMiss, direction);
#elif defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_AMBIENT_DICE)
weight = AmbientDiceEvaluateFromDirection(basisAxisMiss, direction);
#elif defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SOFTER) || defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SUPER_SOFT) || defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_ULTRA_SOFT)
weight = AmbientDiceWrappedEvaluateFromDirection(basisAxisMiss, direction);
#else
#error "Undefined Probe Propagation Basis"
#endif
return weight;
}
float ComputeBasisAxisHitAndClampedCosineProductIntegral(BasisAxisHit basisAxis, float3 surfaceNormal)
{
float integral = 0.0;
#if defined(BASIS_SPHERICAL_GAUSSIAN)
integral = SGIrradianceFitted(basisAxis, surfaceNormal) * INV_PI;
#elif defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
integral = SGClampedCosineWindowAndClampedCosineProductIntegral(basisAxis, surfaceNormal) * INV_PI;
#elif defined(BASIS_AMBIENT_DICE)
integral = AmbientDiceAndClampedCosineProductIntegral(basisAxis, surfaceNormal) * INV_PI;
#else
#error "Undefined Probe Propagation Basis"
#endif
return integral;
}
ZHWindow ComputeZHWindowFromBasisAxisHit(BasisAxisHit basisAxisHit)
{
ZHWindow zhWindow;
ZERO_INITIALIZE(ZHWindow, zhWindow);
#if defined(BASIS_SPHERICAL_GAUSSIAN)
zhWindow = ZHWindowComputeFromSphericalGaussian(basisAxisHit.sharpness);
#elif defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
zhWindow = ZHWindowComputeFromSphericalGaussianCosineWindow(basisAxisHit.sharpness);
#elif defined(BASIS_AMBIENT_DICE)
zhWindow = ZHWindowComputeFromAmbientDiceSharpness(basisAxisHit.sharpness);
#else
#error "Undefined Probe Propagation Basis"
#endif
return zhWindow;
}
ZHWindow ComputeZHWindowFromBasisAxisMiss(BasisAxisMiss basisAxisMiss)
{
ZHWindow zhWindow;
ZERO_INITIALIZE(ZHWindow, zhWindow);
#if (defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_SPHERICAL_GAUSSIAN)) || defined(BASIS_PROPAGATION_OVERRIDE_SPHERICAL_GAUSSIAN)
zhWindow = ZHWindowComputeFromSphericalGaussian(basisAxisMiss.sharpness);
#elif defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_SPHERICAL_GAUSSIAN_WINDOWED)
zhWindow = ZHWindowComputeFromSphericalGaussianCosineWindow(basisAxisMiss.sharpness);
#elif defined(BASIS_PROPAGATION_OVERRIDE_NONE) && defined(BASIS_AMBIENT_DICE)
zhWindow = ZHWindowComputeFromAmbientDiceSharpness(basisAxisMiss.sharpness);
#elif defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SOFTER) || defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_SUPER_SOFT) || defined(BASIS_PROPAGATION_OVERRIDE_AMBIENT_DICE_WRAPPED_ULTRA_SOFT)
zhWindow = ZHWindowComputeFromAmbientDiceWrappedSharpness(basisAxisMiss.sharpness);
#else
#error "Undefined Probe Propagation Basis"
#endif
return zhWindow;
}
#endif // endof PROBE_PROPAGATION_BASIS