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#ifndef __SSFD_INC
#define __SSFD_INC
#include "globals.cginc"
#if defined(_SSFD)
float ssfd(float2 uv, float scale, float max_fwidth, float2 uv_offset, texture3D noise)
{
//float uv_fw = fwidth(uv.x) + fwidth(uv.y);
// Original paper uses SVD instead of fwidth.
float2x2 M = float2x2(ddx(uv), ddy(uv));
float2x2 MtM = mul(transpose(M), M);
float trace = MtM[0][0] + MtM[1][1];
float det = determinant(MtM);
// Calculate eigenvalues using quadratic formula.
float tmp = sqrt(trace * trace - 4 * det);
float e1 = (trace + tmp) * 0.5;
float e2 = (trace - tmp) * 0.5;
float2 singular_values = sqrt(float2(e1, e2));
// Logic from original paper: the smaller eigenvalue corresponds to the
// largest amount of stretching, so we use it to determine when to
// subdivide.
float uv_fw = singular_values.y;
uv_fw *= scale;
uint width, height, depth;
noise.GetDimensions(width, height, depth);
float bayer_res = sqrt(depth);
// Suppose max_fwidth is 1.
// uv_fw is 16. That means UV is changing a lot per pixel. That means we want to shrink the scale of the UV.
// Factor is 16.
// log_2(factor) is 4.
// Divide original by 16.
float fw_factor = max(uv_fw / max_fwidth, 1e-6);
// Fractal transitions need to happen in octaves to match the Bayer
// self-similarity used by the reference implementation.
float fractal_level = log2(fw_factor);
float fractal_level_floor = floor(fractal_level);
float fractal_remainder = fractal_level - fractal_level_floor;
float uv_scale = exp2(-fractal_level_floor);
uv *= uv_scale;
uv += uv_offset * uv_scale;
float n_layers = depth;
float min_sub_layer = max(1.0, 0.25 * n_layers);
float max_sub_layer = n_layers;
// Only the top 3/4 of the layer stack is fractally self-similar.
float sub_layer = lerp(min_sub_layer, max_sub_layer, 1 - fractal_remainder);
float uvw = (sub_layer - 0.5) / n_layers;
float3 uv_3d = float3(uv, uvw);
float dither = noise.SampleLevel(linear_repeat_s, uv_3d, 0);
return dither;
}
#endif // _SSFD
void apply_ssfd(v2f i, float2 uv, LightData l, float3 normal, inout float3 albedo) {
#if defined(_SSFD)
float ssfd_mask = ssfd(uv, _SSFD_Scale, _SSFD_Max_Fwidth, 0, _SSFD_Noise);
float ssfd_mask_fw = fwidth(ssfd_mask);
// TODO I think anti aliasing is probably broken
//float light_amount = 1.0 - (dot(l.indirect.diffuse_dominant_dir, normal) * 0.5 + 0.5);
float light_amount = 0;
float ssfd_threshold = saturate(light_amount + _SSFD_Threshold);
ssfd_mask = smoothstep(ssfd_threshold - ssfd_mask_fw * 0.5, ssfd_threshold + ssfd_mask_fw * 0.5, ssfd_mask);
albedo = lerp(albedo, _SSFD_Tint.rgb, ssfd_mask);
#endif
}
#endif // __SSFD_INC
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