Rendering volumetric at quarter res

This commit is contained in:
antopilo
2025-04-24 19:56:11 -04:00
parent 08be51fc2d
commit 4f24372a2f
12 changed files with 178 additions and 14 deletions

View File

@@ -99,6 +99,10 @@ struct VolumetricConstant
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
[[vk::push_constant]]
@@ -135,6 +139,81 @@ float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invV
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)
{
CameraView camView = cameras[pushConstants.CamViewID];
@@ -180,17 +259,19 @@ PSOutput main(PSInput input)
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, 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) * pushConstants.Exponant;
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
else
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient;
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
}
currentPosition += step;
currentPosition += step ;
}

View File

@@ -89,6 +89,10 @@ struct VolumetricConstant
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
[[vk::push_constant]]