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authoryum <yum.food.vr@gmail.com>2024-10-11 18:39:50 -0700
committeryum <yum.food.vr@gmail.com>2024-10-11 18:39:50 -0700
commit0e39a7ef25e7938b84736519057c06c8d84856cc (patch)
tree7af1f8822572aa13747e913fbd8b5ca7d5a82819 /fog.cginc
parente193c86c869b84dfaaa26465c0e6fb923a27631c (diff)
Fog performance optimizations
* Rename albedo cutoff to alpha cutoff * Add LODs for calculating fog density * Use 3D noise texture to speed up density calculation * Eliminate low impact octaves from density calculation * Add support for multiple emitters
Diffstat (limited to 'fog.cginc')
-rw-r--r--fog.cginc150
1 files changed, 99 insertions, 51 deletions
diff --git a/fog.cginc b/fog.cginc
index f31a7d3..f02415f 100644
--- a/fog.cginc
+++ b/fog.cginc
@@ -17,43 +17,77 @@ struct Fog00PBR {
float ao;
};
-float map(float3 p) {
- float density = 0;
- float t = _Time[1] * 0.5;
+float perlin_noise_3d_tex(float3 p)
+{
+ float3 sq = floor(p);
+ float3 sqi = frac(p);
+
+ // 1/256 = 0.00390625
+ float r_lo = _Gimmick_Fog_00_Noise.SampleLevel(linear_repeat_s, p.xyz * 0.00390625, 0);
+
+ return r_lo;
+}
+
+float map(float3 p, float lod) {
+ float3 t = _Time[1] * 0.5;
float radius = saturate(_Gimmick_Fog_00_Radius - length(p));
- float tmp;
- tmp = perlin_noise_3d(p * _Gimmick_Fog_00_Noise_Scale * 3.1 + t) * radius * 0.5;
- density += tmp;
- tmp = perlin_noise_3d(p * _Gimmick_Fog_00_Noise_Scale * 1.7 + t) * radius * 0.5;
- density *= 0.5;
- density += tmp;
- tmp = perlin_noise_3d(p * _Gimmick_Fog_00_Noise_Scale * 1.0 + t) * radius * 0.5;
- density *= 0.5;
- density += tmp;
+
+ float3 pp = p * _Gimmick_Fog_00_Noise_Scale + t;
+ float density = perlin_noise_3d_tex(pp) * radius * 0.7;
density = pow(density, _Gimmick_Fog_00_Noise_Exponent);
- // Note: this term annihilates performance by creating large open areas. Long
- // avgerage view ray = bad perf!
- #if 1
- tmp = perlin_noise_3d(p * _Gimmick_Fog_00_Noise_Scale * 0.167 + t/4) * radius - 0.5;
- tmp *= 0.2;
- density += tmp;
- #endif
+ // This term creates large open areas
+ if (lod < 1) {
+ float tmp = perlin_noise_3d_tex(pp * 0.167 + t/4) * radius - 0.5;
+ // Aggressively dial down this parameter as density increases. We really
+ // need to keep paths short when density is high.
+ float density_performance_fix = rcp(_Gimmick_Fog_00_Density);
+ density_performance_fix *= density_performance_fix;
+ tmp *= 0.5 * density_performance_fix;
+ density += tmp;
+ }
return saturate(density);
}
-float3 get_normal(float3 p, float map_p) {
+float3 get_normal(float3 p, float map_p, float lod) {
float3 e = float3(0.001, 0, 0);
float center = map_p;
// Prevent NaN
float e2 = 1E-9;
return normalize(float3(
- map(p + e.xyz) - center,
- map(p + e.yxz) - center,
- map(p + e.zyx) - center) + e2);
+ map(p + e.xyz, lod) - center,
+ map(p + e.yxz, lod) - center,
+ map(p + e.zyx, lod) - center) + e2);
+}
+
+void getEmitterData(float3 p, float step_size,
+ float3 em_loc, float3 em_normal, float em_scale_x,
+ float em_scale_y, out float3 em_color, out float em_weight,
+ out float3 p_projected)
+{
+ // Project onto plane
+ const float3 p_to_emitter = p - em_loc;
+ const float2 emitter_scale = float2(em_scale_x, em_scale_y);
+ const float t = dot(p_to_emitter, em_normal);
+ float emitter_lod = floor(abs(t) / (_Gimmick_Fog_00_Emitter_Lod_Half_Life * step_size));
+ p_projected = p - t * em_normal;
+
+ p_projected -= em_loc;
+ bool in_range = (abs(p_projected.x) < emitter_scale.x) * (abs(p_projected.y) < emitter_scale.y) * (t > 0);
+
+ float2 emitter_uv = clamp(p_projected.xy, -emitter_scale, emitter_scale) / emitter_scale;
+ emitter_uv /= 2.0;
+ emitter_uv += 0.5;
+ // Go up one LOD every 5 meters
+ // TODO make this tunable
+ em_color = _Gimmick_Fog_00_Emitter_Texture.SampleLevel(linear_repeat_s, emitter_uv, emitter_lod);
+ em_color *= _Gimmick_Fog_00_Emitter_Brightness;
+ float emitter_dist = in_range ? abs(t) : 1000;
+ float emitter_falloff = min(1, rcp(pow(emitter_dist, 1.4)));
+ em_weight = in_range * emitter_falloff;
}
Fog00PBR getFog00(v2f i) {
@@ -108,42 +142,56 @@ Fog00PBR getFog00(v2f i) {
_Gimmick_Fog_00_Max_Ray / step_size,
world_pos_depth_hit_l / step_size));
step_count *= (1 - no_intersection);
+#define FOG_MAX_LOOP 128
+ step_count = min(step_count, FOG_MAX_LOOP);
float3 normal = i.normal;
float ao = 0;
for (uint ii = 0; ii < step_count; ii++) {
- float3 p = ro + (rd * step_size) * ii;
+ const float3 p = ro + (rd * step_size) * ii;
+ const float lod = floor((ii * step_size) / _Gimmick_Fog_00_Lod_Half_Life);
- const float col_gray = 0;
- const float map_p = map(p);
- float4 c = float4(col_gray, col_gray, col_gray, map_p);
+ const float map_p = map(p, lod);
+ float4 c = float4(0, 0, 0, map_p);
c.a = saturate(c.a * _Gimmick_Fog_00_Density * step_size);
#if defined(_GIMMICK_FOG_00_EMITTER_TEXTURE)
- // Project onto plane
- float3 p_to_emitter = p - _Gimmick_Fog_00_Emitter_Location;
- float3 emitter_normal = normalize(_Gimmick_Fog_00_Emitter_Normal);
- float2 emitter_scale = float2(_Gimmick_Fog_00_Emitter_Scale_X, _Gimmick_Fog_00_Emitter_Scale_Y);
-
- float t = dot(p_to_emitter, emitter_normal);
- float3 p_projected = p - t * emitter_normal;
-
- p_projected -= _Gimmick_Fog_00_Emitter_Location;
- bool in_range = (abs(p_projected.x) < emitter_scale.x) * (abs(p_projected.y) < emitter_scale.y) * (t > 0);
-
- float2 emitter_uv = clamp(p_projected.xy, -emitter_scale, emitter_scale) / emitter_scale;
- emitter_uv /= 2.0;
- emitter_uv += 0.5;
- float3 emitter_color = _Gimmick_Fog_00_Emitter_Texture.SampleLevel(linear_repeat_s, emitter_uv, 0);
- emitter_color *= _Gimmick_Fog_00_Emitter_Brightness;
- float emitter_dist = in_range ? abs(t) : 1000;
- // Inverse square is physically accurate, but this looks better.
- float emitter_falloff = min(1, rcp(pow(emitter_dist, 1.0)));
-#if 1
- c.rgb = lerp(c.rgb, emitter_color, in_range * emitter_falloff);
-#else
- c.rgb = emitter_color;
+ {
+ const float3 em_loc = _Gimmick_Fog_00_Emitter0_Location;
+ const float3 em_normal = normalize(_Gimmick_Fog_00_Emitter0_Normal);
+ const float em_scale_x = _Gimmick_Fog_00_Emitter0_Scale_X;
+ const float em_scale_y = _Gimmick_Fog_00_Emitter0_Scale_Y;
+
+ float3 em_color;
+ float em_weight;
+ float3 em_p;
+ getEmitterData(p, step_size, em_loc, em_normal, em_scale_x, em_scale_y, em_color, em_weight, em_p);
+#if defined(_GIMMICK_FOG_00_EMITTER_1)
+ const float3 em1_loc = _Gimmick_Fog_00_Emitter1_Location;
+ const float3 em1_normal = normalize(_Gimmick_Fog_00_Emitter1_Normal);
+ const float em1_scale_x = _Gimmick_Fog_00_Emitter1_Scale_X;
+ const float em1_scale_y = _Gimmick_Fog_00_Emitter1_Scale_Y;
+ float3 em1_color;
+ float em1_weight;
+ float3 em1_p;
+ getEmitterData(p, step_size, em1_loc, em1_normal, em1_scale_x, em1_scale_y, em1_color, em1_weight, em1_p);
+ em_color += em1_color;
+ em_weight += em1_weight;
+#endif
+#if defined(_GIMMICK_FOG_00_EMITTER_2)
+ const float3 em2_loc = _Gimmick_Fog_00_Emitter2_Location;
+ const float3 em2_normal = normalize(_Gimmick_Fog_00_Emitter2_Normal);
+ const float em2_scale_x = _Gimmick_Fog_00_Emitter2_Scale_X;
+ const float em2_scale_y = _Gimmick_Fog_00_Emitter2_Scale_Y;
+ float3 em2_color;
+ float em2_weight;
+ float3 em2_p;
+ getEmitterData(p, step_size, em2_loc, em2_normal, em2_scale_x, em2_scale_y, em2_color, em2_weight, em2_p);
+ em_color += em2_color;
+ em_weight += em2_weight;
#endif
+ c.rgb = lerp(c.rgb, em_color, em_weight);
+ }
#endif
acc += c * (1.0 - acc.a);
@@ -160,7 +208,7 @@ Fog00PBR getFog00(v2f i) {
normal = MY_BLEND_NORMALS(normal, n, n_interp);
}
#endif
- if (acc.a > _Gimmick_Fog_00_Albedo_Cutoff) {
+ if (acc.a > _Gimmick_Fog_00_Alpha_Cutoff) {
acc /= acc.a;
break;
}