#include "Utils/header.hlsl" struct PSInput { float4 Position : SV_Position; float2 UV : TEXCOORD0; }; struct PSOutput { float4 oColor0 : SV_TARGET; }; struct VolumetricConstant { int DepthTextureID; int StepCount; float FogAmount; float Exponant; int CamViewID; int LightCount; float Ambient; float Time; float NoiseSpeed; float NoiseScale; float NoiseStrength; }; [[vk::push_constant]] VolumetricConstant pushConstants; float2 GetTexelSize(Texture2D tex) { uint width, height; tex.GetDimensions(width, height); return 1.0 / float2(width, height); } float LinearizeDepth(float depth, float nearPlane, float farPlane) { return (2.0 * nearPlane) / (farPlane + nearPlane - (1.0 - depth) * (farPlane - nearPlane)); } float ComputeScattering(float lightDotView) { float PI = 3.141592653589793f; float result = 1.0f - pushConstants.FogAmount; result /= (4.0f * PI * pow(1.0f + pushConstants.FogAmount * pushConstants.FogAmount - (1.0f * pushConstants.FogAmount) * lightDotView, 1.5f)); return result; } float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invView) { float z = depth; float4 clipSpacePosition = float4(uv.x * 2.0 - 1.0, (uv.y * 2.0 - 1.0), z, 1.0f); float4 viewSpacePosition = mul(invProj, clipSpacePosition); viewSpacePosition /= viewSpacePosition.w; float4 worldSpacePosition = mul(invView, viewSpacePosition); return worldSpacePosition.xyz; } // Simplex 3D Noise float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 permute(float4 x) { return mod289(((x*34.0)+1.0)*x); } float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(float3 v) { const float2 C = float2(1.0/6.0, 1.0/3.0) ; const float4 D = float4(0.0, 0.5, 1.0, 2.0); // First corner float3 i = floor(v + dot(v, C.yyy)); float3 x0 = v - i + dot(i, C.xxx); // Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min(g.xyz, l.zxy); float3 i2 = max(g.xyz, l.zxy); // x0 = x0 - 0.0 + 0.0 * C.xxx; float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 1.0 + 3.0 * C.xxx; // Permutations i = mod289(i); float4 p = permute(permute(permute( i.z + float4(0.0, i1.z, i2.z, 1.0)) + i.y + float4(0.0, i1.y, i2.y, 1.0)) + i.x + float4(0.0, i1.x, i2.x, 1.0)); // Gradients: 7x7 points over a cube, mapped onto a unit sphere float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7) float4 x_ = floor(j * (1.0 / 7.0)); float4 y_ = floor(j - 7.0 * x_); // mod(j,7) float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; float4 h = 1.0 - abs(x) - abs(y); float4 b0 = float4(x.xy, y.xy); float4 b1 = float4(x.zw, y.zw); float4 s0 = floor(b0) * 2.0 + 1.0; float4 s1 = floor(b1) * 2.0 + 1.0; float4 sh = -step(h, 0.0); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3(a0.xy, h.x); float3 g1 = float3(a0.zw, h.y); float3 g2 = float3(a1.xy, h.z); float3 g3 = float3(a1.zw, h.w); // Normalize gradients float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3))); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; // Mix final noise value float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3))); } PSOutput main(PSInput input) { float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f}, { 0.75f, 0.22f, 0.875f, 0.375f}, { 0.1875f, 0.6875f, 0.0625f, 0.5625}, { 0.9375f, 0.4375f, 0.8125f, 0.3125} }; CameraView camView = cameras[pushConstants.CamViewID]; float3 startPosition = camView.Position; int depthTexture = pushConstants.DepthTextureID; float depth = textures[depthTexture].Sample(mySampler[0], input.UV).r; float3 worldPos = WorldPosFromDepth(depth, input.UV, camView.InverseProjection, camView.InverseView); float3 rayVector = worldPos - startPosition; float rayLength = length(rayVector); PSOutput output; if(rayLength > 1000.0) { output.oColor0 = float4(0.0f, 0.0f, 0, 0.0f); return output; } float stepLength = rayLength / pushConstants.StepCount; float3 rayDirection = rayVector / rayLength; float3 step = rayDirection * stepLength; float3 accumFog = float3(0, 0, 0); float3 currentPosition = startPosition; for(int i = 0; i < pushConstants.StepCount; i++) { for(int l = 0; l < pushConstants.LightCount; l++) { Light light = lights[l]; if(light.type == 0) { CameraView lightView = cameras[light.transformId[0]]; float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0))); float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; projCoords.xy = projCoords.xy * 0.5 + 0.5; float currentDepth = projCoords.z; float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler[0], projCoords.xy).r; float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time); float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale; if(closestDepth < currentDepth) { accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0); } else { accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0); } } else if(light.type == 1) { float3 lightToFrag = currentPosition - light.position; float distance = length(lightToFrag); float3 lightDir = normalize(-lightToFrag); float attenuation = 1.0 / (distance * distance); attenuation = 1.0 - smoothstep(0.0, 3.0f, distance); float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time); float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale; float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5; float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz; accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation; } else if(light.type == 2) { float3 lightToFrag = currentPosition - light.position; float distance = length(lightToFrag); float3 lightDir = normalize(-lightToFrag); float attenuation = 1.0 / (distance * distance); attenuation = 1.0 - smoothstep(0.0, 6.0f, distance); float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time); float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale; float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5; float theta = dot(lightDir, normalize(-light.direction)); float epsilon = light.innerConeAngle - light.outerConeAngle; float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0); float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz; accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity; } } currentPosition += step ; } accumFog /= pushConstants.StepCount; output.oColor0 = float4(accumFog.x, accumFog.y, accumFog.z, 1.0f); return output; }