diff options
Diffstat (limited to 'pbr.cginc')
| -rwxr-xr-x | pbr.cginc | 157 |
1 files changed, 5 insertions, 152 deletions
@@ -3,162 +3,13 @@ #include "data.cginc" #include "decal.cginc" +#include "burley.cginc" #include "filamented.cginc" #include "instancing.cginc" #include "interpolators.cginc" #include "letter_grid.cginc" #include "texture_utils.cginc" -#if defined(_BURLEY_TILING) -float2 burley_tri_to_cart(float2 tri_coord) { - return float2( - tri_coord.x + tri_coord.y * 0.5f, - tri_coord.y * SQRT_3_OVER_2); -} - -float3 burley_apply_blend_gamma(float3 weights, float gamma) { - weights = pow(weights, gamma); - return weights / (weights.x + weights.y + weights.z); -} - -// Equation 4 (first half). -float3 burley_soft_clipping_lower_half(float3 x_hat, float w_hat) { - float linear_start = 0.25f * (2.0f - w_hat); - float3 linear_value = (x_hat - 0.5f) / w_hat + 0.5f; - float3 linear_mask = step(float3(linear_start, linear_start, linear_start), x_hat); - - if (w_hat >= TWO_OVER_THREE) { - float3 t = x_hat / (2.0f - w_hat); - float3 quadratic = 8.0f * (1.0f / w_hat - 1.0f) * t * t + (3.0f - 2.0f / w_hat) * t; - return lerp(quadratic, linear_value, linear_mask); - } - - float quadratic_start = 0.25f * (2.0f - 3.0f * w_hat); - float3 d = (x_hat - quadratic_start) / w_hat; - float3 quadratic = d * d; - float3 quadratic_mask = step(float3(quadratic_start, quadratic_start, quadratic_start), x_hat); - float3 result = quadratic * quadratic_mask; - return lerp(result, linear_value, linear_mask); -} - -// Equation 4. -float3 burley_soft_clipping_contrast(float3 x_hat, float w_hat) { - float3 upper_mask = step(0.5f, x_hat); - float3 lower_x = min(x_hat, 1.0f - x_hat); - float3 lower_y = burley_soft_clipping_lower_half(lower_x, w_hat); - return lerp(lower_y, 1.0f - lower_y, upper_mask); -} - -float3 burley_apply_soft_clipping(float3 gaussian_color, float3 weights) { - float w_hat = sqrt(dot(weights, weights)); - return burley_soft_clipping_contrast(gaussian_color, w_hat); -} - -float3 burley_degaussianize(texture2D lut, float3 gaussian_color, bool decode_srgb = true) { - float2 uv_r = float2(gaussian_color.r, 0.5f); - float2 uv_g = float2(gaussian_color.g, 0.5f); - float2 uv_b = float2(gaussian_color.b, 0.5f); - float lut_r = lut.Sample(linear_clamp_s, uv_r).r; - float lut_g = lut.Sample(linear_clamp_s, uv_g).g; - float lut_b = lut.Sample(linear_clamp_s, uv_b).b; - float3 restored = float3(lut_r, lut_g, lut_b); - return decode_srgb ? srgb_to_linear(restored) : restored; -} - -struct BurleyPatchTransform { - float2 uv; - float2 dx; - float2 dy; - float2x2 uv_to_patch; -}; - -BurleyPatchTransform burley_make_patch_transform(float2 uv, float2 uv_dx, float2 uv_dy, - float2 tri_vertex, float input_scale) { - float3 cube_id = float3(tri_vertex.x, tri_vertex.y, -tri_vertex.x - tri_vertex.y); - float3 tile_rand3 = hash33_fast(cube_id); - float2 vertex_uv = burley_tri_to_cart(tri_vertex); - // Map the unit-radius hex support to the unit square so arbitrary rotation - // stays within bounds. - float2 local_uv = (uv - vertex_uv) * 0.5f; - // Apply input scaling. - local_uv *= input_scale; - float2 sample_dx = uv_dx * (0.5f * input_scale); - float2 sample_dy = uv_dy * (0.5f * input_scale); - // Rotate. - float theta = hash31_ff(tile_rand3) * TAU; - float2x2 rot = float2x2(cos(theta), -sin(theta), sin(theta), cos(theta)); - local_uv = mul(rot, local_uv); - sample_dx = mul(rot, sample_dx); - sample_dy = mul(rot, sample_dy); - // Apply randomized offset, staying within bounds. - // The scaled-and-rotated footprint is bounded by [-Input_Scale / 2, Input_Scale / 2], - // so we can offset by [(1 - Input_Scale) / 2]. - float2 random_offset = (tile_rand3.yz * 2.0f - 1.0f) * (0.5f * (1.0f - input_scale)); - local_uv += random_offset; - // Finally, remap onto [0, 1]. - local_uv += 0.5f; - - BurleyPatchTransform patch; - patch.uv = local_uv; - patch.dx = sample_dx; - patch.dy = sample_dy; - patch.uv_to_patch = rot * (0.5f * input_scale); - return patch; -} - -float4 burley_sample_patch(texture2D tex, BurleyPatchTransform patch) { - return tex.SampleGrad( - aniso4_trilinear_repeat_s, patch.uv, patch.dx, patch.dy); -} - -struct BurleyTilingContext { - BurleyPatchTransform patch_0; - BurleyPatchTransform patch_1; - BurleyPatchTransform patch_2; - float3 weights; - float2 base_uv; - float uv_scale; -}; - -static BurleyTilingContext _burley_ctx; - -void burley_tiling_setup(float2 base_uv) { - _burley_ctx.base_uv = base_uv; - float2 uv = base_uv - 0.5; - // Scale so that any rotation remains within [0, 1] bounds. - uv *= TWO_OVER_SQRT_3; - uv /= _Burley_Tiling_Output_Scale; - _burley_ctx.uv_scale = TWO_OVER_SQRT_3 / _Burley_Tiling_Output_Scale; - float3 hex_coord = cart_to_hex(uv); - float2 tri_coord = hex_coord.yz; - float2 tri_cell = floor(tri_coord); - float2 tri_frac = tri_coord - tri_cell; - float2 vertex_0; - float2 vertex_1; - float2 vertex_2; - float3 baryc; - if (tri_frac.x + tri_frac.y < 1.0f) { - vertex_0 = tri_cell; - vertex_1 = tri_cell + float2(1.0f, 0.0f); - vertex_2 = tri_cell + float2(0.0f, 1.0f); - baryc = float3(1.0f - (tri_frac.x + tri_frac.y), tri_frac.x, tri_frac.y); - } else { - vertex_0 = tri_cell + 1.0f; - vertex_1 = tri_cell + float2(0.0f, 1.0f); - vertex_2 = tri_cell + float2(1.0f, 0.0f); - baryc = float3(tri_frac.x + tri_frac.y - 1.0f, 1.0f - tri_frac.x, 1.0f - tri_frac.y); - } - - float input_scale = _Burley_Tiling_Input_Scale; - _burley_ctx.weights = burley_apply_blend_gamma(baryc, _Burley_Tiling_Blend_Gamma); - float2 uv_dx = ddx(uv); - float2 uv_dy = ddy(uv); - _burley_ctx.patch_0 = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_0, input_scale); - _burley_ctx.patch_1 = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_1, input_scale); - _burley_ctx.patch_2 = burley_make_patch_transform(uv, uv_dx, uv_dy, vertex_2, input_scale); -} -#endif // _BURLEY_TILING - #if defined(_PARALLAX_HEIGHTMAP_TEXTURE) || defined(_BURLEY_TILING_HEIGHTMAP) float heightmap_sample(float2 uv) { #if defined(_BURLEY_TILING_HEIGHTMAP) @@ -173,8 +24,10 @@ float heightmap_sample(float2 uv) { _burley_ctx.patch_2.uv + mul(_burley_ctx.patch_2.uv_to_patch, delta), _burley_ctx.patch_2.dx, _burley_ctx.patch_2.dy); float4 blend = s0 * _burley_ctx.weights.x + s1 * _burley_ctx.weights.y + s2 * _burley_ctx.weights.z; - return burley_degaussianize(_Burley_Tiling_Heightmap_LUT, - burley_apply_soft_clipping(blend.rgb, _burley_ctx.weights), false).r; + return burley_degaussianize( + _Burley_Tiling_Heightmap_LUT, + burley_apply_soft_clipping(blend.rgb, _burley_ctx.weights), + false).r; #elif defined(_PARALLAX_HEIGHTMAP_TEXTURE) return _Parallax_Heightmap.Sample(linear_repeat_s, uv * _Parallax_Heightmap_ST.xy + _Parallax_Heightmap_ST.zw).r; #endif |
