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| author | yum <yum.food.vr@gmail.com> | 2024-10-11 18:39:50 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-10-11 18:39:50 -0700 |
| commit | 0e39a7ef25e7938b84736519057c06c8d84856cc (patch) | |
| tree | 7af1f8822572aa13747e913fbd8b5ca7d5a82819 /fog.cginc | |
| parent | e193c86c869b84dfaaa26465c0e6fb923a27631c (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.cginc | 150 |
1 files changed, 99 insertions, 51 deletions
@@ -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; } |
