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FilterSpatiallyA<>FilterSpatiallyA<>FilterSpatiallyA<>SpatialFiltering.computeZ #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal glcore ps5
#pragma kernel FilterSpatially
#include "Common.hlsl"
#include "PatchUtil.hlsl"
#include "RingBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Sampling/QuasiRandom.hlsl"
StructuredBuffer<uint> _RingConfigBuffer;
StructuredBuffer<SphericalHarmonics::RGBL1> _InputPatchIrradiances;
StructuredBuffer<PatchUtil::PatchGeometry> _PatchGeometries;
RWStructuredBuffer<SphericalHarmonics::RGBL1> _OutputPatchIrradiances;
StructuredBuffer<uint> _CellPatchIndices;
StructuredBuffer<int3> _CascadeOffsets;
uint _FrameIdx;
float _VoxelMinSize;
uint _CascadeCount;
uint _GridSize;
uint _SampleCount;
uint _RingConfigOffset;
float _Radius;
float3 _GridTargetPos;
[numthreads(64, 1, 1)]
void FilterSpatially(uint patchIdx : SV_DispatchThreadID)
{
if (RingBuffer::IsPositionUnused(_RingConfigBuffer, _RingConfigOffset, patchIdx))
return;
const PatchUtil::PatchGeometry patchGeo = _PatchGeometries[patchIdx];
QrngKronecker rng;
rng.Init(uint2(patchIdx, 0), _FrameIdx * _SampleCount);
SphericalHarmonics::RGBL1 patchIrradianceSum = _InputPatchIrradiances[patchIdx];
float weightSum = 1.0f;
float3 up;
float3 right;
OrthoBasisFromVector(patchGeo.normal, up, right);
const int cascadeResolution = PatchUtil::ResolveCascadeIndex(_GridTargetPos, patchGeo.position, _GridSize, _CascadeCount, _VoxelMinSize);
const uint cascadeIdx = cascadeResolution != -1 ? cascadeResolution : _CascadeCount - 1;
for (uint sampleIdx = 0; sampleIdx < _SampleCount; ++sampleIdx)
{
const float2 jitter = float2(rng.GetFloat(0), rng.GetFloat(1)) * 2.0f - 1.0f;
const float3 displacement = (up * jitter.x + right * jitter.y) * PatchUtil::GetVoxelSize(_VoxelMinSize, cascadeIdx) * _Radius;
SphericalHarmonics::RGBL1 irradiance;
bool result = PatchUtil::ReadHemisphericalIrradiance(
_InputPatchIrradiances, _CellPatchIndices, _GridSize, _CascadeOffsets, _GridTargetPos, _CascadeCount, _VoxelMinSize,
patchGeo.position + displacement, patchGeo.normal, irradiance);
if (result)
{
float weight = 1.0f - length(jitter) * INV_SQRT2;
weightSum += weight;
patchIrradianceSum.l0 += irradiance.l0 * weight;
patchIrradianceSum.l1s[0] += irradiance.l1s[0] * weight;
patchIrradianceSum.l1s[1] += irradiance.l1s[1] * weight;
patchIrradianceSum.l1s[2] += irradiance.l1s[2] * weight;
}
rng.NextSample();
}
SphericalHarmonics::RGBL1 output;
output.l0 = patchIrradianceSum.l0 / weightSum;
output.l1s[0] = patchIrradianceSum.l1s[0] / weightSum;
output.l1s[1] = patchIrradianceSum.l1s[1] / weightSum;
output.l1s[2] = patchIrradianceSum.l1s[2] / weightSum;
_OutputPatchIrradiances[patchIdx] = output;
}
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