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- #ifndef UNIVERSAL_CLUSTERING_INCLUDED
- #define UNIVERSAL_CLUSTERING_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
-
- #if USE_FORWARD_PLUS
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
-
-
- // Debug switches for disabling parts of the algorithm. Not implemented for mobile.
- #define URP_FP_DISABLE_ZBINNING 0
- #define URP_FP_DISABLE_TILING 0
-
- // internal
- struct ClusterIterator
- {
- uint tileOffset;
- uint zBinOffset;
- uint tileMask;
- // Stores the next light index in first 16 bits, and the max light index in the last 16 bits.
- uint entityIndexNextMax;
- };
-
- // internal
- ClusterIterator ClusterInit(float2 normalizedScreenSpaceUV, float3 positionWS, int headerIndex)
- {
- ClusterIterator state = (ClusterIterator)0;
-
- #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- #if UNITY_UV_STARTS_AT_TOP
- // RemapFoveatedRenderingNonUniformToLinear expects the UV coordinate to be non-flipped, so we un-flip it before
- // the call, and then flip it back afterwards.
- normalizedScreenSpaceUV.y = 1.0 - normalizedScreenSpaceUV.y;
- #endif
- normalizedScreenSpaceUV = RemapFoveatedRenderingNonUniformToLinear(normalizedScreenSpaceUV);
- #if UNITY_UV_STARTS_AT_TOP
- normalizedScreenSpaceUV.y = 1.0 - normalizedScreenSpaceUV.y;
- #endif
- }
- #endif // SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER
-
- uint2 tileId = uint2(normalizedScreenSpaceUV * URP_FP_TILE_SCALE);
- state.tileOffset = tileId.y * URP_FP_TILE_COUNT_X + tileId.x;
- #if defined(USING_STEREO_MATRICES)
- state.tileOffset += URP_FP_TILE_COUNT * unity_StereoEyeIndex;
- #endif
- state.tileOffset *= URP_FP_WORDS_PER_TILE;
-
- float viewZ = dot(GetViewForwardDir(), positionWS - GetCameraPositionWS());
- uint zBinBaseIndex = (uint)((IsPerspectiveProjection() ? log2(viewZ) : viewZ) * URP_FP_ZBIN_SCALE + URP_FP_ZBIN_OFFSET);
- #if defined(USING_STEREO_MATRICES)
- zBinBaseIndex += URP_FP_ZBIN_COUNT * unity_StereoEyeIndex;
- #endif
- // The Zbin buffer is laid out in the following manner:
- // ZBin 0 ZBin 1
- // .-------------------------^------------------------. .----------------^-------
- // | header0 | header1 | word 1 | word 2 | ... | word N | header0 | header 1 | ...
- // `----------------v--------------'
- // URP_FP_WORDS_PER_TILE
- //
- // The total length of this buffer is `4*MAX_ZBIN_VEC4S`. `zBinBaseIndex` should
- // always point to the `header 0` of a ZBin, so we clamp it accordingly, to
- // avoid out-of-bounds indexing of the ZBin buffer.
- zBinBaseIndex = zBinBaseIndex * (2 + URP_FP_WORDS_PER_TILE);
- zBinBaseIndex = min(zBinBaseIndex, 4*MAX_ZBIN_VEC4S - (2 + URP_FP_WORDS_PER_TILE));
-
- uint zBinHeaderIndex = zBinBaseIndex + headerIndex;
- state.zBinOffset = zBinBaseIndex + 2;
-
- #if !URP_FP_DISABLE_ZBINNING
- uint header = Select4(asuint(urp_ZBins[zBinHeaderIndex / 4]), zBinHeaderIndex % 4);
- #else
- uint header = headerIndex == 0 ? ((URP_FP_PROBES_BEGIN - 1) << 16) : (((URP_FP_WORDS_PER_TILE * 32 - 1) << 16) | URP_FP_PROBES_BEGIN);
- #endif
- #if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF)
- state.entityIndexNextMax = header;
- #else
- uint tileIndex = state.tileOffset;
- uint zBinIndex = state.zBinOffset;
- if (URP_FP_WORDS_PER_TILE > 0)
- {
- state.tileMask =
- Select4(asuint(urp_Tiles[tileIndex / 4]), tileIndex % 4) &
- Select4(asuint(urp_ZBins[zBinIndex / 4]), zBinIndex % 4) &
- (0xFFFFFFFFu << (header & 0x1F)) & (0xFFFFFFFFu >> (31 - (header >> 16)));
- }
- #endif
-
- return state;
- }
-
- // internal
- bool ClusterNext(inout ClusterIterator it, out uint entityIndex)
- {
- #if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF)
- uint maxIndex = it.entityIndexNextMax >> 16;
- [loop] while (it.tileMask == 0 && (it.entityIndexNextMax & 0xFFFF) <= maxIndex)
- {
- // Extract the lower 16 bits and shift by 5 to divide by 32.
- uint wordIndex = ((it.entityIndexNextMax & 0xFFFF) >> 5);
- uint tileIndex = it.tileOffset + wordIndex;
- uint zBinIndex = it.zBinOffset + wordIndex;
- it.tileMask =
- #if !URP_FP_DISABLE_TILING
- Select4(asuint(urp_Tiles[tileIndex / 4]), tileIndex % 4) &
- #endif
- #if !URP_FP_DISABLE_ZBINNING
- Select4(asuint(urp_ZBins[zBinIndex / 4]), zBinIndex % 4) &
- #endif
- // Mask out the beginning and end of the word.
- (0xFFFFFFFFu << (it.entityIndexNextMax & 0x1F)) & (0xFFFFFFFFu >> (31 - min(31, maxIndex - wordIndex * 32)));
- // The light index can start at a non-multiple of 32, but the following iterations should always be multiples of 32.
- // So we add 32 and mask out the lower bits.
- it.entityIndexNextMax = (it.entityIndexNextMax + 32) & ~31;
- }
- #endif
- bool hasNext = it.tileMask != 0;
- uint bitIndex = FIRST_BIT_LOW(it.tileMask);
- it.tileMask ^= (1 << bitIndex);
- #if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF)
- // Subtract 32 because it stores the index of the _next_ word to fetch, but we want the current.
- // The upper 16 bits and bits representing values < 32 are masked out. The latter is due to the fact that it will be
- // included in what FIRST_BIT_LOW returns.
- entityIndex = (((it.entityIndexNextMax - 32) & (0xFFFF & ~31))) + bitIndex;
- #else
- entityIndex = bitIndex;
- #endif
- return hasNext;
- }
-
- #endif
-
- #endif
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