diff --git a/README.md b/README.md
index 0fe189de..664726cd 100644
--- a/README.md
+++ b/README.md
@@ -1,7 +1,7 @@
![](/Images/ArchRender0.png)
# If you like what I do and want to support me and this project(as this takes a LOT of my time), Please consider becoming a Github Sponsor or a Patron at patreon.com/Pjbomb2! This allows me to keep this free for everyone!
# Discord Server: https://discord.gg/4Yh7AZuhcD
-## Demo: https://drive.google.com/file/d/1vzrRyNftRRVyJ1SVbUvyNhQh0uXQso-N/view?usp=sharing
+## Demo: https://drive.google.com/file/d/1sb_zRycX23AlC3QQ9LfqrtEZzBj47Z-Y/view?usp=sharing
Notes:
# Compute Shader Based Unity PathTracer
@@ -12,7 +12,7 @@ A passion projects that has been going on for a while with the goal of bringing
Full Disney BSDF for materials with support for emissive meshes and Video Players
Ability to move, add, and remove objects during play
Ability to update material properties on the fly during play
-ASVGF, SVGF, and my own Recurrent Denoisers
+ASVGF and my own Recurrent Denoisers
Compressed Wide Bounding Volume Hierarchy as the Acceleration Structure (See Ylitie et al. 2017 below)
PBR Texture Support
Next Event Estimation with Multiple Importance Sampling for Explicit Light Sampling
@@ -189,7 +189,8 @@ BVH Options Description -
Transmission Color - Affects Diffuse Transmission color, must be greater than 0 for diffuse transmission
Flatness - Affects Thin objects
Scatter Distance - Affects SpecTrans and Diffuse Transmission, must be greater than 0 for Diffuse Transmission
- Link Mat To Unity Material - Overwrites the material properties with the properties from the material assigned to the mesh by Unity
+ Save Material - Saves the material and applys it when you exit play mode(MUST HAVE TRUETRACE SETTINGS OPEN)
+ Texture Scroll Changed - Updates the textures offset/scaling from the shader
Propogate To Materials - Copies properties of local material to all other objects in the scene with the same material
diff --git a/TrueTrace.unitypackage b/TrueTrace.unitypackage
index a6f6d44e..c219b562 100644
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diff --git a/TrueTrace/DemoScene.unity b/TrueTrace/DemoScene.unity
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@@ -2084087,6 +2090399,7 @@ MonoBehaviour:
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Selected: 0
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@@ -2084193,6 +2090523,7 @@ MonoBehaviour:
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diff --git a/TrueTrace/Editor/PathTracerSettings.cs b/TrueTrace/Editor/PathTracerSettings.cs
index a26d795c..ff985667 100644
--- a/TrueTrace/Editor/PathTracerSettings.cs
+++ b/TrueTrace/Editor/PathTracerSettings.cs
@@ -36,7 +36,9 @@ public static void ShowWindow() {
public InstancedManager Instancer;
private bool Cleared;
private AudioClip DingNoise;
+ [SerializeField] public static Dictionary RayObjects;
[SerializeField] public Camera SelectedCamera;
+ [SerializeField] public bool ClayMode = false;
[SerializeField] public ObjectField CameraField;
[SerializeField] public int BounceCount = 7;
[SerializeField] public float RenderRes = 1;
@@ -60,13 +62,12 @@ public static void ShowWindow() {
[SerializeField] public bool GISpatial = true;
[SerializeField] public int GISpatialSampleCount = 6;
[SerializeField] public bool TAA = false;
- [SerializeField] public int SVGFSize = 4;
[SerializeField] public bool ToneMap = false;
[SerializeField] public bool TAAU = true;
[SerializeField] public int AtmoScatter = 4;
[SerializeField] public bool ShowFPS = true;
[SerializeField] public float Exposure = 0;
- [SerializeField] public int AtlasSize = 16300;
+ [SerializeField] public int AtlasSize = 16384;
[SerializeField] public bool DoPartialRendering = false;
[SerializeField] public int PartialRenderingFactor = 1;
[SerializeField] public bool DoFirefly = false;
@@ -78,6 +79,7 @@ public static void ShowWindow() {
[SerializeField] public int DenoiserSelection = 0;
[SerializeField] public bool ReSTIRDenoiser = false;
void OnEnable() {
+ RayObjects = new Dictionary();
EditorSceneManager.activeSceneChangedInEditMode += EvaluateScene;
if(EditorPrefs.GetString("EditModeFunctions", JsonUtility.ToJson(this, false)) != null) {
var data = EditorPrefs.GetString("EditModeFunctions", JsonUtility.ToJson(this, false));
@@ -402,7 +404,6 @@ public void OnFocus() {
Toggle TAAToggle;
Toggle DoPartialRenderingToggle;
Toggle DoFireflyToggle;
-FloatField SVGFSizeField;
Toggle SampleValidToggle;
Toggle IndirectClampingToggle;
FloatField RISCountField;
@@ -433,13 +434,12 @@ private void StandardSet() {
GISpatial = true;
GISpatialSampleCount = 12;
TAA = false;
- SVGFSize = 4;
ToneMap = false;
TAAU = true;
AtmoScatter = 4;
ShowFPS = true;
Exposure = 0;
- AtlasSize = 16300;
+ AtlasSize = 16384;
DoPartialRendering = false;
DoFirefly = false;
MinSpatialSize = 30;
@@ -783,6 +783,9 @@ void AddHardSettingsToMenu() {
Toggle HardwareRTToggle = new Toggle() {value = (definesList.Contains("HardwareRT")), text = "Enable RT Cores (Requires Unity 2023+)"};
HardwareRTToggle.RegisterValueChangedCallback(evt => {if(evt.newValue) definesList.Add("HardwareRT"); else RemoveDefine("HardwareRT"); SetDefines();});
HardSettingsMenu.Add(HardwareRTToggle);
+ Toggle ClayModeToggle = new Toggle() {value = ClayMode, text = "Use ClayMode"};
+ ClayModeToggle.RegisterValueChangedCallback(evt => {ClayMode = evt.newValue; RayMaster.ClayMode = ClayMode;});
+ HardSettingsMenu.Add(ClayModeToggle);
Toggle LightmappingToggle = new Toggle() {value = (definesList.Contains("TTLightMapping")), text = "Use TrueTrace as a LightMapper"};
LightmappingToggle.RegisterValueChangedCallback(evt => {if(evt.newValue) definesList.Add("TTLightMapping"); else RemoveDefine("TTLightMapping"); SetDefines();});
HardSettingsMenu.Add(LightmappingToggle);
@@ -820,6 +823,7 @@ void EvaluateScene(Scene Current, Scene Next) {
MainSource.Clear();
CreateGUI();
}
+
public void CreateGUI() {
DingNoise = Resources.Load("Utility/DING", typeof(AudioClip)) as AudioClip;
OnFocus();
@@ -882,11 +886,10 @@ public void CreateGUI() {
RayMaster.ReSTIRGITemporalMCap = GITemporalMCap;
RayMaster.ReSTIRGISpatialCount = GISpatialSampleCount;
RayMaster.AllowTAA = TAA;
- RayMaster.SVGFAtrousKernelSizes = SVGFSize;
RayMaster.AllowToneMap = ToneMap;
RayMaster.UseTAAU = TAAU;
RayMaster.AtmoNumLayers = AtmoScatter;
- Assets.DesiredRes = AtlasSize;
+ Assets.MainDesiredRes = AtlasSize;
RayMaster.DoPartialRendering = DoPartialRendering;
RayMaster.PartialRenderingFactor = PartialRenderingFactor;
RayMaster.DoFirefly = DoFirefly;
@@ -894,6 +897,7 @@ public void CreateGUI() {
RayMaster.RISCount = RISCount;
RayMaster.ReCurBlurRadius = ReCurBlurRadius;
RayMaster.ImprovedPrimaryHit = ImprovedPrimaryHit;
+ RayMaster.ClayMode = ClayMode;
}
AddHardSettingsToMenu();
@@ -926,7 +930,8 @@ public void CreateGUI() {
ForceInstancesButton = new Button(() => {if(!Application.isPlaying) ConstructInstances(); else Debug.Log("Cant Do This In Editor");}) {text = "Force Instances"};
IntegerField AtlasField = new IntegerField() {value = AtlasSize, label = "Atlas Size"};
- AtlasField.RegisterValueChangedCallback(evt => {if(!Application.isPlaying) {AtlasSize = evt.newValue; AtlasSize = Mathf.Min(AtlasSize, 16300); AtlasSize = Mathf.Max(AtlasSize, 32); Assets.DesiredRes = AtlasSize;} else AtlasField.value = AtlasSize;});
+ AtlasField.isDelayed = true;
+ AtlasField.RegisterValueChangedCallback(evt => {if(!Application.isPlaying) {AtlasSize = evt.newValue; AtlasSize = Mathf.Min(AtlasSize, 16384); AtlasSize = Mathf.Max(AtlasSize, 32); AtlasField.value = AtlasSize; Assets.MainDesiredRes = AtlasSize;} else AtlasField.value = AtlasSize;});
AtlasField.ElementAt(0).style.minWidth = 65;
AtlasField.ElementAt(1).style.width = 45;
@@ -996,7 +1001,6 @@ public void CreateGUI() {
DenoiserSettings.Add("None");
DenoiserSettings.Add("ASVGF");
DenoiserSettings.Add("ReCur");
- DenoiserSettings.Add("SVGF");
PopupField DenoiserField = new PopupField("Denoiser");
DenoiserField.choices = DenoiserSettings;
DenoiserField.index = DenoiserSelection;
@@ -1005,9 +1009,7 @@ public void CreateGUI() {
DenoiserSelection = DenoiserField.index;
RayMaster.UseASVGF = false;
RayMaster.UseReCur = false;
- RayMaster.UseSVGF = false;
if(DenoiserField.Contains(ReCurBlurField)) DenoiserField.Remove(ReCurBlurField);
- if(DenoiserField.Contains(SVGFSizeField)) DenoiserField.Remove(SVGFSizeField);
switch(DenoiserSelection) {
case 0:
break;
@@ -1020,20 +1022,12 @@ public void CreateGUI() {
ReCurBlurField.RegisterValueChangedCallback(evt => {ReCurBlurRadius = (int)evt.newValue; ReCurBlurRadius = Mathf.Max(ReCurBlurRadius, 2); RayMaster.ReCurBlurRadius = ReCurBlurRadius;});
DenoiserField.Add(ReCurBlurField);
break;
- case 3:
- RayMaster.UseSVGF = true;
- SVGFSizeField = new FloatField("SVGF Atrous Kernel Size") {value = SVGFSize};
- SVGFSizeField.RegisterValueChangedCallback(evt => {SVGFSize = (int)evt.newValue; RayMaster.SVGFAtrousKernelSizes = SVGFSize;});
- DenoiserField.Add(SVGFSizeField);
- break;
}
});
if(DenoiserField.Contains(ReCurBlurField)) DenoiserField.Remove(ReCurBlurField);
- if(DenoiserField.Contains(SVGFSizeField)) DenoiserField.Remove(SVGFSizeField);
DenoiserSelection = DenoiserField.index;
RayMaster.UseASVGF = false;
RayMaster.UseReCur = false;
- RayMaster.UseSVGF = false;
switch(DenoiserSelection) {
case 0:
break;
@@ -1046,12 +1040,6 @@ public void CreateGUI() {
ReCurBlurField.RegisterValueChangedCallback(evt => {ReCurBlurRadius = (int)evt.newValue; ReCurBlurRadius = Mathf.Max(ReCurBlurRadius, 2); RayMaster.ReCurBlurRadius = ReCurBlurRadius;});
DenoiserField.Add(ReCurBlurField);
break;
- case 3:
- RayMaster.UseSVGF = true;
- SVGFSizeField = new FloatField("SVGF Atrous Kernel Size") {value = SVGFSize};
- SVGFSizeField.RegisterValueChangedCallback(evt => {SVGFSize = (int)evt.newValue; RayMaster.SVGFAtrousKernelSizes = SVGFSize;});
- DenoiserField.Add(SVGFSizeField);
- break;
}
MainSource.Add(DenoiserField);
@@ -1061,7 +1049,7 @@ public void CreateGUI() {
BloomToggle = new Toggle() {value = Bloom, text = "Enable Bloom"};
VisualElement BloomBox = new VisualElement();
Label BloomLabel = new Label("Bloom Strength");
- Slider BloomSlider = new Slider() {value = BloomStrength, highValue = 1.0f, lowValue = 0};
+ Slider BloomSlider = new Slider() {value = BloomStrength, highValue = 0.99f, lowValue = 0.5f};
BloomSlider.style.width = 100;
BloomToggle.RegisterValueChangedCallback(evt => {Bloom = evt.newValue; RayMaster.AllowBloom = Bloom; if(evt.newValue) MainSource.Insert(MainSource.IndexOf(BloomToggle) + 1, BloomBox); else MainSource.Remove(BloomBox);});
BloomSlider.RegisterValueChangedCallback(evt => {BloomStrength = evt.newValue; RayMaster.BloomStrength = 128 - BloomStrength * 128.0f;});
@@ -1073,10 +1061,10 @@ public void CreateGUI() {
Label AperatureLabel = new Label("Aperature Size");
Slider AperatureSlider = new Slider() {value = DoFAperature, highValue = 1, lowValue = 0};
- AperatureSlider.style.width = 100;
+ AperatureSlider.style.width = 250;
Label FocalLabel = new Label("Focal Length");
FocalSlider = new FloatField() {value = DoFFocal};
- FocalSlider.style.width = 100;
+ FocalSlider.style.width = 150;
Button AutofocusButton = new Button(() => GetFocalLength()) {text = "Autofocus DoF"};
Box AperatureBox = new Box();
AperatureBox.Add(AperatureLabel);
@@ -1273,6 +1261,45 @@ public void CreateGUI() {
}
void Update() {
+ if(!Application.isPlaying) {
+ foreach(var A in RayObjects.Values) {
+ if(A.RayObj != null && A.RayObj.GetComponent() != null) {
+ RayTracingObject a = A.RayObj.GetComponent();
+ for(int i = 0; i < a.BaseColor.Length; i++) {
+ a.BaseColor[i] = A.RayData[i].BaseColor;
+ a.TransmissionColor[i] = A.RayData[i].TransmittanceColor;
+ a.MetallicRemap[i] = A.RayData[i].MetallicRemap;
+ a.RoughnessRemap[i] = A.RayData[i].RoughnessRemap;
+ a.emmission[i] = A.RayData[i].emmission;
+ a.EmissionColor[i] = A.RayData[i].EmissionColor;
+ a.EmissionMask[i] = A.RayData[i].EmissionMask;
+ a.BaseIsMap[i] = A.RayData[i].BaseIsMap;
+ a.ReplaceBase[i] = A.RayData[i].ReplaceBase;
+ a.Roughness[i] = A.RayData[i].Roughness;
+ a.IOR[i] = A.RayData[i].IOR;
+ a.Metallic[i] = A.RayData[i].Metallic;
+ a.SpecularTint[i] = A.RayData[i].SpecularTint;
+ a.Sheen[i] = A.RayData[i].Sheen;
+ a.SheenTint[i] = A.RayData[i].SheenTint;
+ a.ClearCoat[i] = A.RayData[i].ClearCoat;
+ a.ClearCoatGloss[i] = A.RayData[i].ClearCoatGloss;
+ a.Anisotropic[i] = A.RayData[i].Anisotropic;
+ a.Flatness[i] = A.RayData[i].Flatness;
+ a.DiffTrans[i] = A.RayData[i].DiffTrans;
+ a.SpecTrans[i] = A.RayData[i].SpecTrans;
+ a.Thin[i] = A.RayData[i].Thin;
+ a.FollowMaterial[i] = A.RayData[i].FollowMaterial;
+ a.ScatterDist[i] = A.RayData[i].ScatterDist;
+ a.Specular[i] = A.RayData[i].Specular;
+ a.AlphaCutoff[i] = A.RayData[i].AlphaCutoff;
+ a.IsSmoothness[i] = A.RayData[i].IsSmoothness;
+ a.NormalStrength[i] = A.RayData[i].NormalStrength;
+ }
+ }
+ }
+ RayObjects.Clear();
+ }
+
if(Assets != null && Instancer != null && Assets.RunningTasks != null && Instancer.RunningTasks != null) RemainingObjectsField.value = Assets.RunningTasks + Instancer.RunningTasks;
if(RayMaster != null) SampleCountField.value = RayMaster.SampleCount;
diff --git a/TrueTrace/Editor/RayTracingObjectEditor.cs b/TrueTrace/Editor/RayTracingObjectEditor.cs
index 800ceefa..b90f0c57 100644
--- a/TrueTrace/Editor/RayTracingObjectEditor.cs
+++ b/TrueTrace/Editor/RayTracingObjectEditor.cs
@@ -13,7 +13,6 @@ public class RayTracingObjectEditor : Editor
string[] TheseNames;
void OnEnable()
{
-
(target as RayTracingObject).matfill();
}
@@ -34,7 +33,9 @@ public override void OnInspectorGUI() {
serializedObject.FindProperty("BaseIsMap").GetArrayElementAtIndex(Selected).boolValue = EditorGUILayout.Toggle("Base Color Is Map: ", t.BaseIsMap[Selected]);
serializedObject.FindProperty("ReplaceBase").GetArrayElementAtIndex(Selected).boolValue = EditorGUILayout.Toggle("Replace Base Color: ", t.ReplaceBase[Selected]);
serializedObject.FindProperty("Roughness").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Roughness: ", t.Roughness[Selected], 0, 1);
+ EditorGUILayout.MinMaxSlider("Roughness Remap: ", ref t.RoughnessRemap[Selected].x, ref t.RoughnessRemap[Selected].y, 0, 1);
serializedObject.FindProperty("Metallic").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Metallic: ", t.Metallic[Selected], 0, 1);
+ EditorGUILayout.MinMaxSlider("Metallic Remap: ", ref t.MetallicRemap[Selected].x, ref t.MetallicRemap[Selected].y, 0, 1);
serializedObject.FindProperty("IOR").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("IOR: ", t.IOR[Selected], 0, 10);
serializedObject.FindProperty("Specular").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Specular: ", t.Specular[Selected], 0, 1);
serializedObject.FindProperty("SpecularTint").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Specular Tint: ", t.SpecularTint[Selected], 0, 1);
@@ -50,16 +51,58 @@ public override void OnInspectorGUI() {
serializedObject.FindProperty("Flatness").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Flatness: ", t.Flatness[Selected], 0, 1);
serializedObject.FindProperty("ScatterDist").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Scatter Distance: ", t.ScatterDist[Selected], 0, 5);
serializedObject.FindProperty("AlphaCutoff").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Alpha Cutoff: ", t.AlphaCutoff[Selected], 0.01f, 1.0f);
+ serializedObject.FindProperty("NormalStrength").GetArrayElementAtIndex(Selected).floatValue = EditorGUILayout.Slider("Normalmap Strength: ", t.NormalStrength[Selected], 0, 5.0f);
+
if(EditorGUI.EndChangeCheck()) {
for(int i = 0; i < t1.Length; i++) {
(t1[i] as RayTracingObject).CallMaterialEdited();
-
}
}
+
serializedObject.FindProperty("FollowMaterial").GetArrayElementAtIndex(Selected).boolValue = EditorGUILayout.Toggle("Link Mat To Unity Material: ", t.FollowMaterial[Selected]);
serializedObject.ApplyModifiedProperties();
- if(GUILayout.Button("Force Update Materials")) {
- t.CallMaterialEdited();
+ if(Application.isPlaying && GUILayout.Button("Save Properties")) {
+ List RayDat = new List();
+ for(int i = 0; i < t.TransmissionColor.Length; i++) {
+ RayDat.Add(new CommonVars.RayObjectData() {
+ TransmittanceColor = t.TransmissionColor[i],
+ BaseColor = t.BaseColor[i],
+ MetallicRemap = t.MetallicRemap[i],
+ RoughnessRemap = t.RoughnessRemap[i],
+ emmission = t.emmission[i],
+ EmissionColor = t.EmissionColor[i],
+ EmissionMask = t.EmissionMask[i],
+ BaseIsMap = t.BaseIsMap[i],
+ ReplaceBase = t.ReplaceBase[i],
+ Roughness = t.Roughness[i],
+ IOR = t.IOR[i],
+ Metallic = t.Metallic[i],
+ SpecularTint = t.SpecularTint[i],
+ Sheen = t.Sheen[i],
+ SheenTint = t.SheenTint[i],
+ ClearCoat = t.ClearCoat[i],
+ ClearCoatGloss = t.ClearCoatGloss[i],
+ Anisotropic = t.Anisotropic[i],
+ Flatness = t.Flatness[i],
+ DiffTrans = t.DiffTrans[i],
+ SpecTrans = t.SpecTrans[i],
+ Thin = t.Thin[i],
+ FollowMaterial = t.FollowMaterial[i],
+ ScatterDist = t.ScatterDist[i],
+ Specular = t.Specular[i],
+ AlphaCutoff = t.AlphaCutoff[i],
+ IsSmoothness = t.IsSmoothness[i],
+ NormalStrength = t.NormalStrength[i]
+ });
+ }
+ if(!EditModeFunctions.RayObjects.ContainsKey(t.GetInstanceID())) {
+ EditModeFunctions.RayObjects.Add(t.GetInstanceID(), new CommonVars.RayObject() {RayObj = t.gameObject, RayData = RayDat});
+ } else {
+ EditModeFunctions.RayObjects[t.GetInstanceID()] = new CommonVars.RayObject() {RayObj = t.gameObject, RayData = RayDat};
+ }
+ }
+ if(GUILayout.Button("Texture Scroll Changed")) {
+ t.CallTilingScrolled();
}
if(GUILayout.Button("Propogate To Materials")) {
RayTracingObject[] Objects = GameObject.FindObjectsOfType();
diff --git a/TrueTrace/ExampleScene.unity b/TrueTrace/ExampleScene.unity
index dfc04f61..6260617d 100644
--- a/TrueTrace/ExampleScene.unity
+++ b/TrueTrace/ExampleScene.unity
@@ -239,6 +239,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -415,7 +417,7 @@ MonoBehaviour:
NodeInitializerKernel: 6
CompactedMeshData: 0
InstanceReferences: 0
- NeedsToUpdate: 1
+ NeedsToUpdate: 0
Assets: {fileID: 311583679}
FailureCount: 0
TotalTriangles: 0
@@ -543,6 +545,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -753,7 +757,7 @@ MonoBehaviour:
NodeInitializerKernel: 6
CompactedMeshData: 0
InstanceReferences: 0
- NeedsToUpdate: 1
+ NeedsToUpdate: 0
Assets: {fileID: 311583679}
FailureCount: 0
TotalTriangles: 0
@@ -960,6 +964,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -969,7 +975,7 @@ MonoBehaviour:
LocalMaterialIndex: 02000000
JustCreated: 0
TilingChanged: 0
---- !u!1 &131886231
+--- !u!1 &129861321
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -977,103 +983,41 @@ GameObject:
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- - component: {fileID: 131886232}
- - component: {fileID: 131886235}
- - component: {fileID: 131886234}
- - component: {fileID: 131886233}
- - component: {fileID: 131886236}
+ - component: {fileID: 129861322}
+ - component: {fileID: 129861326}
+ - component: {fileID: 129861325}
+ - component: {fileID: 129861324}
+ - component: {fileID: 129861323}
+ - component: {fileID: 129861327}
m_Layer: 0
- m_Name: Cube
+ m_Name: Sphere (3)
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
---- !u!4 &131886232
+--- !u!4 &129861322
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 131886231}
- m_LocalRotation: {x: 0.6747811, y: -0, z: -0, w: 0.73801804}
- m_LocalPosition: {x: 2.86, y: 4.06, z: 3.34}
- m_LocalScale: {x: 2.8841, y: 7.5888367, z: 0.21808}
- m_ConstrainProportionsScale: 0
+ m_GameObject: {fileID: 129861321}
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 12.38, y: 1.527, z: 5.139}
+ m_LocalScale: {x: 0.27, y: 0.27, z: 0.27}
+ m_ConstrainProportionsScale: 1
m_Children: []
- m_Father: {fileID: 870468920}
- m_RootOrder: 0
- m_LocalEulerAnglesHint: {x: 84.874, y: 0, z: 0}
---- !u!65 &131886233
-BoxCollider:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 131886231}
- m_Material: {fileID: 0}
- m_IsTrigger: 0
- m_Enabled: 1
- serializedVersion: 2
- m_Size: {x: 1, y: 1, z: 1}
- m_Center: {x: 0, y: 0, z: 0}
---- !u!23 &131886234
-MeshRenderer:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 131886231}
- m_Enabled: 1
- m_CastShadows: 1
- m_ReceiveShadows: 1
- m_DynamicOccludee: 1
- m_StaticShadowCaster: 0
- m_MotionVectors: 1
- m_LightProbeUsage: 1
- m_ReflectionProbeUsage: 1
- m_RayTracingMode: 2
- m_RayTraceProcedural: 0
- m_RenderingLayerMask: 1
- m_RendererPriority: 0
- m_Materials:
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- m_StaticBatchInfo:
- firstSubMesh: 0
- subMeshCount: 0
- m_StaticBatchRoot: {fileID: 0}
- m_ProbeAnchor: {fileID: 0}
- m_LightProbeVolumeOverride: {fileID: 0}
- m_ScaleInLightmap: 1
- m_ReceiveGI: 1
- m_PreserveUVs: 0
- m_IgnoreNormalsForChartDetection: 0
- m_ImportantGI: 0
- m_StitchLightmapSeams: 1
- m_SelectedEditorRenderState: 3
- m_MinimumChartSize: 4
- m_AutoUVMaxDistance: 0.5
- m_AutoUVMaxAngle: 89
- m_LightmapParameters: {fileID: 0}
- m_SortingLayerID: 0
- m_SortingLayer: 0
- m_SortingOrder: 0
- m_AdditionalVertexStreams: {fileID: 0}
---- !u!33 &131886235
-MeshFilter:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 131886231}
- m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
---- !u!114 &131886236
+ m_Father: {fileID: 2015288903}
+ m_RootOrder: 3
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!114 &129861323
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 131886231}
+ m_GameObject: {fileID: 129861321}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: c103227aee5e4584a96e35173641b818, type: 3}
@@ -1096,11 +1040,11 @@ MonoBehaviour:
BaseIsMap: 00
ReplaceBase: 00
Roughness:
- - 0.5
+ - 0
IOR:
- 1
Metallic:
- - 0
+ - 1
SpecularTint:
- 0
Sheen:
@@ -1120,7 +1064,7 @@ MonoBehaviour:
SpecTrans:
- 0
Thin: 00000000
- FollowMaterial: 01
+ FollowMaterial: 00
ScatterDist:
- 0
SharedMaterials:
@@ -1131,6 +1075,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -1140,49 +1086,76 @@ MonoBehaviour:
LocalMaterialIndex: 00000000
JustCreated: 0
TilingChanged: 0
---- !u!1 &177067413
-GameObject:
+--- !u!135 &129861324
+SphereCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- serializedVersion: 6
- m_Component:
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- m_Icon: {fileID: 0}
- m_NavMeshLayer: 0
- m_StaticEditorFlags: 0
- m_IsActive: 1
---- !u!4 &177067414
-Transform:
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+ m_Material: {fileID: 0}
+ m_IsTrigger: 0
+ m_Enabled: 1
+ serializedVersion: 2
+ m_Radius: 0.5
+ m_Center: {x: 0, y: 0, z: 0}
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 177067413}
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- m_Father: {fileID: 1708579438}
- m_RootOrder: 0
- m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!114 &177067415
+ m_GameObject: {fileID: 129861321}
+ m_Enabled: 1
+ m_CastShadows: 1
+ m_ReceiveShadows: 1
+ m_DynamicOccludee: 1
+ m_StaticShadowCaster: 0
+ m_MotionVectors: 1
+ m_LightProbeUsage: 1
+ m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
+ m_RenderingLayerMask: 1
+ m_RendererPriority: 0
+ m_Materials:
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+ m_StaticBatchInfo:
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+ subMeshCount: 0
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+ m_LightProbeVolumeOverride: {fileID: 0}
+ m_ScaleInLightmap: 1
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+ m_PreserveUVs: 0
+ m_IgnoreNormalsForChartDetection: 0
+ m_ImportantGI: 0
+ m_StitchLightmapSeams: 1
+ m_SelectedEditorRenderState: 3
+ m_MinimumChartSize: 4
+ m_AutoUVMaxDistance: 0.5
+ m_AutoUVMaxAngle: 89
+ m_LightmapParameters: {fileID: 0}
+ m_SortingLayerID: 0
+ m_SortingLayer: 0
+ m_SortingOrder: 0
+ m_AdditionalVertexStreams: {fileID: 0}
+--- !u!33 &129861326
+MeshFilter:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 129861321}
+ m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
+--- !u!114 &129861327
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 177067413}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3edaff1cd4be25f4eb0921104c840289, type: 3}
@@ -1190,13 +1163,13 @@ MonoBehaviour:
m_EditorClassIdentifier:
ExistsInQue: 1
IsDeformable: 0
- Name: Plane
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Selected: 0
Indexes: 00000000
@@ -24072,6 +27056,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24187,6 +27173,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24268,6 +27256,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24356,6 +27346,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24448,6 +27440,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24563,6 +27557,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24651,6 +27647,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24743,6 +27741,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24835,6 +27835,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24916,6 +27918,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -24997,6 +28001,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
@@ -25155,6 +28161,8 @@ MonoBehaviour:
- 0
AlphaCutoff:
- 0.1
+ NormalStrength:
+ - 1
IsSmoothness: 00
Selected: 0
Indexes: 00000000
diff --git a/TrueTrace/Models/1sponza (2)/Materials/sponza_curtain_blue_diff.mat b/TrueTrace/Models/1sponza (2)/Materials/sponza_curtain_blue_diff.mat
index a0241af5..fea93e38 100644
--- a/TrueTrace/Models/1sponza (2)/Materials/sponza_curtain_blue_diff.mat
+++ b/TrueTrace/Models/1sponza (2)/Materials/sponza_curtain_blue_diff.mat
@@ -65,7 +65,7 @@ Material:
- _GlossMapScale: 1
- _Glossiness: 0
- _GlossyReflections: 1
- - _Metallic: 0.005
+ - _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
diff --git a/TrueTrace/Models/1sponza (2)/Materials/sponza_thorn_diff.mat b/TrueTrace/Models/1sponza (2)/Materials/sponza_thorn_diff.mat
index d3500dc4..0177a580 100644
--- a/TrueTrace/Models/1sponza (2)/Materials/sponza_thorn_diff.mat
+++ b/TrueTrace/Models/1sponza (2)/Materials/sponza_thorn_diff.mat
@@ -9,15 +9,13 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: sponza_thorn_diff
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
- m_ValidKeywords:
- - _ALPHATEST_ON
+ m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2450
- stringTagMap:
- RenderType: TransparentCutout
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
@@ -68,7 +66,7 @@ Material:
- _Glossiness: 0
- _GlossyReflections: 1
- _Metallic: 0
- - _Mode: 1
+ - _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
diff --git a/TrueTrace/Resources/AssetManager.cs b/TrueTrace/Resources/AssetManager.cs
index 2a5a2f55..06c5516a 100644
--- a/TrueTrace/Resources/AssetManager.cs
+++ b/TrueTrace/Resources/AssetManager.cs
@@ -17,7 +17,7 @@ namespace TrueTrace {
public class AssetManager : MonoBehaviour
{//This handels all the data
public int TotalParentObjectSize;
- [System.NonSerialized] public float LightEnergyScale = 1.0f;
+ [HideInInspector] public float LightEnergyScale = 1.0f;
//emissive, alpha, metallic, roughness
[System.NonSerialized] public Texture2D AlbedoAtlas;
[System.NonSerialized] public RenderTexture HeightmapAtlas;
@@ -42,7 +42,7 @@ public class AssetManager : MonoBehaviour
[HideInInspector] public RenderTexture VideoTexture;
[HideInInspector] public List MaterialsChanged;
- [HideInInspector] public List _Materials;
+ [HideInInspector] public MaterialData[] _Materials;
[HideInInspector] public ComputeBuffer BVH8AggregatedBuffer;
[HideInInspector] public ComputeBuffer AggTriBuffer;
[HideInInspector] public ComputeBuffer LightTriBuffer;
@@ -78,13 +78,10 @@ public class AssetManager : MonoBehaviour
private bool OnlyInstanceUpdated;
[HideInInspector] public List LightTransforms;
- [HideInInspector] public int DesiredRes = 16300;
+ [HideInInspector] public int MainDesiredRes = 16384;
[HideInInspector] public int MatCount;
- [HideInInspector] public int NormalSize;
- [HideInInspector] public int EmissiveSize;
-
[HideInInspector] public List LightMeshes;
[HideInInspector] public AABB[] MeshAABBs;
@@ -207,17 +204,17 @@ private void PackAndCompact(Dictionary DictTex, ref RenderTexture A
if(TexIndex >= 2 && TexIndex < 7) {
for(int j = 0; j < ListLength; j++) {
- MatDat = _Materials[SelectedTex.TexObjList[j]];
- switch (TexIndex) {
- case 2: MatDat.NormalTex = RectSelect; break;
- case 3: MatDat.MetallicTex = RectSelect; break;
- case 4: MatDat.RoughnessTex = RectSelect; break;
- case 5: MatDat.EmissiveTex = RectSelect; break;
- case 6: MatDat.AlbedoTex = RectSelect; break;
- default: break;
- }
- _Materials[SelectedTex.TexObjList[j]] = MatDat;
+ // MatDat = _Materials[SelectedTex.TexObjList[j]];
+ switch (TexIndex) {
+ case 2: _Materials[SelectedTex.TexObjList[j]].NormalTex = RectSelect; break;
+ case 3: _Materials[SelectedTex.TexObjList[j]].MetallicTex = RectSelect; break;
+ case 4: _Materials[SelectedTex.TexObjList[j]].RoughnessTex = RectSelect; break;
+ case 5: _Materials[SelectedTex.TexObjList[j]].EmissiveTex = RectSelect; break;
+ case 6: _Materials[SelectedTex.TexObjList[j]].AlbedoTex = RectSelect; break;
+ default: break;
}
+ // _Materials[SelectedTex.TexObjList[j]] = MatDat;
+ }
} else if(TexIndex < 2) {
TerrainDat TempTerrain = TerrainInfos[SelectedTex.TexObjList[0]];
if(TexIndex == 0) TempTerrain.HeightMap = RectSelect;
@@ -275,25 +272,28 @@ private void CreateRenderTexture(ref RenderTexture ThisTex, int Width, int Heigh
}
private void KeyCheck(int MatIndex, Texture Tex, ref Dictionary DictTextures, ref List PR, int ReadChannelIndex) {
- int Index = Tex.GetInstanceID();
- if(DictTextures.ContainsKey(Index)) {
- DictTextures[Index].TexObjList.Add(MatIndex);
+ int index = Tex.GetInstanceID();
+
+ if (DictTextures.TryGetValue(index, out var existingTexObj)) {
+ existingTexObj.TexObjList.Add(MatIndex);
} else {
- var E = new TexObj();
- E.Tex = Tex;
- PR.Add(new PackingRectangle() {
+ var newTexObj = new TexObj {
+ Tex = Tex,
+ ReadIndex = ReadChannelIndex
+ };
+
+ PR.Add(new PackingRectangle {
Width = (uint)Tex.width + 1,
Height = (uint)Tex.height + 1,
- Id = Index
+ Id = index
});
- E.ReadIndex = ReadChannelIndex;
- E.TexObjList.Add(MatIndex);
- DictTextures.Add(Index, E);
- }
- }
-
- private void CreateAtlas() {//Creates texture atlas
- _Materials = new List();
+
+ newTexObj.TexObjList.Add(MatIndex);
+ DictTextures.Add(index, newTexObj);
+ }
+ }
+ private void CreateAtlas(int TotalMatCount) {//Creates texture atlas
+ _Materials = new MaterialData[TotalMatCount];
Dictionary HeightMapTextures = new Dictionary();
Dictionary AlphaMapTextures = new Dictionary();
List HeightMapRect = new List();
@@ -319,41 +319,37 @@ private void CreateAtlas() {//Creates texture atlas
int CurCount = RenderQue[0].AlbedoTexs.Count;
foreach (ParentObject Obj in RenderQue) {
foreach (RayTracingObject Obj2 in Obj.ChildObjects) {
- MaterialsChanged.Add(Obj2);
- int ObjLength = Obj2.MaterialIndex.Length;
- for (int i = 0; i < ObjLength; i++) Obj2.MaterialIndex[i] = Obj2.LocalMaterialIndex[i] + MatCount;
+ Obj2.MatOffset = MatCount;
}
+ MaterialsChanged.AddRange(Obj.ChildObjects);
int ThisMatCount = Obj._Materials.Count;
for(int i = 0; i < ThisMatCount; i++) {
MaterialData TempMat = Obj._Materials[i];
- if(TempMat.AlbedoTex.w != 0) KeyCheck(MatCount + i, Obj.AlbedoTexs[(int)TempMat.AlbedoTex.w-1], ref AlbTextures, ref AlbRect, 0);
- if(TempMat.NormalTex.w != 0) KeyCheck(MatCount + i, Obj.NormalTexs[(int)TempMat.NormalTex.w-1], ref NormTextures, ref NormRect, 0);
- if(TempMat.EmissiveTex.w != 0) KeyCheck(MatCount + i, Obj.EmissionTexs[(int)TempMat.EmissiveTex.w-1], ref EmisTextures, ref EmisRect, 0);
- if(TempMat.MetallicTex.w != 0) KeyCheck(MatCount + i, Obj.MetallicTexs[(int)TempMat.MetallicTex.w-1], ref MetTextures, ref MetRect, Obj.MetallicTexChannelIndex[(int)TempMat.MetallicTex.w-1]);
- if(TempMat.RoughnessTex.w != 0) KeyCheck(MatCount + i, Obj.RoughnessTexs[(int)TempMat.RoughnessTex.w-1], ref RoughTextures, ref RoughRect, Obj.RoughnessTexChannelIndex[(int)TempMat.RoughnessTex.w-1]);
-
- _Materials.Add(TempMat);
+ if(TempMat.AlbedoTex.w != 0) KeyCheck(MatCount, Obj.AlbedoTexs[(int)TempMat.AlbedoTex.w-1], ref AlbTextures, ref AlbRect, 0);
+ if(TempMat.NormalTex.w != 0) KeyCheck(MatCount, Obj.NormalTexs[(int)TempMat.NormalTex.w-1], ref NormTextures, ref NormRect, 0);
+ if(TempMat.EmissiveTex.w != 0) KeyCheck(MatCount, Obj.EmissionTexs[(int)TempMat.EmissiveTex.w-1], ref EmisTextures, ref EmisRect, 0);
+ if(TempMat.MetallicTex.w != 0) KeyCheck(MatCount, Obj.MetallicTexs[(int)TempMat.MetallicTex.w-1], ref MetTextures, ref MetRect, Obj.MetallicTexChannelIndex[(int)TempMat.MetallicTex.w-1]);
+ if(TempMat.RoughnessTex.w != 0) KeyCheck(MatCount, Obj.RoughnessTexs[(int)TempMat.RoughnessTex.w-1], ref RoughTextures, ref RoughRect, Obj.RoughnessTexChannelIndex[(int)TempMat.RoughnessTex.w-1]);
+ _Materials[MatCount] = TempMat;
+ MatCount++;
}
- MatCount += ThisMatCount;
}
foreach (ParentObject Obj in InstanceData.RenderQue) {
foreach (RayTracingObject Obj2 in Obj.ChildObjects) {
- MaterialsChanged.Add(Obj2);
- int ObjLength = Obj2.MaterialIndex.Length;
- for (int i = 0; i < ObjLength; i++) Obj2.MaterialIndex[i] = Obj2.LocalMaterialIndex[i] + MatCount;
+ Obj2.MatOffset = MatCount;
}
+ MaterialsChanged.AddRange(Obj.ChildObjects);
int ThisMatCount = Obj._Materials.Count;
for(int i = 0; i < ThisMatCount; i++) {
MaterialData TempMat = Obj._Materials[i];
- if(TempMat.AlbedoTex.w != 0) KeyCheck(MatCount + i, Obj.AlbedoTexs[(int)TempMat.AlbedoTex.w-1], ref AlbTextures, ref AlbRect, 0);
- if(TempMat.NormalTex.w != 0) KeyCheck(MatCount + i, Obj.NormalTexs[(int)TempMat.NormalTex.w-1], ref NormTextures, ref NormRect, 0);
- if(TempMat.EmissiveTex.w != 0) KeyCheck(MatCount + i, Obj.EmissionTexs[(int)TempMat.EmissiveTex.w-1], ref EmisTextures, ref EmisRect, 0);
- if(TempMat.MetallicTex.w != 0) KeyCheck(MatCount + i, Obj.MetallicTexs[(int)TempMat.MetallicTex.w-1], ref MetTextures, ref MetRect, Obj.MetallicTexChannelIndex[(int)TempMat.MetallicTex.w-1]);
- if(TempMat.RoughnessTex.w != 0) KeyCheck(MatCount + i, Obj.RoughnessTexs[(int)TempMat.RoughnessTex.w-1], ref RoughTextures, ref RoughRect, Obj.RoughnessTexChannelIndex[(int)TempMat.RoughnessTex.w-1]);
-
- _Materials.Add(TempMat);
+ if(TempMat.AlbedoTex.w != 0) KeyCheck(MatCount, Obj.AlbedoTexs[(int)TempMat.AlbedoTex.w-1], ref AlbTextures, ref AlbRect, 0);
+ if(TempMat.NormalTex.w != 0) KeyCheck(MatCount, Obj.NormalTexs[(int)TempMat.NormalTex.w-1], ref NormTextures, ref NormRect, 0);
+ if(TempMat.EmissiveTex.w != 0) KeyCheck(MatCount, Obj.EmissionTexs[(int)TempMat.EmissiveTex.w-1], ref EmisTextures, ref EmisRect, 0);
+ if(TempMat.MetallicTex.w != 0) KeyCheck(MatCount, Obj.MetallicTexs[(int)TempMat.MetallicTex.w-1], ref MetTextures, ref MetRect, Obj.MetallicTexChannelIndex[(int)TempMat.MetallicTex.w-1]);
+ if(TempMat.RoughnessTex.w != 0) KeyCheck(MatCount, Obj.RoughnessTexs[(int)TempMat.RoughnessTex.w-1], ref RoughTextures, ref RoughRect, Obj.RoughnessTexChannelIndex[(int)TempMat.RoughnessTex.w-1]);
+ _Materials[MatCount] = TempMat;
+ MatCount++;
}
- MatCount += ThisMatCount;
}
int TerrainMatCount = MatCount;
if (TerrainCount != 0) {
@@ -400,7 +396,7 @@ private void CreateAtlas() {//Creates texture atlas
if(TempMat.MetallicTex.w != 0) KeyCheck(TerrainMatCount + i, Obj2.MaskTexs[(int)TempMat.MetallicTex.w-1], ref MetTextures, ref MetRect, 2);
if(TempMat.RoughnessTex.w != 0) KeyCheck(TerrainMatCount + i, Obj2.MaskTexs[(int)TempMat.RoughnessTex.w-1], ref RoughTextures, ref RoughRect, 1);
- _Materials.Add(TempMat);
+ _Materials[TerrainMatCount + i] = TempMat;
}
TerrainMatCount += ThisMatCount;
TerrainInfos.Add(TempTerrain);
@@ -415,8 +411,9 @@ private void CreateAtlas() {//Creates texture atlas
if(RoughnessAtlas != null) RoughnessAtlas?.Release();
if(MetallicAtlas != null) MetallicAtlas?.Release();
if(EmissiveAtlas != null) EmissiveAtlas?.Release();
-
- PackAndCompact(AlbTextures, ref TempTex, ref AlphaAtlas, AlbRect.ToArray(), DesiredRes, 6, 3, null);
+
+ if(AlbedoAtlas == null || AlbedoAtlas.width != MainDesiredRes) AlbedoAtlas = new Texture2D(MainDesiredRes,MainDesiredRes, TextureFormat.DXT5, false);
+ PackAndCompact(AlbTextures, ref TempTex, ref AlphaAtlas, AlbRect.ToArray(), MainDesiredRes, 6, 3, null);
int tempWidth = (TempTex.width + 3) / 4;
int tempHeight = (TempTex.height + 3) / 4;
var desc = new RenderTextureDescriptor
@@ -440,12 +437,12 @@ private void CreateAtlas() {//Creates texture atlas
s_Prop_EncodeBCn_Temp.Release();
- PackAndCompact(NormTextures, ref NormalAtlas, ref AlphaAtlas, NormRect.ToArray(), DesiredRes, 2);
- PackAndCompact(EmisTextures, ref EmissiveAtlas, ref AlphaAtlas, EmisRect.ToArray(), DesiredRes, 5);
+ PackAndCompact(NormTextures, ref NormalAtlas, ref AlphaAtlas, NormRect.ToArray(), MainDesiredRes, 2);
+ PackAndCompact(EmisTextures, ref EmissiveAtlas, ref AlphaAtlas, EmisRect.ToArray(), MainDesiredRes, 5);
PackAndCompact(MetTextures, ref MetallicAtlas, ref AlphaAtlas, MetRect.ToArray(), AlbedoAtlas.width, 3, 0);
PackAndCompact(RoughTextures, ref RoughnessAtlas, ref AlphaAtlas, RoughRect.ToArray(), AlbedoAtlas.width, 4, 0);
- PackAndCompact(HeightMapTextures, ref HeightmapAtlas, ref AlphaAtlas, HeightMapRect.ToArray(), 16300, 0);
- PackAndCompact(AlphaMapTextures, ref AlphaMapAtlas, ref AlphaAtlas, AlphaMapRect.ToArray(), 16300, 1);
+ PackAndCompact(HeightMapTextures, ref HeightmapAtlas, ref AlphaAtlas, HeightMapRect.ToArray(), 16384, 0);
+ PackAndCompact(AlphaMapTextures, ref AlphaMapAtlas, ref AlphaAtlas, AlphaMapRect.ToArray(), 16384, 1);
AlphaAtlas.Release();
AlbedoAtlasSize = AlbedoAtlas.width;
NormalAtlas.anisoLevel = 3;
@@ -489,9 +486,6 @@ private void CreateAtlas() {//Creates texture atlas
TerrainBuffer.SetData(TerrainInfos);
}
- NormalSize = NormalAtlas.width;
- EmissiveSize = EmissiveAtlas.width;
-
}
public void Start() {
Assets = this;
@@ -504,8 +498,8 @@ void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
public void ForceUpdateAtlas() {
int throwaway = 0;
- for(int i = 0; i < RenderQue.Count; i++) RenderQue[i].CreateAtlas(ref throwaway);
- CreateAtlas();
+ // for(int i = 0; i < RenderQue.Count; i++) RenderQue[i].CreateAtlas(ref throwaway);
+ // CreateAtlas();
}
public void OnApplicationQuit() {
@@ -591,9 +585,7 @@ private void init() {
#if HardwareRT
AccelStruct = new UnityEngine.Rendering.RayTracingAccelerationStructure();
#endif
- if(DesiredRes == 0) DesiredRes = 16300;
- if(AlbedoAtlas == null || AlbedoAtlas.width != DesiredRes) AlbedoAtlas = new Texture2D(DesiredRes,DesiredRes, TextureFormat.DXT5, false);
- // AlbedoAtlas.Apply(false, true);
+ if(AlbedoAtlas == null || AlbedoAtlas.width != MainDesiredRes) AlbedoAtlas = new Texture2D(MainDesiredRes,MainDesiredRes, TextureFormat.DXT5, false);
UpdateMaterialDefinition();
UnityEngine.Video.VideoPlayer[] VideoObjects = GameObject.FindObjectsOfType();
if (VideoTexture != null) VideoTexture.Release();
@@ -875,6 +867,7 @@ private void AccumulateData(CommandBuffer cmd)
LightMeshCount = 0;
LightMeshes.Clear();
LightTransforms.Clear();
+ int TotalMatCount = 0;
if (BVH8AggregatedBuffer != null)
{
BVH8AggregatedBuffer.Release();
@@ -883,12 +876,14 @@ private void AccumulateData(CommandBuffer cmd)
}
for (int i = 0; i < ParentsLength; i++)
{
+ TotalMatCount += RenderQue[i]._Materials.Count;
AggNodeCount += RenderQue[i].AggNodes.Length;
AggTriCount += RenderQue[i].AggTriangles.Length;
LightTriCount += RenderQue[i].LightTriangles.Count;
}
for (int i = 0; i < InstanceData.RenderQue.Count; i++)
{
+ TotalMatCount += InstanceData.RenderQue[i]._Materials.Count;
AggNodeCount += InstanceData.RenderQue[i].AggNodes.Length;
AggTriCount += InstanceData.RenderQue[i].AggTriangles.Length;
LightTriCount += InstanceData.RenderQue[i].LightTriangles.Count;
@@ -1029,7 +1024,7 @@ private void AccumulateData(CommandBuffer cmd)
if (LightMeshCount == 0) { LightMeshes.Add(new LightMeshData() { }); }
- if (!OnlyInstanceUpdated || _Materials.Count == 0) CreateAtlas();
+ if (!OnlyInstanceUpdated || _Materials.Length == 0) CreateAtlas(TotalMatCount);
}
ParentCountHasChanged = false;
if (UseSkinning && didstart) {
@@ -1139,18 +1134,20 @@ unsafe public void ConstructNewTLAS() {
RenderQue[i].HWRTIndex = new List();
foreach(var A in RenderQue[i].Renderers) {
MeshOffsets.Add(new Vector2(SubMeshOffsets.Count, i));
- Mesh mesh = ((A.gameObject.GetComponent() != null) ? A.gameObject.GetComponent().sharedMesh : A.gameObject.GetComponent().sharedMesh);
- for (int i2 = 0; i2 < mesh.subMeshCount; ++i2)
+ var B2 = A.gameObject;
+ Mesh mesh = ((B2.GetComponent() != null) ? B2.GetComponent().sharedMesh : B2.GetComponent().sharedMesh);
+ int SubMeshCount = mesh.subMeshCount;
+ for (int i2 = 0; i2 < SubMeshCount; ++i2)
{//Add together all the submeshes in the mesh to consider it as one object
SubMeshOffsets.Add(TotLength);
int IndiceLength = (int)mesh.GetIndexCount(i2) / 3;
TotLength += IndiceLength;
}
- RayTracingSubMeshFlags[] B = new RayTracingSubMeshFlags[mesh.subMeshCount];
- for(int i2 = 0; i2 < B.Length; i2++) {
+ RayTracingSubMeshFlags[] B = new RayTracingSubMeshFlags[SubMeshCount];
+ for(int i2 = 0; i2 < SubMeshCount; i2++) {
B[i2] = RayTracingSubMeshFlags.Enabled | RayTracingSubMeshFlags.ClosestHitOnly;
}
- AccelStruct.AddInstance(A, B, true, false, (uint)((A.gameObject.GetComponent().SpecTrans[0] == 1) ? 0x2 : 0x1), (uint)MeshOffset);
+ AccelStruct.AddInstance(A, B, true, false, (uint)((B2.GetComponent().SpecTrans[0] == 1) ? 0x2 : 0x1), (uint)MeshOffset);
MeshOffset++;
}
}
@@ -1565,7 +1562,7 @@ public bool UpdateMaterials()
RayTracingObject CurrentMaterial;
MaterialData TempMat;
int ChangedMaterialCount = MaterialsChanged.Count;
- int MatCount = _Materials.Count;
+ int MatCount = _Materials.Length;
for (int i = 0; i < ChangedMaterialCount; i++)
{
CurrentMaterial = MaterialsChanged[i];
@@ -1573,8 +1570,8 @@ public bool UpdateMaterials()
for (int i3 = 0; i3 < MaterialCount; i3++)
{
int Index = CurrentMaterial.Indexes[i3];
- if(CurrentMaterial.MaterialIndex[i3] >= MatCount) continue;
- TempMat = _Materials[CurrentMaterial.MaterialIndex[i3]];
+ if(CurrentMaterial.MaterialIndex[i3] + CurrentMaterial.MatOffset >= MatCount) continue;
+ TempMat = _Materials[CurrentMaterial.MaterialIndex[i3] + CurrentMaterial.MatOffset];
TempMat.BaseColor = CurrentMaterial.BaseColor[Index];
TempMat.emmissive = CurrentMaterial.emmission[Index];
TempMat.Roughness = ((int)CurrentMaterial.MaterialOptions[Index] != 1) ? CurrentMaterial.Roughness[Index] : Mathf.Max(CurrentMaterial.Roughness[Index], 0.000001f);
@@ -1601,11 +1598,14 @@ public bool UpdateMaterials()
TempMat.scatterDistance = CurrentMaterial.ScatterDist[Index];
TempMat.IsSmoothness = CurrentMaterial.IsSmoothness[Index] ? 1 : 0;
TempMat.AlphaCutoff = CurrentMaterial.AlphaCutoff[Index];
+ TempMat.NormalStrength = CurrentMaterial.NormalStrength[Index];
+ TempMat.MetallicRemap = CurrentMaterial.MetallicRemap[Index];
+ TempMat.RoughnessRemap = CurrentMaterial.RoughnessRemap[Index];
if(CurrentMaterial.TilingChanged) {
string MatTile = AssetManager.data.Material[AssetManager.ShaderNames.IndexOf(CurrentMaterial.SharedMaterials[Index].shader.name)].BaseColorTex;
TempMat.AlbedoTextureScale = new Vector4(CurrentMaterial.SharedMaterials[Index].GetTextureScale(MatTile).x, CurrentMaterial.SharedMaterials[Index].GetTextureScale(MatTile).y, CurrentMaterial.SharedMaterials[Index].GetTextureOffset(MatTile).x, CurrentMaterial.SharedMaterials[Index].GetTextureOffset(MatTile).y);
}
- _Materials[CurrentMaterial.MaterialIndex[i3]] = TempMat;
+ _Materials[CurrentMaterial.MaterialIndex[i3] + CurrentMaterial.MatOffset] = TempMat;
#if HardwareRT
var A = CurrentMaterial.gameObject.GetComponent();
if(A != null) {
@@ -1622,55 +1622,6 @@ public bool UpdateMaterials()
CurrentMaterial.NeedsToUpdate = false;
}
MaterialsChanged.Clear();
-
- ParentCount = InstanceData.RenderQue.Count;
- // UnityEngine.Profiling.Profiler.BeginSample("Update Materials");
-
- for (int i = 0; i < ParentCount; i++)
- {
- int ChildCount = InstanceData.RenderQue[i].ChildObjects.Count;
- for (int i2 = 0; i2 < ChildCount; i2++)
- {
- CurrentMaterial = InstanceData.RenderQue[i].ChildObjects[i2];
- if (CurrentMaterial.NeedsToUpdate || !didstart)
- {
- int MaterialCount = (int)Mathf.Min(CurrentMaterial.MaterialIndex.Length, CurrentMaterial.Indexes.Length);
- for (int i3 = 0; i3 < MaterialCount; i3++)
- {
- int Index = CurrentMaterial.Indexes[i3];
- TempMat = _Materials[CurrentMaterial.MaterialIndex[i3]];
- TempMat.BaseColor = CurrentMaterial.BaseColor[Index];
- TempMat.emmissive = CurrentMaterial.emmission[Index];
- TempMat.Roughness = ((int)CurrentMaterial.MaterialOptions[Index] != 1) ? CurrentMaterial.Roughness[Index] : Mathf.Max(CurrentMaterial.Roughness[Index], 0.000001f);
- TempMat.TransmittanceColor = CurrentMaterial.TransmissionColor[Index];
- TempMat.MatType = (int)CurrentMaterial.MaterialOptions[Index];
- TempMat.EmissionColor = CurrentMaterial.EmissionColor[Index];
- TempMat.metallic = CurrentMaterial.Metallic[Index];
- TempMat.specularTint = CurrentMaterial.SpecularTint[Index];
- TempMat.Tag = (uint)(
- ((CurrentMaterial.ReplaceBase[Index] ? 1 : 0) << 2) |
- ((CurrentMaterial.BaseIsMap[Index] ? 1 : 0) << 1) |
- ((CurrentMaterial.EmissionMask[Index] ? 0 : 1) << 0));
- TempMat.sheen = CurrentMaterial.Sheen[Index];
- TempMat.sheenTint = CurrentMaterial.SheenTint[Index];
- TempMat.clearcoat = CurrentMaterial.ClearCoat[Index];
- TempMat.IOR = CurrentMaterial.IOR[Index];
- TempMat.Thin = CurrentMaterial.Thin[Index];
- TempMat.clearcoatGloss = CurrentMaterial.ClearCoatGloss[Index];
- TempMat.specTrans = CurrentMaterial.SpecTrans[Index];
- TempMat.anisotropic = CurrentMaterial.Anisotropic[Index];
- TempMat.diffTrans = CurrentMaterial.DiffTrans[Index];
- TempMat.flatness = CurrentMaterial.Flatness[Index];
- TempMat.Specular = CurrentMaterial.Specular[Index];
- TempMat.scatterDistance = CurrentMaterial.ScatterDist[Index];
- TempMat.IsSmoothness = CurrentMaterial.IsSmoothness[Index] ? 1 : 0;
- TempMat.AlphaCutoff = CurrentMaterial.AlphaCutoff[Index];
- _Materials[CurrentMaterial.MaterialIndex[i3]] = TempMat;
- HasChangedMaterials = true;
- }
- }
- }
- }
// UnityEngine.Profiling.Profiler.EndSample();
return HasChangedMaterials;
diff --git a/TrueTrace/Resources/Builders/BVH2Builder.cs b/TrueTrace/Resources/Builders/BVH2Builder.cs
index a9869f82..c5acc697 100644
--- a/TrueTrace/Resources/Builders/BVH2Builder.cs
+++ b/TrueTrace/Resources/Builders/BVH2Builder.cs
@@ -25,7 +25,7 @@ public struct ObjectSplit {
public AABB aabb_right;
}
- ObjectSplit partition_sah(int first_index, int index_count, ref float[] sah, ref AABB[] Primitives) {
+ ObjectSplit partition_sah(int first_index, int index_count, ref AABB[] Primitives) {
split.cost = float.MaxValue;
split.index = -1;
@@ -45,14 +45,14 @@ ObjectSplit partition_sah(int first_index, int index_count, ref float[] sah, ref
CurIndex = DimensionedIndices[dimension][first_index + i - 1];
aabb_left.Extend(ref Primitives[CurIndex]);
- sah[i] = surface_area(ref aabb_left) * (float)i;
+ SAH[i] = surface_area(ref aabb_left) * (float)i;
}
for(int i = index_count - 1; i > 0; i--) {
CurIndex = DimensionedIndices[dimension][first_index + i];
aabb_right.Extend(ref Primitives[CurIndex]);
- float cost = sah[i] + surface_area(ref aabb_right) * (float)(index_count - i);
+ float cost = SAH[i] + surface_area(ref aabb_right) * (float)(index_count - i);
if(cost <= split.cost) {
split.cost = cost;
@@ -72,13 +72,12 @@ ObjectSplit partition_sah(int first_index, int index_count, ref float[] sah, ref
}
void BuildRecursive(int nodesi, ref int node_index, int first_index, int index_count, ref AABB[] Primitives) {
if(index_count == 1) {
- BVH2Nodes[nodesi].first = first_index;
BVH2Nodes[nodesi].left = first_index;
BVH2Nodes[nodesi].count = (uint)index_count;
return;
}
- ObjectSplit split = partition_sah(first_index, index_count, ref SAH, ref Primitives);
+ ObjectSplit split = partition_sah(first_index, index_count, ref Primitives);
int EndIndex = first_index + index_count;
int sd = split.dimension;
for(int i = first_index; i < EndIndex; i++) indices_going_left[DimensionedIndices[sd][i]] = i < split.index;
@@ -106,9 +105,7 @@ void BuildRecursive(int nodesi, ref int node_index, int first_index, int index_c
}
}
BVH2Nodes[nodesi].left = node_index;
- BVH2Nodes[nodesi].first = node_index;
BVH2Nodes[nodesi].count = 0;
- BVH2Nodes[nodesi].axis = (uint)sd;
BVH2Nodes[BVH2Nodes[nodesi].left].aabb = split.aabb_left;
BVH2Nodes[BVH2Nodes[nodesi].left + 1].aabb = split.aabb_right;
diff --git a/TrueTrace/Resources/Builders/BVH8Builder.cs b/TrueTrace/Resources/Builders/BVH8Builder.cs
index b3984755..c67905ac 100644
--- a/TrueTrace/Resources/Builders/BVH8Builder.cs
+++ b/TrueTrace/Resources/Builders/BVH8Builder.cs
@@ -212,7 +212,7 @@ int count_primitives(int node_index, ref BVHNode2Data[] nodes, ref int[] indices
if(nodes[node_index].count > 0) {
Assert.IsTrue(nodes[node_index].count == 1);
for(int i = 0; i < nodes[node_index].count; i++) {
- cwbvh_indices[cwbvhindex_count++] = indices[nodes[node_index].first + i];
+ cwbvh_indices[cwbvhindex_count++] = indices[nodes[node_index].left + i];
}
return (int)nodes[node_index].count;
}
diff --git a/TrueTrace/Resources/Builders/CommonVars.cs b/TrueTrace/Resources/Builders/CommonVars.cs
index cc67d756..52f1ae76 100644
--- a/TrueTrace/Resources/Builders/CommonVars.cs
+++ b/TrueTrace/Resources/Builders/CommonVars.cs
@@ -82,6 +82,45 @@ public void Clear() {
}
}
+ [System.Serializable]
+ public struct RayObject
+ {
+ public GameObject RayObj;
+ public List RayData;
+ }
+
+ [System.Serializable]
+ public struct RayObjectData
+ {
+ public Vector3 TransmittanceColor;
+ public Vector3 BaseColor;
+ public Vector2 MetallicRemap;
+ public Vector2 RoughnessRemap;
+ public float emmission;
+ public Vector3 EmissionColor;
+ public bool EmissionMask;
+ public bool BaseIsMap;
+ public bool ReplaceBase;
+ public float Roughness;
+ public float IOR;
+ public float Metallic;
+ public float SpecularTint;
+ public float Sheen;
+ public float SheenTint;
+ public float ClearCoat;
+ public float ClearCoatGloss;
+ public float Anisotropic;
+ public float Flatness;
+ public float DiffTrans;
+ public float SpecTrans;
+ public int Thin;
+ public bool FollowMaterial;
+ public float ScatterDist;
+ public float Specular;
+ public float AlphaCutoff;
+ public bool IsSmoothness;
+ public float NormalStrength;
+ }
[System.Serializable]
public struct MaterialData
@@ -117,6 +156,7 @@ public struct MaterialData
public Vector2 MetallicRemap;
public Vector2 RoughnessRemap;
public float AlphaCutoff;
+ public float NormalStrength;
}
[System.Serializable]
@@ -124,9 +164,7 @@ public struct BVHNode2Data
{
public AABB aabb;
public int left;
- public int first;
public uint count;
- public uint axis;
}
[System.Serializable]
diff --git a/TrueTrace/Resources/GlobalDefines.cginc b/TrueTrace/Resources/GlobalDefines.cginc
index 1a2340ff..23fc97d8 100644
--- a/TrueTrace/Resources/GlobalDefines.cginc
+++ b/TrueTrace/Resources/GlobalDefines.cginc
@@ -8,6 +8,9 @@
#define StainedGlassShadows
// #define DX11
// #define LightMapping
+// #define IgnoreBackfacing
+
+
//Dont change the ones below
diff --git a/TrueTrace/Resources/MainCompute/CommonData.cginc b/TrueTrace/Resources/MainCompute/CommonData.cginc
index 1e8f1caa..de526441 100644
--- a/TrueTrace/Resources/MainCompute/CommonData.cginc
+++ b/TrueTrace/Resources/MainCompute/CommonData.cginc
@@ -12,7 +12,6 @@ float4x4 CamInvProj;
float4x4 ViewMatrix;
int MaxBounce;
int CurBounce;
-int AlbedoAtlasSize;
uint screen_width;
uint screen_height;
@@ -232,12 +231,11 @@ struct MaterialData {//56
float2 MetallicRemap;
float2 RoughnessRemap;
float AlphaCutoff;
+ float NormalStrength;
};
StructuredBuffer _Materials;
-float AtlasSize;
-
SamplerState my_linear_clamp_sampler;
SamplerState sampler_trilinear_clamp;
SamplerState my_point_clamp_sampler;
diff --git a/TrueTrace/Resources/MainCompute/IntersectionKernels.compute b/TrueTrace/Resources/MainCompute/IntersectionKernels.compute
index b3925341..dafc2aec 100644
--- a/TrueTrace/Resources/MainCompute/IntersectionKernels.compute
+++ b/TrueTrace/Resources/MainCompute/IntersectionKernels.compute
@@ -54,6 +54,14 @@ inline void IntersectTriangle(int mesh_id, int tri_id, const Ray ray, inout RayH
#endif
if(_Materials[MaterialIndex].specTrans == 1) return;
#endif
+ #ifdef IgnoreBackfacing
+ #ifndef AdvancedAlphaMapped
+ #ifndef IgnoreGlassMain
+ int MaterialIndex = (MatOffset + AggTris[tri_id].MatDat);
+ #endif
+ #endif
+ if(_Materials[MaterialIndex].specTrans != 1 && dot(normalize(cross(normalize(tri.posedge1), normalize(tri.posedge2))), ray.direction) > 0) return;
+ #endif
ray_hit.t = t;
ray_hit.u = u;
ray_hit.v = v;
@@ -70,7 +78,7 @@ void IntersectBVH() {
Ray ray;
#ifndef HardwareRT
int Reps;
- uint2 stack[24];
+ uint2 stack[16];
int stack_size = 0;
uint2 current_group;
uint oct_inv4;
@@ -156,7 +164,8 @@ void IntersectBVH() {
current_group.x = (uint)0;
current_group.y = (uint)0x80000000;
uint2 triangle_group;
- [loop]while (Reps < 1000) {//Traverse Accelleration Structure(Compressed Wide Bounding Volume Hierarchy)
+ [loop]while (Reps < 1000) {//Traverse Accelleration Structure(Compressed Wide Bounding Volume Hierarchy)
+
[branch]if (current_group.y & 0xff000000) {
uint child_index_offset = firstbithigh(current_group.y);
@@ -228,6 +237,11 @@ void IntersectBVH() {
}
}
}
+ // [branch]if(CurBounce == 0) {
+ // int PixIndex = GlobalRay.PixelIndex;
+ // uint2 TempUv = uint2(PixIndex % screen_width, PixIndex / screen_width);
+ // if(stack_size >= 15) _DebugTex[TempUv] = 1;//float4(Reps / 42.0f, Reps > 82, 0, 0);
+ // }
if ((current_group.y & 0xff000000) == 0) {
if (stack_size == 0) {//thread has finished traversing
[branch]if(CurBounce == 0) {
@@ -266,7 +280,7 @@ void IntersectBVHShadow(const int localid) {
Ray ray;
#ifndef HardwareRT
- uint2 stack[24];
+ uint2 stack[16];
int stack_size = 0;
uint2 current_group;
int NodeOffset;
diff --git a/TrueTrace/Resources/MainCompute/Materials.cginc b/TrueTrace/Resources/MainCompute/Materials.cginc
index 1bb263d1..51b419a0 100644
--- a/TrueTrace/Resources/MainCompute/Materials.cginc
+++ b/TrueTrace/Resources/MainCompute/Materials.cginc
@@ -414,9 +414,9 @@ static float3 EvaluateDisneyBRDF(const MaterialData hitDat, const float3 wo, con
float ax, ay;
CalculateAnisotropicParams(hitDat.roughness, hitDat.anisotropic, ax, ay);
- float d = GgxAnisotropicD(wm, ax, ay);
- float gl = SeparableSmithGGXG1(wi, wm, ax, ay);
- float gv = SeparableSmithGGXG1(wo, wm, ax, ay);
+ float d = GgxAnisotropicD(wm, ay, ax);
+ float gl = SeparableSmithGGXG1(wi, wm, ay, ax);
+ float gv = SeparableSmithGGXG1(wo, wm, ay, ax);
float3 f = DisneyFresnel(hitDat, wo, wm, wi);
// fPdf = gv * max(dot(wi, wm), 0.0) * d * (rcp(4.0f * (dot(wi, wm)))) / dotNL;
diff --git a/TrueTrace/Resources/MainCompute/RayGenKernels.compute b/TrueTrace/Resources/MainCompute/RayGenKernels.compute
index 36ebbcf5..28efdc48 100644
--- a/TrueTrace/Resources/MainCompute/RayGenKernels.compute
+++ b/TrueTrace/Resources/MainCompute/RayGenKernels.compute
@@ -29,13 +29,9 @@ void GenerateASVGF(uint3 id : SV_DispatchThreadID) {
GlobalColors[pixel_index] = InitCol;
WorldPosA[id.xy] = float4(0,0,0, 0);
NEEPosA[id.xy] = float4(0,0,0, 0);
- // InterlockedAdd(BufferSizes[0].tracerays, 1);
}
-
-
-
#pragma kernel Generate
[numthreads(256, 1, 1)]
void Generate(uint3 id : SV_DispatchThreadID) {
@@ -49,11 +45,38 @@ void Generate(uint3 id : SV_DispatchThreadID) {
RayData globray = {ray.origin, octahedral_32(ray.direction), pixel_index, 0, 0,0,asuint(FarPlane),0};
GlobalRays[pixel_index] = globray;
GlobalColors[pixel_index] = InitCol;
+}
+
+#pragma kernel GIReTraceKernel
+[numthreads(16, 16, 1)]
+void GIReTraceKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID, uint3 id3 : SV_GroupID, uint id4 : SV_GroupIndex) {
+ if (id.x >= screen_width || id.y >= screen_height) return;
+ const uint pixel_index = id.y * screen_width + id.x;
- // InterlockedAdd(BufferSizes[0].tracerays, 1);
+ float2 uv = float2((id.xy) / float2(screen_width, screen_height));
+ SmallerRay ray = CreateCameraRay(uv * 2.0f - 1.0f, pixel_index);
+ RandomNumsWrite[id.xy] = float4(curframe, pixel_index, 0, 0);
+
+ if(curframe % ReSTIRGIUpdateRate == pixel_index % ReSTIRGIUpdateRate) {
+ #ifdef HDRP
+ float2 MotionVector = MotionVectors[int3(id.xy,0)].xy;
+ #else
+ float2 MotionVector = MotionVectors.SampleLevel(my_linear_clamp_sampler, uv, 0).xy;
+ #endif
+ int2 prevIndex = int2(floor(((float2(id.xy) + 0.5) * float2(rcp(screen_width), rcp(screen_height)) - MotionVector) * float2(screen_width, screen_height)));
+ if ((!DoPartialRendering || (int(prevIndex.x)/2 + int(prevIndex.y)/2 + curframe-1)%PartialRenderingFactor==0) && RandomNums[prevIndex].z == 0 && ReservoirA[prevIndex].z != 3 && prevIndex.x >= 0 && prevIndex.x < screen_width && prevIndex.y >= 0 && prevIndex.y < screen_height && PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].throughput.x >= 0) {
+ RandomNumsWrite[id.xy] = float4(PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].throughput.yx, 1 + ReservoirA[prevIndex].z, PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].throughput.z);
+ }
+ }
+ RayData globray = {ray.origin, octahedral_32(ray.direction), pixel_index, 0, 0,0,asuint(FarPlane),0};
+ GlobalRays[pixel_index] = globray;
+ GlobalColors[pixel_index] = InitCol;
+ WorldPosA[id.xy] = float4(0,0,0, 0);
+ NEEPosA[id.xy] = float4(0,0,0, 0);
}
+
int LightMapTriCount;
struct LightMapTriData
diff --git a/TrueTrace/Resources/MainCompute/RayTracingShader.compute b/TrueTrace/Resources/MainCompute/RayTracingShader.compute
index 6377aafa..dbedfc53 100644
--- a/TrueTrace/Resources/MainCompute/RayTracingShader.compute
+++ b/TrueTrace/Resources/MainCompute/RayTracingShader.compute
@@ -34,6 +34,7 @@ int BackgroundType;
float3 BackgroundColor;
float BackgroundIntensity;
bool ImprovedPrimaryHit;
+bool ClayMode;
//These are here purely for the Atrous
#ifdef HardwareRT
@@ -271,9 +272,6 @@ int2 StochasticBilinear(float2 st, float u) {
#endif
}
-int NormalSize;
-int EmissiveSize;
-
//can I improve RIS by pre-doing the transforms??
inline int SelectLight(const uint pixel_index, const uint MeshIndex, inout float lightWeight, float3 Norm, float3 Position, float4x4 Transform, inout float3 Radiance, inout float3 FinalPos) {//Need to check these to make sure they arnt simply doing uniform sampling
@@ -336,7 +334,7 @@ inline int SelectLight(const uint pixel_index, const uint MeshIndex, inout float
float2 EmissionUV = AlignUV(BaseUv, MatDat.AlbedoTexScale, MatDat.EmissiveTex);
if (EmissionUV.x != -1) {
float3 EmissCol = lerp(MatDat.EmissionColor, MatDat.surfaceColor, saturate(MatDat.Tag & 0x2));
- float4 EmissTexture = _EmissiveAtlas[StochasticBilinear(EmissionUV * EmissiveSize, random(112, pixel_index).x)];
+ float4 EmissTexture = _EmissiveAtlas.SampleLevel(my_linear_clamp_sampler, EmissionUV, 0);
if(saturate(MatDat.Tag & 0x1)) {//IS a mask
MatDat.emmissive *= luminance(EmissTexture.xyz * EmissTexture.w);
MatDat.surfaceColor = lerp(MatDat.surfaceColor, EmissCol, saturate(MatDat.emmissive) * saturate(MatDat.Tag & 0x4));
@@ -353,7 +351,7 @@ inline int SelectLight(const uint pixel_index, const uint MeshIndex, inout float
inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hitDat, RayHit hit, uint2 id, float2 NormalUV, RayData RayDat, const uint pixel_index, int MaterialIndex, inout float4 AlbedoTexData, inout uint4 PrevWorldData, inout float4 PrevScreenData) {//main function
bool CB = !DoPartialRendering;
if(!CB) {
- CB = (int(id.x)/2 + int(id.y)/2 + curframe)%PartialRenderingFactor==0;//(floor((pixel_index % screen_width) / PartialRenderingFactor) + (floor((pixel_index / screen_width) / PartialRenderingFactor) % PartialRenderingFactor)) % PartialRenderingFactor;
+ CB = (int(id.x)/2 + int(id.y)/2 + curframe)%PartialRenderingFactor==0;
if(UseASVGF || (UseReSTIRGI && ReSTIRGIUpdateRate != 0)) {
if(RandomNums[id].z != 0 || RandomNums[id].w != 0) CB = true;
}
@@ -388,9 +386,9 @@ inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hit
[branch] if (CurBounce == 0 && NormalUV.x != -1) {//Handle Normal Maps
float3 LocalTan = GetTriangleTangent(hit.triangle_id, float2(hit.u, hit.v), Inverse);
float3 LocalBinorm = normalize(cross(Geomnorm, LocalTan));
- float2 Norm = _NormalAtlas.SampleLevel(sampler_NormalAtlas, NormalUV, clamp(pow(hit.t, 0.0f) / 7.0f,0,2));// [NormalUV * NormalSize];
+ float2 Norm = _NormalAtlas.SampleLevel(sampler_NormalAtlas, NormalUV, clamp(pow(hit.t, 0.0f) / 7.0f,0,2));
- float3 LocalNormIN = float3((2.0f * Norm - 1.0f), 0.0f);
+ float3 LocalNormIN = float3((hitDat.NormalStrength * Norm - (hitDat.NormalStrength / 2.0f)), 0.0f);
LocalNormIN.z = 1.0 - 0.5 * dot(LocalNormIN, LocalNormIN);
norm = clamp(normalize(mul(normalize(LocalNormIN), float3x3(LocalTan, LocalBinorm, Geomnorm)).xyz),-1,1);
if (abs(norm.x) == abs(norm.y) == abs(norm.z)) norm = Geomnorm;
@@ -440,7 +438,7 @@ inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hit
float2 MotionVector = MotionVectors.SampleLevel(my_linear_clamp_sampler, (id) / float2(screen_width, screen_height) , 0).xy;
#endif
uint2 prevIndexDoub = int2(floor(((float2(id) + 0.5) * float2(rcp(screen_width), rcp(screen_height)) - MotionVector) * float2(screen_width, screen_height)));
- // hitDat.surfaceColor = unpackRGBE(WorldPosB[prevIndexDoub].w);
+ hitDat.surfaceColor = unpackRGBE(WorldPosB[prevIndexDoub].w);
ray.direction = normalize(asfloat(WorldPosB[prevIndexDoub].xyz) - (pos + USGNorm * NormalOffset));
MaterialLobe = RandomNums[id].z - 1;
validBSDFSample = ReconstructBsdf(hitDat, PrevDirection, ray.direction, norm, pdf, bsdf_value, GetTangentSpace(norm), pixel_index, MaterialLobe);
@@ -544,15 +542,21 @@ inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hit
AlbedoTexData = float4(((CurBounce == 0) ? max(throughput, 0.005f) : (max(throughput, 0.005f) * AlbedoTexData.xyz)), (UseASVGF && ((MaterialLobe == 3 && hitDat.roughness < 0.25f) || (MaterialLobe == 0 && hitDat.roughness < 0.01f && hitDat.metallic == 1 && CurBounce == 0))) ? -1 : (CurBounce + 1));
throughput = 1;
}
+ if(UseReSTIRGI && CurBounce == 1 && ((asuint(Color.pad) >> 16) / 65535.0f == 1 || asuint(PrevScreenData.w) >> 30 == 3) && (asuint(Color.pad) & 0xFFFF) / 65535.0f < 0.01f) {
+ PrevScreenData = float4(asfloat(octahedral_32(Geomnorm)), asfloat(octahedral_32(norm)),PrevScreenData.z + hit.t, asfloat(packRGBE(max(throughput, 0.005f))));
+ throughput = 1;
+ Color.throughput = 1;
+ // hitDat.surfaceColor = 1;
+ }
[branch] if ((UseNEE) && CurBounce < MaxBounce && hitDat.MatType != VolumetricIndex && unitylightcount + LightMeshCount != 0 && CB && !(MaterialLobe == 0 && hitDat.roughness < 0.1f)) {//Next event estimation
- int triindex;
float3 LightNorm;
float3 LightPosition;
int LightFormat = TRILIGHT;
float3 Radiance;
float RunningWeight = 1;
float area = 1;
+ float3 MiscInfo = 0;
bool UseUnityLight = false;
if(unitylightcount != 0) {
@@ -563,14 +567,14 @@ inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hit
};
if (UseUnityLight) {
- triindex = SelectUnityLight(pixel_index, RunningWeight, norm, pos, PrevDirection);
- LightData Light = _UnityLights[triindex];
+ LightData Light = _UnityLights[SelectUnityLight(pixel_index, RunningWeight, norm, pos, PrevDirection)];
float sinPhi, cosPhi;
LightPosition = Light.Position;
LightNorm = Light.Direction;
LightFormat = Light.Type;
Radiance = Light.Radiance;
float3 RandVec = float3(random(115, pixel_index), random(116, pixel_index).x);
+ MiscInfo = float3(Light.Softness * 120.0f + 1, Light.SpotAngle);
if(LightFormat == AREALIGHTQUAD || LightFormat == AREALIGHTDISK) {
sincos(Light.ZAxisRotation, sinPhi, cosPhi);
}
@@ -622,7 +626,6 @@ inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hit
float SurfaceCos = dot(to_light, norm);//YES KEEP THIS, IT NOT ONLY IMPROVES PERFORMANCE BUT IT ALSO HELPS KEEPS THINGS LESS BIASED AS OTHERWISE THE NORMAL OFFSET CAN RESULT IN WRONG VISABILITY!
if(SurfaceCos > 0) {
-
float bsdf_pdf = 0.0f;
float3 bsdf_value = 0.0f;
if((UseReSTIRGI && CurBounce == 0) || (UseASVGF && (CurBounce == AlbedoTexData.w - 1 && CurBounce > 0))) hitDat.surfaceColor = 1.0f;
@@ -634,14 +637,14 @@ inline void calcFinalColor(SmallerRay ray, inout ColData Color, MaterialData hit
float3 Illum;
[branch]if (UseUnityLight) {
NEE_pdf = distance_to_light_squared * abs(dot(to_light, LightNorm)) / area;
- Illum = Color.throughput * (Radiance * bsdf_value) / NEE_pdf * RunningWeight * ((LightFormat == AREALIGHTQUAD || LightFormat == AREALIGHTDISK) ? (_UnityLights[triindex].Softness * 120.0f + 1) : 1.0f);
+ Illum = Color.throughput * (Radiance * bsdf_value) / NEE_pdf * RunningWeight * ((LightFormat == AREALIGHTQUAD || LightFormat == AREALIGHTDISK) ? (MiscInfo.x) : 1.0f);
} else {
NEE_pdf = (1.0f / (LightMeshCount * (abs(dot(to_light, LightNorm)) * area) / distance_to_light_squared)) / RunningWeight;//Putting the lightweight up here makes it biased
float NEEMISWeight = power_heuristic(NEE_pdf, bsdf_pdf);
Illum = Color.throughput * (Radiance * bsdf_value) / NEE_pdf * NEEMISWeight;
}
- if(LightFormat == AREALIGHTQUAD || LightFormat == AREALIGHTDISK) Illum *= pow(saturate(dot(to_light, -LightNorm)), _UnityLights[triindex].Softness * 120.0f + 1);
- if (LightFormat == SPOTLIGHT) Illum *= saturate(saturate(dot(to_light, -LightNorm)) * _UnityLights[triindex].SpotAngle.x + _UnityLights[triindex].SpotAngle.y);
+ if(LightFormat == AREALIGHTQUAD || LightFormat == AREALIGHTDISK) Illum *= pow(saturate(dot(to_light, -LightNorm)), MiscInfo.x);
+ if (LightFormat == SPOTLIGHT) Illum *= saturate(saturate(dot(to_light, -LightNorm)) * MiscInfo.y + MiscInfo.z);
if (CurBounce == 0) NEEPosA[id] = float4((LightFormat == DIRECTIONALLIGHT) ? (ray.origin + to_light * 100.0f) : LightPosition,NEEPosA[id].w);
float maxillum = max(max(Illum.x, Illum.y), Illum.z);
if(DoExposure) maxillum *= Exposure[0];
@@ -736,10 +739,13 @@ void kernel_shade(uint3 id : SV_DispatchThreadID) {
if(CurBounce == 1) WorldPosA[id.xy] = uint4(UseReSTIRGI ? asuint(ray.origin + ray.direction * 1222.0f) : asuint(ray.direction), WorldPosA[id.xy].w);
if(CurBounce == 0) TempAlbedoTex[id.xy] = float4(Color.Direct,0);
GlobalColors[pixel_index] = Color;
+ if(UseReSTIRGI && CurBounce == 1 && asuint(ScreenSpaceInfoRead[id.xy].w) >> 30 == 0) {
+ ScreenSpaceInfo[id.xy] = float4(0,0,bestHit.t, asfloat(packRGBE(max(Color.throughput, 0.005f))));
+ }
return;
}
uint4 PrevWorldData = WorldPosA[id.xy];
- float4 PrevScreenData = (!UseASVGF && CurBounce == 0) ? 0 : ScreenSpaceInfo[id.xy];
+ float4 PrevScreenData = (!UseASVGF && CurBounce == 0) ? 0 : ScreenSpaceInfoRead[id.xy];
float2 BaseUv;
int MaterialIndex;
@@ -789,19 +795,20 @@ void kernel_shade(uint3 id : SV_DispatchThreadID) {
if(TempMat.MatType == VideoIndex) {
TempMat.surfaceColor = VideoTex.SampleLevel(sampler_VideoTex, BaseUv, 0).xyz;
} else if(AlbedoUv.x != -1 && !HitTerrain) {
- TempMat.surfaceColor *= _TextureAtlas[AlbedoUv * 16300].xyz;
+ TempMat.surfaceColor *= _TextureAtlas.SampleLevel(my_point_clamp_sampler, AlbedoUv, 0).xyz;
}
#ifdef LightMapping
if(CurBounce == 0) TempMat.surfaceColor = 1;
#endif
- TempMat.roughness = max(TempMat.roughness, 0.00001f);
if (TempMat.specTrans != 1 && MetallicUV.x > 0) {float Tempmet = MetallicTex.SampleLevel(my_point_clamp_sampler, MetallicUV, max(CurBounce, 0)); TempMat.metallic = Tempmet;}
if (RoughnessUV.x > 0) TempMat.roughness = saturate(RoughnessTex.SampleLevel(my_point_clamp_sampler, RoughnessUV, max(CurBounce, 0)));
if(!all(TempMat.MetallicRemap == float2(0,1))) TempMat.metallic = (TempMat.metallic * (TempMat.MetallicRemap.y - TempMat.MetallicRemap.x)) + TempMat.MetallicRemap.x;
if(TempMat.IsSmoothness) TempMat.roughness = 1.0f - TempMat.roughness;
if(!all(TempMat.RoughnessRemap == float2(0,1))) TempMat.roughness = (TempMat.roughness * (TempMat.RoughnessRemap.y - TempMat.RoughnessRemap.x)) + TempMat.RoughnessRemap.x;
- // if(AlbedoTexData.w != -1) TempMat.roughness = min(TempMat.roughness + max(CurBounce / (float)MaxBounce,0),1);
+
+ TempMat.roughness = max(TempMat.roughness, 0.00001f);
TempMat.surfaceColor = max(TempMat.surfaceColor, 0.005f);
+ if(ClayMode) TempMat.surfaceColor = 0.75f;
if(TempMat.emmissive > 0) {
float2 EmissionUV = AlignUV(BaseUv, TempMat.AlbedoTexScale, TempMat.EmissiveTex);
if (EmissionUV.x != -1) {
@@ -820,7 +827,7 @@ void kernel_shade(uint3 id : SV_DispatchThreadID) {
calcFinalColor(ray, Color, TempMat, bestHit, id.xy, NormalUV, GlobRay, pixel_index, MaterialIndex, AlbedoTexData, PrevWorldData, PrevScreenData);
TempAlbedoTex[id.xy] = AlbedoTexData;
if(CurBounce == 0 || any(PrevWorld != PrevWorldData)) WorldPosA[id.xy] = PrevWorldData;
- if(CurBounce == 0 || any(PrevScreen != PrevScreenData)) ScreenSpaceInfo[id.xy] = PrevScreenData;
+ if(CurBounce == 0 || ((CurBounce == 1 || !UseReSTIRGI) && any(PrevScreen != PrevScreenData))) ScreenSpaceInfo[id.xy] = PrevScreenData;
GlobalColors[pixel_index] = Color;
}
@@ -862,40 +869,6 @@ void kernel_finalize(uint3 id : SV_DispatchThreadID) {//Moved final accumulation
}
-
-
-#pragma kernel GIReTraceKernel
-
-static const ColData InitCol = { 1,1,1,0,0,0,0,0,0,0,0,0};
-[numthreads(24, 24, 1)]
-void GIReTraceKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID, uint3 id3 : SV_GroupID, uint id4 : SV_GroupIndex) {
- if (id.x >= screen_width || id.y >= screen_height) return;
- const uint pixel_index = id.y * screen_width + id.x;
-
- float2 uv = float2((id.xy) / float2(screen_width, screen_height));
- SmallerRay ray = CreateCameraRay(uv * 2.0f - 1.0f, pixel_index);
- // Rays[pixel_index] = ray;
- RandomNumsWrite[id.xy] = float4(curframe, pixel_index, 0, 0);
-
- if(curframe % ReSTIRGIUpdateRate == pixel_index % ReSTIRGIUpdateRate) {
- #ifdef HDRP
- float2 MotionVector = MotionVectors[int3(id.xy,0)].xy;
- #else
- float2 MotionVector = MotionVectors.SampleLevel(my_linear_clamp_sampler, uv, 0).xy;
- #endif
- int2 prevIndex = int2(floor(((float2(id.xy) + 0.5) * float2(rcp(screen_width), rcp(screen_height)) - MotionVector) * float2(screen_width, screen_height)));
- if ((!DoPartialRendering || (int(prevIndex.x)/2 + int(prevIndex.y)/2 + curframe-1)%PartialRenderingFactor==0) && RandomNums[prevIndex].z == 0 && ReservoirA[prevIndex].z != 3 && prevIndex.x >= 0 && prevIndex.x < screen_width && prevIndex.y >= 0 && prevIndex.y < screen_height && PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].throughput.x >= 0) {
- RandomNumsWrite[id.xy] = float4(PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].throughput.yx, 1 + ReservoirA[prevIndex].z, PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].throughput.z);
- }
- }
- RayData globray = {ray.origin, octahedral_32(ray.direction), pixel_index, 0, 0,0,asuint(FarPlane),0};
- GlobalRays[pixel_index] = globray;
- GlobalColors[pixel_index] = InitCol;
- WorldPosA[id.xy] = float4(0,0,0, 0);
- NEEPosA[id.xy] = float4(0,0,0, 0);
-}
-
-
#pragma kernel TransferKernel
[numthreads(1, 1, 1)]
void TransferKernel(uint3 id : SV_DispatchThreadID) {
diff --git a/TrueTrace/Resources/MainCompute/ReSTIRGI.compute b/TrueTrace/Resources/MainCompute/ReSTIRGI.compute
index 510b28a8..4bd91c80 100644
--- a/TrueTrace/Resources/MainCompute/ReSTIRGI.compute
+++ b/TrueTrace/Resources/MainCompute/ReSTIRGI.compute
@@ -117,6 +117,8 @@ groupshared float4 ReservoirGS[KernelSize * KernelSize];
groupshared float4 NEEPosGS[KernelSize * KernelSize];
groupshared ColData ColsGS[KernelSize * KernelSize];
static const ColData InitCol = { 1,1,1,0,0,0,0,0,0,0,0,0};
+Texture2D SecondaryScreenSpaceInfoRead;
+Texture2D PrevSecondaryScreenSpaceInfoRead;
[numthreads(KernelSize, KernelSize, 1)]
void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID, uint3 id3 : SV_GroupID, uint id4 : SV_GroupIndex) {
@@ -156,13 +158,15 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
CenterCol.throughput.y = frames_accumulated;
uint4 WorldPos = WorldPosC[id.xy];
float4 NEEPos = NEEPosA[id.xy];
-
- MaterialData SurfaceMat = _Materials[(asuint(GBuffer.w) << 2) >> 2];
+ const int MatIndex = (asuint(GBuffer.w) << 2) >> 2;
+ MaterialData SurfaceMat = _Materials[MatIndex];
SurfaceMat.surfaceColor = max(unpackRGBE(WorldPos.w), 0.005f);
SurfaceMat.roughness = (asuint(CenterCol.pad) & 0xFFFF) / 65535.0f;
SurfaceMat.metallic = (asuint(CenterCol.pad) >> 16) / 65535.0f;
+ float3 SecondarySurface = unpackRGBE(asuint(SecondaryScreenSpaceInfoRead[id.xy].w));
const uint Case = asuint(GBuffer.w) >> 30;
+ bool IsMirror = (SurfaceMat.metallic == 1 || Case == 3) && SurfaceMat.roughness < 0.01f;
float3 bsdf, NEEbsdf;
float pdf, NEEpdf;
CenterCol.Indirect = clamp(CenterCol.Indirect, 0.0f, 2500.0f);//I NEED to find a better way of handling fireflies
@@ -182,6 +186,7 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
int2 prevIndex = int2(floor(((float2(id.xy) + 0.5) * float2(rcp(screen_width), rcp(screen_height)) - MotionVector) * float2(screen_width, screen_height)));
float4 PrevRes = ReservoirB[prevIndex];
float4 PrevGBuffer = PrevScreenSpaceInfo[prevIndex];
+ GlobalColors[pixel_index].throughput = float3(asfloat(uint2(octahedral_32(GeomNorm), octahedral_32(SurfNorm))), GBuffer.z);
int2 CachedID = -1;
GradientWrite[ceil(id.xy / 3)] = 0;
@@ -196,8 +201,9 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
float LumA = luminance(CenterCol.Direct + unpackRGBE(CenterCol.PrimaryNEERay));
float LumB = luminance(PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].Direct + unpackRGBE(PrevGlobalColorsA[prevIndex.x + prevIndex.y * screen_width].PrimaryNEERay));
if(LumB != 0 || LumA != 0) GradientWrite[ceil(id.xy / 3)] = float2(clamp(pow(abs(LumA - LumB) / (1.0f + max(LumB, LumA)),1.0f),0,1),0);
- if(NEEPosB[prevIndex].w != 0 || NEEPos.w != 0) GradientWrite[ceil(id.xy / 3)] = float2(GradientWrite[ceil(id.xy / 3)].x, clamp(pow(abs(NEEPos.w - NEEPosB[prevIndex].w) / (1.0f + max(NEEPosB[prevIndex].w, NEEPos.w)),1.0f),0,1));
- if(abs(NEEPosB[prevIndex].w - NEEPos.w) > 0.51f * max(NEEPosB[prevIndex].w, NEEPos.w)) {
+ LumB = NEEPosB[prevIndex].w;
+ if(LumB != 0 || NEEPos.w != 0) GradientWrite[ceil(id.xy / 3)] = float2(GradientWrite[ceil(id.xy / 3)].x, clamp(pow(abs(NEEPos.w - LumB) / (1.0f + max(LumB, NEEPos.w)),1.0f),0,1));
+ if(abs(LumB - NEEPos.w) > 0.51f * max(LumB, NEEPos.w)) {
CenterCol.throughput.x = 0;
} else {
float3 geo_normal_prev = i_octahedral_32(asuint(PrevGBuffer.x));//needs to be TEX_PT_GEO_NORMAL_B, but since for now I am not worrying about normal maps yet, it can use the same texture
@@ -212,21 +218,25 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
}
}
float wsum = CurrentRes.w;
-
+ float3 NormA = GeomNorm;
+ float3 NormB = i_octahedral_32(asuint(PrevGBuffer.x));
+ float DepthA;
[branch]if(TemporalValid && !SkipTemporal) {
if(UseReSTIRGITemporal) {
- float3 geo_normal_prev = i_octahedral_32(asuint(PrevGBuffer.x));
-
+ if(IsMirror) {
+ NormA = i_octahedral_32(asuint(SecondaryScreenSpaceInfoRead[id.xy].x));
+ NormB = i_octahedral_32(asuint(PrevSecondaryScreenSpaceInfoRead[prevIndex].x));
+ }
float dist_depth = (abs(GBuffer.z - PrevGBuffer.z)) / abs(GBuffer.z);
- float dot_geo_normals = dot(GeomNorm, geo_normal_prev);
-
- if ((((asuint(GBuffer.w) << 2) >> 2) == ((asuint(PrevGBuffer.w) << 2) >> 2)) && (dist_depth < 0.1f && dot_geo_normals > 0.7) && (PrevRes.z != 0 || ggx_distribution(dot(normalize(-normalize(asfloat(WorldPosB[prevIndex].xyz) - PrimaryHitPosition) + CameraRay.direction), GeomNorm), clamp(SurfaceMat.roughness, 0.089 * 0.089, 1.0)) > 0.1f * randomNEE(126, pixel_index).y)) {
- PrevRes.x = clamp(PrevRes.x,1,(PrevRes.z == 3) ? 12.0f : ReSTIRGITemporalMCap);
- UpdateReservoir(CurrentRes, wsum, PrevRes, randomNEE(126, pixel_index).x, CachedID, prevIndex);
- CurrentRes.x += PrevRes.x;
- TemporalValid = true;
- } else {
- TemporalValid = false;
+ float dot_geo_normals = dot(NormA, NormB);
+ TemporalValid = false;
+ if ((MatIndex == ((asuint(PrevGBuffer.w) << 2) >> 2)) && (dist_depth < 0.1f && dot_geo_normals > 0.7)) {
+ if(PrevRes.z != 0 || ggx_distribution(dot(normalize(-normalize(asfloat(WorldPosB[prevIndex].xyz) - PrimaryHitPosition) + CameraRay.direction), GeomNorm), clamp(SurfaceMat.roughness, 0.089 * 0.089, 1.0)) > 0.1f * randomNEE(126, pixel_index).y) {
+ PrevRes.x = clamp(PrevRes.x,1,ReSTIRGITemporalMCap);
+ UpdateReservoir(CurrentRes, wsum, PrevRes, randomNEE(126, pixel_index).x, CachedID, prevIndex);
+ CurrentRes.x += PrevRes.x;
+ TemporalValid = true;
+ }
}
}
@@ -247,6 +257,8 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
TempCol.PrimaryNEERay *= EvaluateBsdf(SurfaceMat, CameraRay.direction, normalize(TempNEEPos.xyz - PrimaryHitPosition), GeomNorm, NEEpdf, NEEbsdf, pixel_index);
bool Valid4 = ReconstructBsdf(SurfaceMat, CameraRay.direction, normalize(asfloat(TempWorldPos.xyz) - PrimaryHitPosition), GeomNorm, pdf, bsdf, NormTangentSpace, pixel_index, CurrentRes.z);
if(Valid4) {
+ IsMirror = (SurfaceMat.metallic == 1 || Case == 3) && SurfaceMat.roughness < 0.01f;
+ SecondarySurface = unpackRGBE(asuint(PrevSecondaryScreenSpaceInfoRead[CachedID].w));
CenterCol = TempCol;
float Lum = luminance((CenterCol.Direct + CenterCol.Indirect) * bsdf) + luminance(unpackRGBE(CenterCol.PrimaryNEERay) * NEEbsdf);
CurrentRes.w = clamp(Lum,0,3000);
@@ -267,24 +279,30 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
GroupMemoryBarrier();
CachedID = -1;
- float DepthModifier = rcp(24.0f * dot(CamDelta,CamDelta) + 1.0f);
if (UseReSTIRGISpatial) {
- bool IsMirror = (SurfaceMat.metallic == 1 || Case == 3) && SurfaceMat.roughness < 0.01f;
+ float DepthModifier = rcp(24.0f * dot(CamDelta,CamDelta) + 1.0f);
float2 neighborOffset;
int2 NeighborIndex;
float2 RandOffsets;
float2 RandOffsets2;
float MaxDist = 6.0f;
+ NormA = GeomNorm;
+ DepthA = GBuffer.z;
+ if(IsMirror) {
+ NormA = i_octahedral_32(asuint(SecondaryScreenSpaceInfoRead[id.xy].x));
+ DepthA = SecondaryScreenSpaceInfoRead[id.xy].z;
+ }
if((prevIndex.x < 0 || prevIndex.x >= (int)screen_width || prevIndex.y < 0 || prevIndex.y >= (int)screen_height)) {
MaxDist = max(MaxDist, 2.0f * dis(float4(0, 0, screen_width, screen_height), prevIndex));
}
for (int i = 0; i < ReSTIRGISpatialCount; i++) {
RandOffsets = randomNEE(i + 127, pixel_index);
RandOffsets2 = randomNEE(i + 160, pixel_index);
- neighborOffset = vogelDiskSample(i, ReSTIRGISpatialCount, RandOffsets.y, 2.0f * PI * RandOffsets.x) * max(RandOffsets2.x * GISpatialRadius * (IsMirror ? 0.05f : 1.0f), RandOffsets2.x *MaxDist);
+ neighborOffset = vogelDiskSample(i, ReSTIRGISpatialCount, RandOffsets.y, 2.0f * PI * RandOffsets.x) * max(RandOffsets2.x * GISpatialRadius, RandOffsets2.x *MaxDist);
#ifndef LightMapping
if(!IsMirror && dot(neighborOffset, neighborOffset) < 1) neighborOffset = normalize(neighborOffset) * 6.0f;
#endif
+
NeighborIndex = prevIndex + neighborOffset;
if(NeighborIndex.x >screen_width || NeighborIndex.x < 0) neighborOffset.x *= -1.0f;
if(NeighborIndex.y >screen_height || NeighborIndex.y < 0) neighborOffset.y *= -1.0f;
@@ -293,31 +311,43 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
if ((NeighborIndex.x < 0 || NeighborIndex.x >= (int)screen_width || NeighborIndex.y < 0 || NeighborIndex.y >= (int)screen_height)) continue;
PrevRes = ReservoirB[NeighborIndex];
- PrevGBuffer = PrevScreenSpaceInfo[NeighborIndex];
+ if(IsMirror) {
+ PrevGBuffer = PrevSecondaryScreenSpaceInfoRead[NeighborIndex];
+ } else {
+ PrevGBuffer = PrevScreenSpaceInfo[NeighborIndex];
+ }
- float NormFactor = dot(i_octahedral_32(asuint(PrevGBuffer.x)), GeomNorm);
- float DistDiff = (abs(GBuffer.z - PrevGBuffer.z)) * DepthModifier;
+ float NormFactor = dot(i_octahedral_32(asuint(PrevGBuffer.x)), NormA);
+ float DistDiff = (abs(DepthA - PrevGBuffer.z)) * DepthModifier;
if (!(DistDiff >= 0.1f || NormFactor < 0.99) && PrevRes.z == CurrentRes.z &&
((PrevRes.w - CurrentRes.w) < 0.0f || abs(PrevRes.w - CurrentRes.w) < min(PrevRes.w + 1.0f, CurrentRes.w + 1.0f) * 25.0f)) {
- if(PrevRes.z == 0 && !ggx_distribution(dot(normalize(-normalize(asfloat(WorldPosB[NeighborIndex].xyz) - PrimaryHitPosition) + CameraRay.direction), GeomNorm), clamp(SurfaceMat.roughness, 0.089 * 0.089, 1.0)) > 0.1f) continue;
- if(GBuffer.z < 0 && luminance(abs(unpackRGBE(WorldPosB[NeighborIndex].w) - SurfaceMat.surfaceColor)) > 0.01f) continue;
+ if(GBuffer.z < 0 || PrevRes.z == 0) {
+ const uint4 WorldSpatial = WorldPosB[NeighborIndex];
+ if(GBuffer.z < 0) {
+ if(luminance(abs(unpackRGBE(WorldSpatial.w) - SurfaceMat.surfaceColor)) > 0.01f) continue;
+ } else {
+ if(!ggx_distribution(dot(normalize(-normalize(asfloat(WorldSpatial.xyz) - PrimaryHitPosition) + CameraRay.direction), NormA), clamp(SurfaceMat.roughness, 0.089 * 0.089, 1.0)) > 0.1f) continue;
+ }
+ }
UpdateReservoir(CurrentRes, wsum, PrevRes, RandOffsets2.y, CachedID, NeighborIndex);
CurrentRes.x += PrevRes.x;
}
}
+
if(!TemporalValid) {
- for(int i = 0; i < 12; i++) {
+ for(int i = 0; i < 48; i++) {
int2 LocalRand = floor(random(193 + i, pixel_index) * KernelSize);
int LocalRandID = LocalRand.x + LocalRand.y * KernelSize;
if(LocalRandID == id2.x + id2.y * KernelSize) continue;
PrevRes = ReservoirGS[LocalRandID];
int2 NeighborIndex = id3 * KernelSize + LocalRand;
- PrevGBuffer = ScreenSpaceInfoRead[NeighborIndex];
+ if(IsMirror) PrevGBuffer = PrevSecondaryScreenSpaceInfoRead[NeighborIndex];
+ else PrevGBuffer = PrevScreenSpaceInfo[NeighborIndex];
- float NormFactor = dot(i_octahedral_32(asuint(PrevGBuffer.x)), GeomNorm);
- float DistDiff = (abs(GBuffer.z - PrevGBuffer.z)) * DepthModifier;
+ float NormFactor = dot(i_octahedral_32(asuint(PrevGBuffer.x)), NormA);
+ float DistDiff = (abs(DepthA - PrevGBuffer.z)) / abs(DepthA) * DepthModifier;
if (!(DistDiff >= 0.1f || NormFactor < 0.99) && PrevRes.z == CurrentRes.z &&
((PrevRes.w - CurrentRes.w) < 0.0f || abs(PrevRes.w - CurrentRes.w) < min(PrevRes.w + 1.0f, CurrentRes.w + 1.0f) * 25.0f)) {
@@ -335,8 +365,6 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
if (CurrentRes.y > 10) CurrentRes.y = 0;
-
-
if(CachedID.x != -1) {
ColData TempCol;
uint4 TempWorldPos;
@@ -359,6 +387,7 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
TempCol.PrimaryNEERay *= EvaluateBsdf(SurfaceMat, CameraRay.direction, normalize(TempNEEPos.xyz - PrimaryHitPosition), SurfNorm, NEEpdf, NEEbsdf, pixel_index);
bool Valid4 = ReconstructBsdf(SurfaceMat, CameraRay.direction, normalize(asfloat(TempWorldPos.xyz) - PrimaryHitPosition), SurfNorm, pdf, bsdf, NormTangentSpaceSurf, pixel_index, Case3);
if(Valid4 || Case == 3) {
+ IsMirror = (SurfaceMat.metallic == 1 || Case == 3) && SurfaceMat.roughness < 0.01f;
CenterCol = TempCol;
WorldPos = TempWorldPos;
NEEPos = TempNEEPos;
@@ -375,6 +404,7 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
WorldPosC[id.xy] = uint4(asuint(normalize(asfloat(WorldPos.xyz) - PrimaryHitPosition)), packRGBE(SurfaceMat.surfaceColor));
return;
} else {
+ IsMirror = (SurfaceMat.metallic == 1 || Case == 3) && SurfaceMat.roughness < 0.01f;
CenterCol.PrimaryNEERay *= EvaluateBsdf(SurfaceMat, CameraRay.direction, normalize(NEEPos.xyz - PrimaryHitPosition), SurfNorm, NEEpdf, NEEbsdf, pixel_index);
}
}
@@ -398,16 +428,19 @@ void ReSTIRGIKernel(uint3 id : SV_DispatchThreadID, uint3 id2 : SV_GroupThreadID
}
#endif
}
-
- if(Case != 3) TempAlbedoTex[id.xy] = float4( max(bsdf, 0.005f), 1);
- GlobalColors[pixel_index].Direct = CenterCol.Direct * CurrentRes.y;
- GlobalColors[pixel_index].Indirect = CenterCol.Indirect * CurrentRes.y;
- GlobalColors[pixel_index].PrimaryNEERay = packRGBE(unpackRGBE(CenterCol.PrimaryNEERay) * CurrentRes.y * NEEbsdf);
- float Metallic = saturate(SurfaceMat.metallic + SurfaceMat.Specular);
+ if(IsMirror) {
+ bsdf *= SecondarySurface;
+ GlobalColors[pixel_index].throughput = SecondaryScreenSpaceInfoRead[id.xy].xyz;
+ }
if(Case != 3) {
+ TempAlbedoTex[id.xy] = float4( max(bsdf, 0.005f), 1);
+ float Metallic = saturate(SurfaceMat.metallic + SurfaceMat.Specular);
GlobalColors[pixel_index].pad = asfloat(((uint)(Metallic * 0xFFFF) << 16) | ((uint)(max(SurfaceMat.roughness,0.39f) * 0xFFFF) & 0xFFFF));
GlobalColors[pixel_index].IsSpecular = (CurrentRes.z == 0 || Metallic > 0.7f) ? 2 : CenterCol.IsSpecular;
}
+ GlobalColors[pixel_index].Direct = CenterCol.Direct * CurrentRes.y;
+ GlobalColors[pixel_index].Indirect = CenterCol.Indirect * CurrentRes.y;
+ GlobalColors[pixel_index].PrimaryNEERay = packRGBE(unpackRGBE(CenterCol.PrimaryNEERay) * CurrentRes.y * NEEbsdf);
WorldPosC[id.xy] = uint4(asuint(normalize(asfloat(WorldPos.xyz) - PrimaryHitPosition)), packRGBE(SurfaceMat.surfaceColor));
} else {
PrevGlobalColorsB[pixel_index] = CenterCol;
diff --git a/TrueTrace/Resources/Objects/ParentObject.cs b/TrueTrace/Resources/Objects/ParentObject.cs
index 673892be..a92aec4f 100644
--- a/TrueTrace/Resources/Objects/ParentObject.cs
+++ b/TrueTrace/Resources/Objects/ParentObject.cs
@@ -307,9 +307,9 @@ public void CreateAtlas(ref int VertCount)
MaterialShader RelevantMat = AssetManager.data.Material[Index];
if(!RelevantMat.MetallicRange.Equals("null") && JustCreated) obj.Metallic[i] = SharedMaterials[i].GetFloat(RelevantMat.MetallicRange);
if(!RelevantMat.RoughnessRange.Equals("null") && JustCreated) obj.Roughness[i] = SharedMaterials[i].GetFloat(RelevantMat.RoughnessRange);
- if(RelevantMat.MetallicRemapMin != null && !RelevantMat.MetallicRemapMin.Equals("null")) obj.MetallicRemap[i] = new Vector2(SharedMaterials[i].GetFloat(RelevantMat.MetallicRemapMin), SharedMaterials[i].GetFloat(RelevantMat.MetallicRemapMax));
+ if(RelevantMat.MetallicRemapMin != null && !RelevantMat.MetallicRemapMin.Equals("null") && JustCreated) obj.MetallicRemap[i] = new Vector2(SharedMaterials[i].GetFloat(RelevantMat.MetallicRemapMin), SharedMaterials[i].GetFloat(RelevantMat.MetallicRemapMax));
else obj.MetallicRemap[i] = new Vector2(0, 1);
- if(RelevantMat.RoughnessRemapMin != null && !RelevantMat.RoughnessRemapMin.Equals("null")) obj.RoughnessRemap[i] = new Vector2(SharedMaterials[i].GetFloat(RelevantMat.RoughnessRemapMin), SharedMaterials[i].GetFloat(RelevantMat.RoughnessRemapMax));
+ if(RelevantMat.RoughnessRemapMin != null && !RelevantMat.RoughnessRemapMin.Equals("null") && JustCreated) obj.RoughnessRemap[i] = new Vector2(SharedMaterials[i].GetFloat(RelevantMat.RoughnessRemapMin), SharedMaterials[i].GetFloat(RelevantMat.RoughnessRemapMax));
else obj.RoughnessRemap[i] = new Vector2(0, 1);
if(!RelevantMat.BaseColorValue.Equals("null") && JustCreated) obj.BaseColor[i] = (Vector3)((Vector4)SharedMaterials[i].GetColor(RelevantMat.BaseColorValue));
else if(JustCreated) obj.BaseColor[i] = new Vector3(1,1,1);
diff --git a/TrueTrace/Resources/Objects/RayTracingObject.cs b/TrueTrace/Resources/Objects/RayTracingObject.cs
index d883f4ea..437ac56b 100644
--- a/TrueTrace/Resources/Objects/RayTracingObject.cs
+++ b/TrueTrace/Resources/Objects/RayTracingObject.cs
@@ -34,6 +34,7 @@ public enum Options {Diffuse, Disney, Cutout, Volumetric, Video};
public string[] Names;
[SerializeField] public float[] Specular;
[SerializeField] public float[] AlphaCutoff;
+ [SerializeField] public float[] NormalStrength;
[SerializeField] public bool[] IsSmoothness;
[SerializeField] public int Selected;
public int[] Indexes;
@@ -45,6 +46,7 @@ public enum Options {Diffuse, Disney, Cutout, Volumetric, Video};
AssetManager Assets;
[HideInInspector] public bool JustCreated = true;
[HideInInspector] public bool TilingChanged = false;
+ [HideInInspector] public int MatOffset = 0;
private bool WasDeleted = false;
public void CallMaterialOverride() {
@@ -85,7 +87,9 @@ public void CallTilingScrolled() {
public void matfill() {
TilingChanged = false;
WasDeleted = false;
- // this.gameObject.isStatic = false;
+ #if UNITY_EDITOR
+ UnityEditor.GameObjectUtility.SetStaticEditorFlags(gameObject, UnityEditor.GameObjectUtility.GetStaticEditorFlags(gameObject) & ~UnityEditor.StaticEditorFlags.BatchingStatic);
+ #endif
if(GameObject.Find("Scene") != null) Assets = GameObject.Find("Scene").GetComponent();
Mesh mesh = new Mesh();
int SubMeshCount;
@@ -124,6 +128,7 @@ public void matfill() {
MetallicRemap = new Vector2[SubMeshCount];
RoughnessRemap = new Vector2[SubMeshCount];
}
+ if(NormalStrength == null || NormalStrength.Length != SubMeshCount) {NormalStrength = new float[SubMeshCount]; System.Array.Fill(NormalStrength, 1.0f);}
if(IsSmoothness == null || IsSmoothness.Length != SubMeshCount) IsSmoothness = new bool[SubMeshCount];
if(AlphaCutoff == null || AlphaCutoff.Length != SubMeshCount) {AlphaCutoff = new float[SubMeshCount]; System.Array.Fill(AlphaCutoff, 0.1f);}
if(ScatterDist == null || ScatterDist.Length != SubMeshCount) ScatterDist = new float[SubMeshCount];
@@ -182,7 +187,24 @@ public void ResetData() {
MaterialOptions = null;
BaseColor = null;
}
-
+ public void ForceUpdateParent() {
+ if(gameObject.scene.isLoaded && (this.transform.GetComponent() != null || this.transform.parent.GetComponent() != null)) {
+ matfill();
+ if(WasDeleted) return;
+ if(this.transform.GetComponent() != null) {
+ this.transform.GetComponent().NeedsToUpdate = true;
+ if(Assets != null && Assets.UpdateQue != null && !Assets.UpdateQue.Contains(this.transform.GetComponent())) Assets.UpdateQue.Add(this.transform.GetComponent());
+ } else {
+ this.transform.parent.GetComponent().NeedsToUpdate = true;
+ if(Assets != null && Assets.UpdateQue != null && !Assets.UpdateQue.Contains(this.transform.parent.GetComponent())) Assets.UpdateQue.Add(this.transform.parent.GetComponent());
+ }
+ } else if(gameObject.scene.isLoaded && this.transform.GetComponent() != null) {
+ matfill();
+ if(WasDeleted) return;
+ if(Assets != null && Assets.UpdateQue != null && !Assets.UpdateQue.Contains(this.transform.parent.GetComponent())) Assets.UpdateQue.Add(this.transform.parent.GetComponent());
+ this.transform.GetComponent().NeedsToUpdate = true;
+ }
+ }
private void OnEnable() {
// if(this.gameObject.GetComponent() != null) this.gameObject.GetComponent().sharedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
if(gameObject.scene.isLoaded && (this.transform.GetComponent() != null || this.transform.parent.GetComponent() != null)) {
diff --git a/TrueTrace/Resources/PostProcess/Compute/SVGF.compute b/TrueTrace/Resources/PostProcess/Compute/SVGF.compute
deleted file mode 100644
index 1af56529..00000000
--- a/TrueTrace/Resources/PostProcess/Compute/SVGF.compute
+++ /dev/null
@@ -1,602 +0,0 @@
-#include "UnityCG.cginc"
-#include "../../GlobalDefines.cginc"
-
-int screen_width;
-int screen_height;
-
-int AtrousIterations;
-
-int PartialRenderingFactor;
-
-struct ColData {
- float3 throughput;
- float3 Direct;
- float3 Indirect;
- uint PrimaryNEERay;
- int IsSpecular;
- float pad;
-};
-StructuredBuffer PerPixelRadiance;
-
-Texture2D DirectB;
-Texture2D IndirectB;
-RWTexture2D DirectA;
-RWTexture2D IndirectA;
-RWTexture2D Result;
-
-Texture2D TempAlbedoTex;
-
-
-
-Texture2D ScreenSpaceInfo;
-Texture2D PrevScreenSpaceInfo;
-
-RWTexture2D MomentA;
-Texture2D MomentB;
-
-RWTexture2D HistoryTex;
-
-Texture2D WorldPosData;
-
-float3 unpackRGBE(uint x)
-{
- int exponent = int(x >> 27) - 20;
- float scale = pow(2, exponent) / 256.0;
-
- float3 v;
- v.r = float(x & 0x1ff) * scale;
- v.g = float((x >> 9) & 0x1ff) * scale;
- v.b = float((x >> 18) & 0x1ff) * scale;
-
- return v;
-}
-
-float3 i_octahedral_32( uint data ) {
- uint2 iv = uint2( data, data>>16u ) & 65535u;
- float2 v = float2(iv)/32767.5f - 1.0f;
- float3 nor = float3(v, 1.0f - abs(v.x) - abs(v.y)); // Rune Stubbe's version,
- float t = max(-nor.z,0.0); // much faster than original
- nor.x += (nor.x>0.0)?-t:t; // implementation of this
- nor.y += (nor.y>0.0)?-t:t; // technique
- return normalize( nor );
-}
-SamplerState my_linear_clamp_sampler;
-
-#define THRESHOLD_NORMAL 0.7f;
-#define THRESHOLD_DEPTH 0.1f;
-#pragma kernel kernel_copy
-
-float FarPlane;
-#ifdef HDRP
- Texture2DArray MotionVectors;
-#else
- Texture2D MotionVectors;
-#endif
-
-[numthreads(16, 16, 1)]
-void kernel_copy(int3 id : SV_DispatchThreadID)
-{//Reprojects and moves the color data from the array to textures
- if (id.x >= screen_width || id.y >= screen_height) return;
- int pixel_index = id.y * screen_width + id.x;
-
- ColData Pixel = PerPixelRadiance[pixel_index];
-
- float3 TexBaseColor = TempAlbedoTex[id.xy].xyz;
- TexBaseColor = (TexBaseColor > 0.005f ? rcp(TexBaseColor) : 0);
- // uint Input = asuint(Pixel.Metallic);
-
- float3 WorldAlbedo = unpackRGBE(WorldPosData[id.xy].w);
-
- IndirectA[id.xy] = float4(clamp(Pixel.Indirect * ((TempAlbedoTex[id.xy].xyz * ((WorldAlbedo > 0.001f) ? rcp(WorldAlbedo) : 0))),0,1200.0f),1);
- DirectA[id.xy] = float4(clamp((Pixel.Direct + unpackRGBE(Pixel.PrimaryNEERay) * ((Pixel.IsSpecular != 2) ? TexBaseColor : TexBaseColor)) * TempAlbedoTex[id.xy].xyz * ((WorldAlbedo > 0.001f) ? rcp(WorldAlbedo) : 0),0,1200.0f), 0);
-
-}
-
-
-inline float luminance(const float r, const float g, const float b) {
- return 0.299f * r + 0.587f * g + 0.114f * b;
-}
-
-
-
-
-inline bool is_tap_consistent(int x, int y, const float3 normal, float depth) {
- if (y < 0 || y >= screen_height || x < 0 || x >= screen_width) return false;
-
- float3 prev_normal = i_octahedral_32(asuint(PrevScreenSpaceInfo[int2(x, y)].x));
- float prev_depth = PrevScreenSpaceInfo[int2(x, y)].z;
-
- bool consistent_normal = dot(normal, prev_normal) > THRESHOLD_NORMAL;
- bool consistent_depth = abs(depth - prev_depth) / abs(depth) < THRESHOLD_DEPTH;
-
- return consistent_normal && consistent_depth;
-}
-
-
-
-#pragma kernel kernel_reproject
-bool UseReSTIRGI;
-[numthreads(16, 16, 1)]
-void kernel_reproject(int3 id : SV_DispatchThreadID)
-{
- if (id.x >= screen_width || id.y >= screen_height) return;
-
-
- float4 direct = DirectA[id.xy];
- float4 indirect = IndirectA[id.xy];
-
- float4 moment;
- moment.x = luminance(direct.x, direct.y, direct.z);
- moment.y = luminance(indirect.x, indirect.y, indirect.z);
- moment.z = moment.x * moment.x;
- moment.w = moment.y * moment.y;
-
-
- float3 normal = i_octahedral_32(asuint(ScreenSpaceInfo[id.xy].x));
- float depth = ScreenSpaceInfo[id.xy].z;
- // float depth_prev = HistoryNormalAndDepth[id.xy].w;
-
- #ifdef HDRP
- float2 motion = -MotionVectors.SampleLevel(my_linear_clamp_sampler, int3(id.xy,0) / float3(screen_width, screen_height, 1), 0).xy;
- #else
- float2 motion = -MotionVectors.SampleLevel(my_linear_clamp_sampler, id.xy / float2(screen_width, screen_height), 0).xy;
- #endif
-
- float2 screen_position_prev = ((((float2(id.xy)) * float2(rcp(screen_width), rcp(screen_height)) + motion)));// * float2(screen_width, screen_height)));
-
- if (depth == 0.0f) {
- DirectA[id.xy] = DirectB[id.xy];
- IndirectA[id.xy] = IndirectB[id.xy];
- return;
- };
- float u_prev = screen_position_prev.x;
- float v_prev = screen_position_prev.y;
-
- float s_prev = u_prev * (float)screen_width;
- float t_prev = v_prev * (float)screen_height;
-
- int x_prev = (int)(s_prev);
- int y_prev = (int)(t_prev);
-
- float fractional_s = s_prev - floor(s_prev);
- float fractional_t = t_prev - floor(t_prev);
-
- float one_minus_fractional_s = 1.0f - fractional_s;
- float one_minus_fractional_t = 1.0f - fractional_t;
-
- float w0 = one_minus_fractional_s * one_minus_fractional_t;
- float w1 = fractional_s * one_minus_fractional_t;
- float w2 = one_minus_fractional_s * fractional_t;
- float w3 = 1.0f - w0 - w1 - w2;
-
- float weights[4] = { w0, w1, w2, w3 };
- float consistent_weights_sum = 0.0f;
- float depth_prev;
-
- for (int j = 0; j < 2; j++) {
- for (int i = 0; i < 2; i++) {
- int tap = i + j * 2;
-
- if (is_tap_consistent(x_prev + i, y_prev + j, normal, depth)) {
- consistent_weights_sum += weights[tap];
- } else {
- weights[tap] = 0.0f;
- }
- }
- }
-
- float4 prev_direct = float4(0.0f, 0.0f, 0.0f, 0.0f);
- float4 prev_indirect = float4(0.0f, 0.0f, 0.0f, 0.0f);
- float4 prev_moment = float4(0.0f, 0.0f, 0.0f, 0.0f);
-
- // If we already found at least 1 consistent tap
- if (consistent_weights_sum > 0.0f) {
- // Add consistent taps using their bilinear weight
- for (int j = 0; j < 2; j++) {
- for (int i = 0; i < 2; i++) {
- int tap = i + j * 2;
-
- if (weights[tap] != 0.0f) {
- int tap_x = x_prev + i;
- int tap_y = y_prev + j;
- int2 tap_index = int2(tap_x, tap_y);
-
- float4 tap_direct = DirectB [tap_index];
- float4 tap_indirect = IndirectB[tap_index];
- float4 tap_moment = MomentB[tap_index];
-
- prev_direct += weights[tap] * tap_direct;
- prev_indirect += weights[tap] * tap_indirect;
- prev_moment += weights[tap] * tap_moment;
- }
- }
- }
- } else {
- // If we haven't yet found a consistent tap in a 2x2 region, try a 3x3 region
- for (int j = -1; j <= 1; j++) {
- for (int i = -1; i <= 1; i++) {
- int tap_x = x_prev + i;
- int tap_y = y_prev + j;
-
- if (is_tap_consistent(tap_x, tap_y, normal, depth)) {
- int2 tap_index = int2(tap_x, tap_y);
-
- prev_direct += DirectB [tap_index];
- prev_indirect += IndirectB[tap_index];
- prev_moment += MomentB [tap_index];
-
- consistent_weights_sum += 1.0f;
- }
- }
- }
- }
-
-
-
-
-
-
-
-
- float History = 0; // Increase History Length by 1 step//whyh are we reading from id.xy, not prevpos?
- if (consistent_weights_sum > 1e-6) {
- // Normalize
- prev_direct /= consistent_weights_sum;
- prev_indirect /= consistent_weights_sum;
- prev_moment /= consistent_weights_sum;
- //consistent_weights_sum = max(consistent_weights_sum, 0.1f);
- History = HistoryTex[int2(x_prev, y_prev)] + 1.0f; // Increase History Length by 1 step//whyh are we reading from id.xy, not prevpos?
-
- // history = min(history,10);
- // HistoryTex[id.xy] = history;
-
-
- float inv_history = rcp((float)(History));
- float alpha_colour = max(0.05f, inv_history);
- float alpha_moment = max(0.2f, inv_history);
-
- // Integrate using exponential moving average
- direct = lerp(prev_direct, direct, alpha_colour);
- indirect = lerp(prev_indirect, indirect, alpha_colour);
- moment = lerp(prev_moment, moment, alpha_moment);
- if (History >= 4) {
- History *= clamp(exp2(-abs((moment.z - moment.x * moment.x) - (prev_moment.z - prev_moment.x * prev_moment.x))),0.5f,1.0f);
- float variance_direct = max(0.0f, moment.z - moment.x * moment.x);
- float variance_indirect = max(0.0f, moment.w - moment.y * moment.y);
-
- // Store the Variance in the alpha channels
- direct.w = variance_direct;
- indirect.w = variance_indirect;
- }
- }
- else {
-
- direct.w = 1.0f;
- indirect.w = 1.0f;
- }
- HistoryTex[id.xy] = History; // Reset History Length
- DirectA[id.xy] = direct;
- IndirectA[id.xy] = indirect;
-
- MomentA[id.xy] = moment;
-
-}
-
-
-#pragma kernel kernel_variance
-
-
-#define epsilon 0.000000001f
-static float sigma_z = 4.0f;
-static float sigma_n = 128.0f;
-static float sigma_l = 10.0f;
-static float sigma_l_square = 100.0f;
-static float luminance_denom = 0.8f;
-
-inline float2 edge_stopping_weights(
- int delta_x,
- int delta_y,
- const float2 center_depth_gradient,
- float center_depth,
- float depth,
- const float3 center_normal,
- const float3 normal,
- float center_luminance_direct,
- float center_luminance_indirect,
- float luminance_direct,
- float luminance_indirect,
- float luminance_denom_direct,
- float luminance_denom_indirect,
- int2 Offset,
- float StepSize
-) {
- // ∇z(p)·(p−q) (Actually the negative of this but we take its absolute value)
- float d =
- center_depth_gradient.x * (float)delta_x +
- center_depth_gradient.y * (float)delta_y;
-
- float ln_w_z = abs(center_depth - depth) / (sigma_z * abs(d) + epsilon);
- // float ln_w_z = 0.1f / (sigma_z + epsilon);
-
- float w_n = pow(max(0.0f, dot(center_normal, normal)), sigma_n);
-
- float w_l_direct = w_n * exp2(-abs(center_luminance_direct - luminance_direct) * luminance_denom_direct - ln_w_z);
- float w_l_indirect = w_n * exp2(-abs(center_luminance_indirect - luminance_indirect) * luminance_denom_indirect - ln_w_z);
-
- return float2(w_l_direct, w_l_indirect);
-}
-
-[numthreads(16, 16, 1)]
-void kernel_variance(int3 id : SV_DispatchThreadID)
-{
- if (id.x >= screen_width || id.y >= screen_height) return;
- int history = HistoryTex[id.xy].x;
-
- if (history >= 4) {
- DirectA[id.xy] = DirectB[id.xy];
- IndirectA[id.xy] = IndirectB[id.xy];
- return;
- }
-
- float4 center_color_direct = DirectB[id.xy];
- float4 center_color_indirect = IndirectB[id.xy];
-
- float4 center_luminence_direct = luminance(center_color_direct.x, center_color_direct.y, center_color_direct.z);
- float4 center_luminence_indirect = luminance(center_color_indirect.x, center_color_indirect.y, center_color_indirect.z);
-
- float3 CenterNormal = i_octahedral_32(asuint(ScreenSpaceInfo[id.xy].x));
- float CenterDepth = ScreenSpaceInfo[id.xy].z;
-
- float2 center_depth_gradient = float2(
- ScreenSpaceInfo[int2(id.x + 1, id.y)].z - CenterDepth,
- ScreenSpaceInfo[int2(id.x, id.y + 1)].z - CenterDepth);
-
- if (CenterDepth == 0.0f) {
- DirectA[id.xy] = DirectB[id.xy];
- IndirectA[id.xy] = IndirectB[id.xy];
- return;
- }
-
-
- float sum_weight_direct = 1.0f;
- float sum_weight_indirect = 1.0f;
-
- float4 sum_colour_direct = center_color_direct;
- float4 sum_colour_indirect = center_color_indirect;
-
- float4 sum_moment = float4(0.0f, 0.0f, 0.0f, 0.0f);
-
-
- int2 tap_index;
- [unroll] for (int j = -3; j <= 3; j++) {
- int tap_y = id.y + j;
-
- if (tap_y < 0 || tap_y >= screen_height) continue;
-
- [unroll] for (int i = -3; i <= 3; i++) {
- int tap_x = id.x + i;
-
- if (tap_x < 0 || tap_x >= screen_width) continue;
-
- if (i == 0 && j == 0) continue; // Center pixel is treated separately
-
- tap_index = int2(tap_x, tap_y);
-
- float4 colour_direct = DirectB[tap_index];
- float4 colour_indirect = IndirectB[tap_index];
- float4 moment = MomentB[tap_index];
-
- float luminance_direct = luminance(colour_direct.x, colour_direct.y, colour_direct.z);
- float luminance_indirect = luminance(colour_indirect.x, colour_indirect.y, colour_indirect.z);
-
- float2 w = edge_stopping_weights(
- i, j,
- center_depth_gradient,
- CenterDepth, ScreenSpaceInfo[tap_index].z,
- CenterNormal, i_octahedral_32(asuint(ScreenSpaceInfo[tap_index].x)),
- center_luminence_direct, center_luminence_indirect,
- luminance_direct, luminance_indirect,
- luminance_denom, luminance_denom,
- int2(i, j),
- 1
- );
-
- float w_direct = w.x;
- float w_indirect = w.y;
-
- sum_weight_direct += w_direct;
- sum_weight_indirect += w_indirect;
-
- sum_colour_direct += w_direct * colour_direct;
- sum_colour_indirect += w_indirect * colour_indirect;
-
- sum_moment += moment * float4(w_direct, w_indirect, w_direct, w_indirect);
- }
- }
-
-
- sum_weight_direct = max(sum_weight_direct, 0.000001f);
- sum_weight_indirect = max(sum_weight_indirect, 0.000001f);
-
- sum_colour_direct /= sum_weight_direct;
- sum_colour_indirect /= sum_weight_indirect;
-
- sum_moment /= float4(sum_weight_direct, sum_weight_indirect, sum_weight_direct, sum_weight_indirect);
-
- sum_colour_direct.w = max(0.0f, sum_moment.z - sum_moment.x * sum_moment.x);
- sum_colour_indirect.w = max(0.0f, sum_moment.w - sum_moment.y * sum_moment.y);
-
- // Store the Variance in the alpha channel
- DirectA[id.xy] = clamp(sum_colour_direct,0,120.0f);
- IndirectA[id.xy] = clamp(sum_colour_indirect,0,120.0f);
-
-}
-
-
-#pragma kernel kernel_atrous
-
-const static int feedback_iteration = 1;
-uniform int step_size;
-
-const static float kernel_gaussian[2][2] = {
- { 1.0f / 1.0f, 1.0f / 2.0f },
- { 1.0f / 2.0f, 1.0f / 4.0f }
-};
-
-[numthreads(16, 16, 1)]
-void kernel_atrous(int3 id : SV_DispatchThreadID)
-{
- if (id.x >= screen_width || id.y >= screen_height) return;
-
- float variance_blurred_direct = 0.0f;
- float variance_blurred_indirect = 0.0f;
- int i, j, tap_x, tap_y;
-
-
- for (j = -1; j <= 1; j++) {
- tap_y = clamp(id.y + j, 0, screen_height - 1);
- [unroll]
- for (i = -1; i <= 1; i++) {
- tap_x = clamp(id.x + i, 0, screen_width - 1);
- // Read the Variance of Direct/Indirect Illumination
- // The Variance is stored in the alpha channel (w coordinate)
- float variance_direct = DirectB[int2(tap_x, tap_y)].w;
- float variance_indirect = IndirectB[int2(tap_x, tap_y)].w;
-
- float kernel_weight = kernel_gaussian[abs(i)][abs(j)];
-
- variance_blurred_direct += variance_direct * kernel_weight;
- variance_blurred_indirect += variance_indirect * kernel_weight;
- }
- }
-
- // Precompute denominators that are loop invariant
- const float luminance_denom_direct = rsqrt(sigma_l_square * max(0.0f, variance_blurred_direct) + epsilon);
- float luminance_denom_indirect = rsqrt(sigma_l_square * max(0.0f, variance_blurred_indirect) + epsilon);
-
- const float4 center_colour_direct = DirectB[id.xy];
- const float4 center_colour_indirect = IndirectB[id.xy];
-
- float center_luminance_direct = luminance(center_colour_direct.x, center_colour_direct.y, center_colour_direct.z);
- float center_luminance_indirect = luminance(center_colour_indirect.x, center_colour_indirect.y, center_colour_indirect.z);
-
-
- float3 center_normal = i_octahedral_32(asuint(ScreenSpaceInfo[id.xy].y));
- float center_depth = ScreenSpaceInfo[id.xy].z;
-
- // Check if the pixel belongs to the Skybox
- if (center_depth == 0.0f) return;
-
- float2 center_depth_gradient = float2(
- ScreenSpaceInfo[int2(id.x + 1, id.y)].z - center_depth,
- ScreenSpaceInfo[int2(id.x, id.y + 1)].z - center_depth
- );
-
- float sum_weight_direct = 1.0f;
- float sum_weight_indirect = 1.0f;
- float4 sum_colour_direct = center_colour_direct;
- float4 sum_colour_indirect = center_colour_indirect;
-
- // Use a 3x3 box filter, as recommended in the A-SVGF paper
- const static int radius = 1;
- float4 color_direct;
- float4 color_indirect;
- float4 normal_and_depth;
- for (j = -radius; j <= radius; j++) {
- tap_y = j * ceil(step_size * abs(1.0f - abs(center_depth_gradient.y))) + id.y;//these ceils and such could be weird
-
- // if (tap_y < 0 || tap_y >= screen_height) continue;
- [unroll]
- for (i = -radius; i <= radius; i++) {
- tap_x = i * ceil(step_size * abs(1.0f - abs(center_depth_gradient.x))) + id.x;
-
- // if (tap_x < 0 || tap_x >= screen_width) continue;
- if(i == 0 && j == 0) continue;
-
- color_direct = DirectB[int2(tap_x, tap_y)];
- color_indirect = IndirectB[int2(tap_x, tap_y)];
-
- float luminance_direct = luminance(color_direct.x, color_direct.y, color_direct.z);
- float luminance_indirect = luminance(color_indirect.x, color_indirect.y, color_indirect.z);
-
-
- float3 normal = i_octahedral_32(asuint(ScreenSpaceInfo[int2(tap_x, tap_y)].y));
- float depth = ScreenSpaceInfo[int2(tap_x, tap_y)].z;
-
- float2 w = edge_stopping_weights(
- i * step_size,
- j * step_size,
- center_depth_gradient,
- center_depth, depth,
- center_normal, normal,
- center_luminance_direct, center_luminance_indirect,
- luminance_direct, luminance_indirect,
- luminance_denom_direct, luminance_denom_indirect,
- int2(i, j),
- step_size
- );
-
- float weight_direct = w.x;
- float weight_indirect = w.y;
-
- sum_weight_direct += weight_direct;
- sum_weight_indirect += weight_indirect;
-
- // Filter Colour using the weights, filter Variance using the square of the weights
- sum_colour_direct += float4(weight_direct, weight_direct, weight_direct, weight_direct * weight_direct) * color_direct;
- sum_colour_indirect += float4(weight_indirect, weight_indirect, weight_indirect, weight_indirect * weight_indirect) * color_indirect;
- }
- }
-
- float inv_sum_weight_direct = rcp(sum_weight_direct);
- float inv_sum_weight_indirect = rcp(sum_weight_indirect);
-
- // Normalize
- sum_colour_direct *= inv_sum_weight_direct;
- sum_colour_indirect *= inv_sum_weight_indirect;
-
- // Alpha channel contains Variance, and needs to be divided by the square of the weights
- sum_colour_direct.w *= inv_sum_weight_direct;
- sum_colour_indirect.w *= inv_sum_weight_indirect;
-
- DirectA[id.xy] = sum_colour_direct;
- IndirectA[id.xy] = sum_colour_indirect;
-}
-
-
-
-#pragma kernel kernel_finalize
-
-bool DiffRes;
-
-inline float luminance(const float3 a) {
- return dot(float3(0.299f, 0.587f, 0.114f), a);
-}
-#ifdef HDRP
- Texture2DArray DiffuseGBuffer;
- Texture2DArray SpecularGBuffer;
-#else
- Texture2D DiffuseGBuffer;
- Texture2D SpecularGBuffer;
-#endif
-
-[numthreads(16, 16, 1)]
-void kernel_finalize(int3 id : SV_DispatchThreadID)
-{
- if (id.x >= screen_width || id.y >= screen_height) return;
- int pixel_index = id.y * screen_width + id.x;
- float3 GBufferCol = 1;
- // if(DiffRes) {
- // float2 UV = id.xy / float2(screen_width, screen_height);
- // #ifdef HDRP
- // float3 SpecularAlbedo = 0;//Albedo2[int3(ipos,0)].xyz;
- // GBufferCol = ((DiffuseGBuffer.SampleLevel(my_linear_clamp_sampler, float3(UV, 0), 0).xyz + SpecularAlbedo) == 0) ? 1 : (DiffuseGBuffer.SampleLevel(my_linear_clamp_sampler, float3(UV, 0), 0).xyz + SpecularAlbedo);
- // #else
- // float3 SpecularAlbedo = SpecularGBuffer.SampleLevel(my_linear_clamp_sampler, UV, 0);
- // GBufferCol = ((DiffuseGBuffer.SampleLevel(my_linear_clamp_sampler, UV, 0).xyz + SpecularAlbedo) == 0) ? 1 : ((DiffuseGBuffer.SampleLevel(my_linear_clamp_sampler, UV, 0).xyz + SpecularAlbedo));
- // #endif
- // }
- float3 colour = TempAlbedoTex[id.xy].w <= 0 ? TempAlbedoTex[id.xy] : ((DirectB[id.xy].xyz + IndirectB[id.xy].xyz) * unpackRGBE(WorldPosData[id.xy].w));
- Result[id.xy] = float4(colour, 1);
-
-}
\ No newline at end of file
diff --git a/TrueTrace/Resources/PostProcess/Compute/TAA.compute b/TrueTrace/Resources/PostProcess/Compute/TAA.compute
index 3b9f420a..13b0f33f 100644
--- a/TrueTrace/Resources/PostProcess/Compute/TAA.compute
+++ b/TrueTrace/Resources/PostProcess/Compute/TAA.compute
@@ -150,7 +150,7 @@ float4 TAAA(int2 id) {
#else
float2 screen_position_prev = (id.xy / float2(screen_width, screen_height) - MotionVectors.SampleLevel(my_linear_clamp_sampler, id.xy / float2(screen_width, screen_height), 0).xy) * 2.0f - 1.0f;
#endif
- screen_position_prev += (Offsets[Samples_Accumulated % 16] - 0.5f) / float2(screen_width, screen_height);
+ id.xy += (Offsets[Samples_Accumulated % 16] - 0.5f);// / float2(screen_width, screen_height);
// Convert from [-1, 1] to [0, 1]
float u_prev = 0.5f + 0.5f * screen_position_prev.x;
float v_prev = 0.5f + 0.5f * screen_position_prev.y;
@@ -263,10 +263,10 @@ float4 TAAA(int2 id) {
// float contrast = length(colour_curr - colour_avg);
// Integrate temporally
- float2 locpix = frac(float2(u_prev, v_prev));// * float2(screen_width, screen_height));
+ float2 locpix = frac(float2(u_prev, v_prev)* float2(screen_width, screen_height));// * float2(screen_width, screen_height));
float blend = abs(0.5f - locpix.x) + abs(0.5f - locpix.y);
- float ALPHA = lerp(0.1f, 1.0f, blend);
+ float ALPHA = 0.1f;//lerp(0.1f, 1.0f, blend);
float3 integrated = ycocg_to_rgb(lerp(colour_prev, colour_curr, ALPHA));
colour.x = integrated.x;
diff --git a/TrueTrace/Resources/PostProcess/Denoiser.cs b/TrueTrace/Resources/PostProcess/Denoiser.cs
index 89ca7a7f..9ed63453 100644
--- a/TrueTrace/Resources/PostProcess/Denoiser.cs
+++ b/TrueTrace/Resources/PostProcess/Denoiser.cs
@@ -9,7 +9,6 @@ namespace TrueTrace {
public class Denoiser
{
public bool Initialized = false;
- private ComputeShader SVGF;
private ComputeShader Bloom;
private ComputeShader AutoExpose;
private ComputeShader TAA;
@@ -22,20 +21,6 @@ public class Denoiser
bool TAAUInitialized = false;
- public RenderTexture DirectA;
- public RenderTexture DirectB;
- public RenderTexture DirectC;
-
- public RenderTexture IndirectA;
- public RenderTexture IndirectB;
- public RenderTexture IndirectC;
-
-
- public RenderTexture MomentA;
- public RenderTexture MomentB;
- public RenderTexture HistoryTex;
-
-
@@ -97,12 +82,6 @@ public class Denoiser
private int threadGroupsX2;
private int threadGroupsY2;
- private int VarianceKernel;
- private int CopyKernel;
- private int ReprojectKernel;
- private int FinalizeKernel;
- private int SVGFAtrousKernel;
-
private int BloomDownsampleKernel;
private int BloomLowPassKernel;
private int BloomUpsampleKernel;
@@ -131,37 +110,6 @@ public class Denoiser
private int[] BloomWidths;
private int[] BloomHeights;
- public bool SVGFInitialized;
- public void ClearSVGF()
- {
- DirectA.ReleaseSafe();
- DirectB.ReleaseSafe();
- DirectC.ReleaseSafe();
- IndirectA.ReleaseSafe();
- IndirectB.ReleaseSafe();
- IndirectC.ReleaseSafe();
- MomentA.ReleaseSafe();
- MomentB.ReleaseSafe();
- HistoryTex.ReleaseSafe();
-
- SVGFInitialized = false;
- }
- public void InitSVGF(int SourceWidth, int SourceHeight)
- {
-
- this.SourceWidth = SourceWidth;
- this.SourceHeight = SourceHeight;
- CommonFunctions.CreateRenderTexture(ref DirectA, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref DirectB, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref DirectC, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref IndirectA, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref IndirectB, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref IndirectC, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref MomentA, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref MomentB, SourceWidth, SourceHeight, CommonFunctions.RTHalf4);
- CommonFunctions.CreateRenderTexture(ref HistoryTex, SourceWidth, SourceHeight, CommonFunctions.RTHalf1);
- SVGFInitialized = true;
- }
private void InitRenderTexture(bool Force = false)
{
if(Force) {
@@ -183,7 +131,6 @@ private void InitRenderTexture(bool Force = false)
}
public void ClearAll() {
- ClearSVGF();
_TAAPrev.ReleaseSafe();
Intermediate.ReleaseSafe();
SuperIntermediate.ReleaseSafe();
@@ -218,10 +165,8 @@ public void init(int SourceWidth, int SourceHeight)
{
this.SourceWidth = SourceWidth;
this.SourceHeight = SourceHeight;
- SVGFInitialized = false;
_camera = RayTracingMaster._camera;
- if (SVGF == null) { SVGF = Resources.Load("PostProcess/Compute/SVGF"); }
if (AutoExpose == null) { AutoExpose = Resources.Load("PostProcess/Compute/AutoExpose"); }
if (Bloom == null) { Bloom = Resources.Load("PostProcess/Compute/Bloom"); }
if (TAA == null) { TAA = Resources.Load("PostProcess/Compute/TAA"); }
@@ -230,12 +175,6 @@ public void init(int SourceWidth, int SourceHeight)
if (TAAU == null) { TAAU = Resources.Load("PostProcess/Compute/TAAU"); }
- VarianceKernel = SVGF.FindKernel("kernel_variance");
- CopyKernel = SVGF.FindKernel("kernel_copy");
- ReprojectKernel = SVGF.FindKernel("kernel_reproject");
- FinalizeKernel = SVGF.FindKernel("kernel_finalize");
- SVGFAtrousKernel = SVGF.FindKernel("kernel_atrous");
-
TAAUKernel = TAAU.FindKernel("TAAU");
TAAUCopyKernel = TAAU.FindKernel("Copy");
@@ -255,13 +194,9 @@ public void init(int SourceWidth, int SourceHeight)
List TestBuffer = new List();
TestBuffer.Add(1);
ExposureBuffer?.Release(); ExposureBuffer = new ComputeBuffer(1, sizeof(float)); ExposureBuffer.SetData(TestBuffer);
- SVGF.SetInt("screen_width", SourceWidth);
- SVGF.SetInt("screen_height", SourceHeight);
- SVGF.SetInt("TargetWidth", Screen.width);
- SVGF.SetInt("TargetHeight", Screen.height);
Bloom.SetInt("screen_width", Screen.width);
- Bloom.SetInt("screen_width", Screen.height);
+ Bloom.SetInt("screen_height", Screen.height);
AutoExpose.SetInt("screen_width", Screen.width);
AutoExpose.SetInt("screen_height", Screen.height);
@@ -299,14 +234,9 @@ public void Reinit(int SourceWidth, int SourceHeight)
List TestBuffer = new List();
TestBuffer.Add(1);
ExposureBuffer?.Release(); ExposureBuffer = new ComputeBuffer(1, sizeof(float)); ExposureBuffer.SetData(TestBuffer);
- SVGF.SetInt("screen_width", SourceWidth);
- SVGF.SetInt("screen_height", SourceHeight);
- SVGF.SetInt("TargetWidth", Screen.width);
- SVGF.SetInt("TargetHeight", Screen.height);
Bloom.SetInt("screen_width", Screen.width);
- Bloom.SetInt("screen_width", Screen.height);
-
+ Bloom.SetInt("screen_height", Screen.height);
AutoExpose.SetInt("screen_width", Screen.width);
AutoExpose.SetInt("screen_height", Screen.height);
AutoExpose.SetBuffer(AutoExposeKernel, "A", ExposureBuffer);
@@ -365,99 +295,6 @@ public void ValidateInit(bool BloomInit, bool TAAInit, bool IsUpscaling, bool Us
}
}
- public void ExecuteSVGF(int CurrentSamples,
- int AtrousKernelSize,
- ref ComputeBuffer _ColorBuffer,
- ref RenderTexture _target,
- ref RenderTexture _Albedo,
- RenderTexture ScreenSpaceInfo,
- RenderTexture PrevScreenSpaceInfo,
- RenderTexture WorldPosData,
- bool DiffRes,
- bool UseReSTIRGI,
- CommandBuffer cmd)
- {
- SVGF.SetBool("UseReSTIRGI", UseReSTIRGI);
- InitRenderTexture();
- SVGF.SetBool("DiffRes", DiffRes);
- bool OddAtrousIteration = (AtrousKernelSize % 2 == 1);
- bool Flipper = CurrentSamples % 2 == 0;
- SVGF.SetBuffer(CopyKernel, "PerPixelRadiance", _ColorBuffer);
- cmd.SetComputeIntParam(SVGF, "AtrousIterations", AtrousKernelSize);
- cmd.SetComputeTextureParam(SVGF, CopyKernel, "TempAlbedoTex", _Albedo);
- cmd.SetComputeTextureParam(SVGF, CopyKernel, "WorldPosData", WorldPosData);
- cmd.SetComputeTextureParam(SVGF, CopyKernel, "IndirectA", IndirectA);
- cmd.SetComputeTextureParam(SVGF, CopyKernel, "DirectA", DirectA);
- cmd.BeginSample("SVGF Copy Kernel");
- cmd.DispatchCompute(SVGF, CopyKernel, threadGroupsX, threadGroupsY, 1);
- cmd.EndSample("SVGF Copy Kernel");
-
-
-
-
- SVGF.SetTextureFromGlobal(ReprojectKernel, "MotionVectors", "_CameraMotionVectorsTexture");
-
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "DirectA", DirectA);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "DirectB", DirectB);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "IndirectA", IndirectA);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "IndirectB", IndirectB);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "MomentA", Flipper ? MomentA : MomentB);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "MomentB", Flipper ? MomentB : MomentA);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "HistoryTex", HistoryTex);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "ScreenSpaceInfo", ScreenSpaceInfo);
- cmd.SetComputeTextureParam(SVGF, ReprojectKernel, "PrevScreenSpaceInfo", PrevScreenSpaceInfo);
- cmd.BeginSample("SVGF Reproject Kernel");
- cmd.DispatchCompute(SVGF, ReprojectKernel, threadGroupsX, threadGroupsY, 1);
- cmd.EndSample("SVGF Reproject Kernel");
-
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "ScreenSpaceInfo", ScreenSpaceInfo);
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "HistoryTex", HistoryTex);
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "DirectA", DirectB);
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "DirectB", DirectA);
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "IndirectA", IndirectB);
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "IndirectB", IndirectA);//Current frame is stored in BTex, previous frame is erased
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "MomentA", Flipper ? MomentB : MomentA);//Current frame is stored in BTex, previous frame is erased
- cmd.SetComputeTextureParam(SVGF, VarianceKernel, "MomentB", Flipper ? MomentA : MomentB);//Need to be flipflopping moment
- cmd.BeginSample("SVGF Variance Kernel");
- cmd.DispatchCompute(SVGF, VarianceKernel, threadGroupsX, threadGroupsY, 1);
- cmd.EndSample("SVGF Variance Kernel");
-
-
- cmd.SetComputeTextureParam(SVGF, SVGFAtrousKernel, "ScreenSpaceInfo", ScreenSpaceInfo);
-
- for (int i = 0; i < AtrousKernelSize; i++)
- {
- int step_size = 1 << i;
- bool UseFlipped = (i % 2 == 0);
- cmd.SetComputeTextureParam(SVGF, SVGFAtrousKernel, "DirectA", (UseFlipped) ? DirectC : DirectA);
- cmd.SetComputeTextureParam(SVGF, SVGFAtrousKernel, "DirectB", (UseFlipped) ? DirectA : DirectC);
- cmd.SetComputeTextureParam(SVGF, SVGFAtrousKernel, "IndirectA", (UseFlipped) ? IndirectC : IndirectA);
- cmd.SetComputeTextureParam(SVGF, SVGFAtrousKernel, "IndirectB", (UseFlipped) ? IndirectA : IndirectC);
- var step2 = step_size;
- cmd.SetComputeIntParam(SVGF, "step_size", step2);
- cmd.BeginSample("SVGF Atrous Kernel: " + i);
- cmd.DispatchCompute(SVGF, SVGFAtrousKernel, threadGroupsX, threadGroupsY, 1);
- cmd.EndSample("SVGF Atrous Kernel: " + i);
- if(step2 == 1) {
- cmd.CopyTexture(DirectC, DirectB);
- cmd.CopyTexture(IndirectC, IndirectB);
- }
- }
-
- SVGF.SetBuffer(FinalizeKernel, "PerPixelRadiance", _ColorBuffer);
- SVGF.SetTextureFromGlobal(FinalizeKernel, "DiffuseGBuffer", "_CameraGBufferTexture0");
- SVGF.SetTextureFromGlobal(FinalizeKernel, "SpecularGBuffer", "_CameraGBufferTexture1");
- cmd.SetComputeTextureParam(SVGF, FinalizeKernel, "DirectB", (OddAtrousIteration) ? DirectC : DirectA);
- cmd.SetComputeTextureParam(SVGF, FinalizeKernel, "IndirectB", (OddAtrousIteration) ? IndirectC : IndirectA);
- cmd.SetComputeTextureParam(SVGF, FinalizeKernel, "Result", _target);
- cmd.SetComputeTextureParam(SVGF, FinalizeKernel, "WorldPosData", WorldPosData);
- cmd.SetComputeTextureParam(SVGF, FinalizeKernel, "TempAlbedoTex", _Albedo);
- cmd.BeginSample("SVGF Finalize Kernel");
- cmd.DispatchCompute(SVGF, FinalizeKernel, threadGroupsX, threadGroupsY, 1);
- cmd.EndSample("SVGF Finalize Kernel");
-
- }
-
private void InitBloom() {
BloomSamplesUp = new RenderTexture[8];
diff --git a/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.compute b/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.compute
index 486c46ce..c7e6c052 100644
--- a/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.compute
+++ b/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.compute
@@ -381,10 +381,11 @@ void CopyData(uint3 id : SV_DispatchThreadID)
TEX_PT_COLOR_HFWrite[id.xy] = HFCol;
TEX_PT_COLOR_SPECWrite[id.xy] = SpecCol;
if(!ReflectedRefracted) {
- TEX_PT_NORMALS_AWrite[id.xy] = asuint(ScreenSpaceInfo[id.xy].xy);//GeoNorm, Norm
+ TEX_PT_NORMALS_AWrite[id.xy] = asuint(Pixel.throughput.xy);//GeoNorm, Norm
} else {
TEX_PT_NORMALS_AWrite[id.xy] = TEX_PT_NORMALS_B[pos_prev];
}
+
}
@@ -462,7 +463,6 @@ inline float2 get_lf_gradient(int2 ipos)
// brightness changes over large parts of the screen to avoid noise.
return float2(lum_curr, lum_prev);
}
-RWTexture2D TEX_PT_VIEW_DEPTH_AWRITE;
[numthreads(16, 16, 1)]
void Gradient_Img(uint3 gl_GlobalInvocationID : SV_DispatchThreadID)
{
@@ -1482,12 +1482,6 @@ void Atrous(uint3 gl_GlobalInvocationID : SV_DispatchThreadID, uint3 gl_WorkGrou
float3 final_color = composite_color(base_color, projected_lf, filtered_hf, filtered_spec, (DiffRes && base_color.w <= 1) ? 1 : unpackRGBE(AlbedoColorB[ipos].y), ipos);
- // if(base_color.w != 0) {
- // SH FullSH = irradiance_to_SH(final_color, i_octahedral_32(TEX_PT_NORMALS_A[ipos].x));
-
- // IMG_ASVGF_COLOR[ipos] = float4(project_SH_irradiance(FullSH, normal) * abs(dot(normal, i_octahedral_32(TEX_PT_NORMALS_A[ipos].x))), 0);
- // } else {
- IMG_ASVGF_COLOR[ipos] = float4(final_color, 0);
- // }
+ IMG_ASVGF_COLOR[ipos] = float4(final_color, 0);
}
}
\ No newline at end of file
diff --git a/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.cs b/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.cs
index 541ae32b..952d4a2a 100644
--- a/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.cs
+++ b/TrueTrace/Resources/PostProcess/ReSTIRASVGF/ReSTIRASVGF.cs
@@ -70,45 +70,42 @@ public class ReSTIRASVGF
public void ClearAll()
{
- if (ASVGF_HIST_COLOR_HF != null)
- {
- ASVGF_HIST_COLOR_HF.Release();
- ASVGF_ATROUS_PING_LF_SH.Release();
- ASVGF_ATROUS_PONG_LF_SH.Release();
- ASVGF_ATROUS_PING_LF_COCG.Release();
- ASVGF_ATROUS_PONG_LF_COCG.Release();
- ASVGF_ATROUS_PING_HF.Release();
- ASVGF_ATROUS_PONG_HF.Release();
- ASVGF_ATROUS_PING_SPEC.Release();
- ASVGF_ATROUS_PONG_SPEC.Release();
- ASVGF_ATROUS_PING_MOMENTS.Release();
- ASVGF_ATROUS_PONG_MOMENTS.Release();
- ASVGF_GRAD_LF_PING.Release();
- ASVGF_GRAD_LF_PONG.Release();
- ASVGF_GRAD_HF_SPEC_PING.Release();
- ASVGF_GRAD_HF_SPEC_PONG.Release();
- ASVGF_FILTERED_SPEC_A.Release();
- ASVGF_FILTERED_SPEC_B.Release();
- ASVGF_HIST_MOMENTS_HF_A.Release();
- ASVGF_HIST_MOMENTS_HF_B.Release();
- ASVGF_HIST_COLOR_LF_SH_A.Release();
- ASVGF_HIST_COLOR_LF_SH_B.Release();
- ASVGF_HIST_COLOR_LF_COCG_A.Release();
- ASVGF_HIST_COLOR_LF_COCG_B.Release();
- MetallicA.Release();
- MetallicB.Release();
- TEX_PT_NORMALS_A.Release();
- TEX_PT_NORMALS_B.Release();
- ReflectedRefractedTex.Release();
- ReflectedRefractedTexPrev.Release();
- AlbedoColorA.Release();
- AlbedoColorB.Release();
- LFVarianceA.Release();
- LFVarianceB.Release();
- InputLFSH.Release();
- InputLFCOCG.Release();
- TEX_PT_COLOR_SPEC.Release();
- }
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_COLOR_HF);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PING_LF_SH);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PONG_LF_SH);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PING_LF_COCG);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PONG_LF_COCG);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PING_HF);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PONG_HF);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PING_SPEC);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PONG_SPEC);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PING_MOMENTS);
+ CommonFunctions.ReleaseSafe(ASVGF_ATROUS_PONG_MOMENTS);
+ CommonFunctions.ReleaseSafe(ASVGF_GRAD_LF_PING);
+ CommonFunctions.ReleaseSafe(ASVGF_GRAD_LF_PONG);
+ CommonFunctions.ReleaseSafe(ASVGF_GRAD_HF_SPEC_PING);
+ CommonFunctions.ReleaseSafe(ASVGF_GRAD_HF_SPEC_PONG);
+ CommonFunctions.ReleaseSafe(ASVGF_FILTERED_SPEC_A);
+ CommonFunctions.ReleaseSafe(ASVGF_FILTERED_SPEC_B);
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_MOMENTS_HF_A);
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_MOMENTS_HF_B);
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_COLOR_LF_SH_A);
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_COLOR_LF_SH_B);
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_COLOR_LF_COCG_A);
+ CommonFunctions.ReleaseSafe(ASVGF_HIST_COLOR_LF_COCG_B);
+ CommonFunctions.ReleaseSafe(MetallicA);
+ CommonFunctions.ReleaseSafe(MetallicB);
+ CommonFunctions.ReleaseSafe(TEX_PT_NORMALS_A);
+ CommonFunctions.ReleaseSafe(TEX_PT_NORMALS_B);
+ CommonFunctions.ReleaseSafe(ReflectedRefractedTex);
+ CommonFunctions.ReleaseSafe(ReflectedRefractedTexPrev);
+ CommonFunctions.ReleaseSafe(AlbedoColorA);
+ CommonFunctions.ReleaseSafe(AlbedoColorB);
+ CommonFunctions.ReleaseSafe(LFVarianceA);
+ CommonFunctions.ReleaseSafe(LFVarianceB);
+ CommonFunctions.ReleaseSafe(InputLFSH);
+ CommonFunctions.ReleaseSafe(InputLFCOCG);
+ CommonFunctions.ReleaseSafe(TEX_PT_COLOR_SPEC);
Initialized = false;
}
diff --git a/TrueTrace/Resources/RayTracingMaster.cs b/TrueTrace/Resources/RayTracingMaster.cs
index 3db46c34..49979b3c 100644
--- a/TrueTrace/Resources/RayTracingMaster.cs
+++ b/TrueTrace/Resources/RayTracingMaster.cs
@@ -45,6 +45,8 @@ public class RayTracingMaster : MonoBehaviour
private RenderTexture Gradients;
+ private RenderTexture GISecondBounceA;
+ private RenderTexture GISecondBounceB;
#if TTLightMapping
public RenderTexture LightMapTemp;
@@ -95,7 +97,7 @@ public class RayTracingMaster : MonoBehaviour
private int uFirstFrame = 1;
[HideInInspector] public float IndirectBoost = 1;
[HideInInspector] public int bouncecount = 24;
- [HideInInspector] public bool UseSVGF = false;
+ [HideInInspector] public bool ClayMode = false;
[HideInInspector] public bool UseRussianRoulette = true;
[HideInInspector] public bool UseNEE = true;
[HideInInspector] public bool DoTLASUpdates = true;
@@ -140,8 +142,6 @@ public class RayTracingMaster : MonoBehaviour
private bool MeshOrderChanged = false;
-
- [HideInInspector] public int SVGFAtrousKernelSizes = 6;
[HideInInspector] public int AtmoNumLayers = 4;
private float PrevResFactor;
private int GenKernel;
@@ -217,7 +217,7 @@ unsafe public void Start2()
FinalizeKernel = ShadingShader.FindKernel("kernel_finalize");
HeightmapShadowKernel = IntersectionShader.FindKernel("kernel_shadow_heightmap");
HeightmapKernel = IntersectionShader.FindKernel("kernel_heightmap");
- GIReTraceKernel = ShadingShader.FindKernel("GIReTraceKernel");
+ GIReTraceKernel = GenerateShader.FindKernel("GIReTraceKernel");
TransferKernel = ShadingShader.FindKernel("TransferKernel");
CorrectedDistanceKernel = ShadingShader.FindKernel("DepthCopyKernel");
ReSTIRCorectKernel = ShadingShader.FindKernel("ReSTIRCorectKernel");
@@ -415,8 +415,6 @@ private void SetShaderParameters(CommandBuffer cmd)
else if ((!ReSTIRDenoiser || !UseReSTIRGI) && ReSTIRASVGFCode.Initialized) ReSTIRASVGFCode.ClearAll();
if (UseASVGF && !ASVGFCode.Initialized) ASVGFCode.init(SourceWidth, SourceHeight);
else if (!UseASVGF && ASVGFCode.Initialized) ASVGFCode.ClearAll();
- if (UseSVGF && !Denoisers.SVGFInitialized && !UseASVGF) Denoisers.InitSVGF(SourceWidth, SourceHeight);
- else if ((UseASVGF || !UseSVGF) && Denoisers.SVGFInitialized) Denoisers.ClearSVGF();
if (!UseReCur && PrevReCur) ReCurDen.ClearAll();
else if(!PrevReCur && UseReCur) ReCurDen.init(SourceWidth, SourceHeight);
if(Denoisers.Initialized == false) Denoisers.init(SourceWidth, SourceHeight);
@@ -482,7 +480,7 @@ private void SetShaderParameters(CommandBuffer cmd)
SetInt("screen_width", SourceWidth, cmd);
SetInt("screen_height", SourceHeight, cmd);
SetInt("MaxBounce", bouncecount - 1, cmd);
- SetInt("frames_accumulated", _currentSample, cmd);
+ SetInt("frames_accumulated", _currentSample % 65000, cmd);
SetInt("ReSTIRGISpatialCount", ReSTIRGISpatialCount, cmd);
SetInt("ReSTIRGITemporalMCap", ReSTIRGITemporalMCap, cmd);
SetInt("curframe", FramesSinceStart2, cmd);
@@ -491,16 +489,13 @@ private void SetShaderParameters(CommandBuffer cmd)
SetInt("TargetWidth", TargetWidth, cmd);
SetInt("TargetHeight", TargetHeight, cmd);
SetInt("RISCount", RISCount, cmd);
- SetInt("NormalSize", Assets.NormalSize, cmd);
- SetInt("EmissiveSize", Assets.EmissiveSize, cmd);
SetInt("BackgroundType", BackgroundType, cmd);
SetInt("MaterialCount", Assets.MatCount, cmd);
SetInt("PartialRenderingFactor", PartialRenderingFactor, cmd);
- SetFloat("AtlasSize", Assets.DesiredRes);
SetFloat("BackgroundIntensity", BackgroundIntensity);
- SetInt("AlbedoAtlasSize", Assets.AlbedoAtlasSize, cmd);
SetInt("PartialRenderingFactor", DoPartialRendering ? PartialRenderingFactor : 1, cmd);
+ SetBool("ClayMode", ClayMode);
SetBool("UseReCur", UseReCur);
SetBool("ImprovedPrimaryHit", ImprovedPrimaryHit);
SetBool("UseRussianRoulette", UseRussianRoulette);
@@ -536,7 +531,7 @@ private void SetShaderParameters(CommandBuffer cmd)
ShadingShader.SetTextureFromGlobal(CorrectedDistanceKernel, "Depth", "_CameraDepthTexture");
- ShadingShader.SetTextureFromGlobal(GIReTraceKernel, "MotionVectors", "_CameraMotionVectorsTexture");
+ GenerateShader.SetTextureFromGlobal(GIReTraceKernel, "MotionVectors", "_CameraMotionVectorsTexture");
ReSTIRGI.SetTextureFromGlobal(ReSTIRGIKernel, "MotionVectors", "_CameraMotionVectorsTexture");
ShadingShader.SetTextureFromGlobal(ShadeKernel, "MotionVectors", "_CameraMotionVectorsTexture");
@@ -582,7 +577,6 @@ private void SetShaderParameters(CommandBuffer cmd)
GenerateShader.SetTexture(GenASVGFKernel, "WorldPosA", GIWorldPosA);
GenerateShader.SetTexture(GenASVGFKernel, "NEEPosA", FlipFrame ? GINEEPosA : GINEEPosB);
- GenerateShader.SetTexture(GenKernel, "CorrectedDepthTex", FlipFrame ? CorrectedDistanceTex : CorrectedDistanceTexB);
GenerateShader.SetTexture(GenKernel, "RandomNums", (FramesSinceStart2 % 2 == 0) ? _RandomNums : _RandomNumsB);
GenerateShader.SetComputeBuffer(GenKernel, "GlobalRays", _RayBuffer);
GenerateShader.SetComputeBuffer(GenKernel, "GlobalColors", LightingBuffer);
@@ -651,6 +645,7 @@ private void SetShaderParameters(CommandBuffer cmd)
ShadingShader.SetTexture(ShadeKernel, "TransmittanceTex", Atmo._TransmittanceLUT);
ShadingShader.SetTexture(ShadeKernel, "TempAlbedoTex", _Albedo);
ShadingShader.SetTexture(ShadeKernel, "VideoTex", Assets.VideoTexture);
+ ShadingShader.SetTexture(ShadeKernel, "ScreenSpaceInfoRead", FlipFrame ? ScreenSpaceInfo : ScreenSpaceInfoPrev);//this and the one below may break in dx11?
ShadingShader.SetTexture(ShadeKernel, "ScreenSpaceInfo", FlipFrame ? ScreenSpaceInfo : ScreenSpaceInfoPrev);
ShadingShader.SetComputeBuffer(ShadeKernel, "Terrains", Assets.TerrainBuffer);
ShadingShader.SetComputeBuffer(ShadeKernel, "_LightMeshes", _LightMeshes);
@@ -672,16 +667,16 @@ private void SetShaderParameters(CommandBuffer cmd)
ShadingShader.SetComputeBuffer(ReSTIRCorectKernel, "PrevGlobalColorsB", FlipFrame ? PrevLightingBufferB : PrevLightingBufferA);
- ShadingShader.SetComputeBuffer(GIReTraceKernel, "GlobalRays", _RayBuffer);
- ShadingShader.SetComputeBuffer(GIReTraceKernel, "GlobalColors", LightingBuffer);
- ShadingShader.SetTexture(GIReTraceKernel, "WorldPosA", GIWorldPosA);
- ShadingShader.SetTexture(GIReTraceKernel, "NEEPosA", FlipFrame ? GINEEPosA : GINEEPosB);
- ShadingShader.SetComputeBuffer(GIReTraceKernel, "PrevGlobalColorsA", FlipFrame ? PrevLightingBufferA : PrevLightingBufferB);
- ShadingShader.SetBuffer(GIReTraceKernel, "Rays", FlipFrame ? RaysBuffer : RaysBufferB);
- ShadingShader.SetTexture(GIReTraceKernel, "RandomNumsWrite", FlipFrame ? _RandomNums : _RandomNumsB);
- ShadingShader.SetTexture(GIReTraceKernel, "ReservoirA", !FlipFrame ? GIReservoirB : GIReservoirC);
- ShadingShader.SetTexture(GIReTraceKernel, "RandomNums", !FlipFrame ? _RandomNums : _RandomNumsB);
- ShadingShader.SetTexture(GIReTraceKernel, "ScreenSpaceInfo", !FlipFrame ? ScreenSpaceInfo : ScreenSpaceInfoPrev);
+ GenerateShader.SetComputeBuffer(GIReTraceKernel, "GlobalRays", _RayBuffer);
+ GenerateShader.SetComputeBuffer(GIReTraceKernel, "GlobalColors", LightingBuffer);
+ GenerateShader.SetTexture(GIReTraceKernel, "WorldPosA", GIWorldPosA);
+ GenerateShader.SetTexture(GIReTraceKernel, "NEEPosA", FlipFrame ? GINEEPosA : GINEEPosB);
+ GenerateShader.SetComputeBuffer(GIReTraceKernel, "PrevGlobalColorsA", FlipFrame ? PrevLightingBufferA : PrevLightingBufferB);
+ GenerateShader.SetBuffer(GIReTraceKernel, "Rays", FlipFrame ? RaysBuffer : RaysBufferB);
+ GenerateShader.SetTexture(GIReTraceKernel, "RandomNumsWrite", FlipFrame ? _RandomNums : _RandomNumsB);
+ GenerateShader.SetTexture(GIReTraceKernel, "ReservoirA", !FlipFrame ? GIReservoirB : GIReservoirC);
+ GenerateShader.SetTexture(GIReTraceKernel, "RandomNums", !FlipFrame ? _RandomNums : _RandomNumsB);
+ GenerateShader.SetTexture(GIReTraceKernel, "ScreenSpaceInfo", !FlipFrame ? ScreenSpaceInfo : ScreenSpaceInfoPrev);
ReSTIRGI.SetComputeBuffer(ReSTIRGIKernel, "TLASBVH8Indices", Assets.TLASCWBVHIndexes);
@@ -697,6 +692,8 @@ private void SetShaderParameters(CommandBuffer cmd)
ReSTIRGI.SetTexture(ReSTIRGIKernel, "RandomNums", FlipFrame ? _RandomNums : _RandomNumsB);
ReSTIRGI.SetTexture(ReSTIRGIKernel, "PrevScreenSpaceInfo", FlipFrame ? ScreenSpaceInfoPrev : ScreenSpaceInfo);
ReSTIRGI.SetTexture(ReSTIRGIKernel, "ScreenSpaceInfoRead", FlipFrame ? ScreenSpaceInfo : ScreenSpaceInfoPrev);
+ ReSTIRGI.SetTexture(ReSTIRGIKernel, "SecondaryScreenSpaceInfoRead", FlipFrame ? GISecondBounceA : GISecondBounceB);
+ ReSTIRGI.SetTexture(ReSTIRGIKernel, "PrevSecondaryScreenSpaceInfoRead", !FlipFrame ? GISecondBounceA : GISecondBounceB);
ReSTIRGI.SetTexture(ReSTIRGIKernel, "GradientWrite", Gradients);
ReSTIRGI.SetComputeBuffer(ReSTIRGIKernel, "PrevGlobalColorsA", FlipFrame ? PrevLightingBufferA : PrevLightingBufferB);
ReSTIRGI.SetComputeBuffer(ReSTIRGIKernel, "PrevGlobalColorsB", FlipFrame ? PrevLightingBufferB : PrevLightingBufferA);
@@ -735,7 +732,6 @@ private void ResetAllTextures() {
PrevResFactor = RenderScale;
if(ReSTIRDenoiser && UseReSTIRGI) {ReSTIRASVGFCode.ClearAll(); ReSTIRASVGFCode.init(SourceWidth, SourceHeight);}
if (UseASVGF) {ASVGFCode.ClearAll(); ASVGFCode.init(SourceWidth, SourceHeight);}
- if (UseSVGF && !UseASVGF) {Denoisers.ClearSVGF(); Denoisers.InitSVGF(SourceWidth, SourceHeight);}
if(UseReCur) {ReCurDen.ClearAll(); ReCurDen.init(SourceWidth, SourceHeight);}
if(Denoisers.Initialized) Denoisers.ClearAll();
Denoisers.init(SourceWidth, SourceHeight);
@@ -771,6 +767,16 @@ private void InitRenderTexture(bool ForceReset = false)
CorrectedDistanceTexB.Release();
GIReservoirB.Release();
GIReservoirC.Release();
+ GINEEPosA.Release();
+ GINEEPosB.Release();
+ GIWorldPosA.Release();
+ GIWorldPosB.Release();
+ GIWorldPosC.Release();
+ _PrimaryTriangleInfo.Release();
+ ScreenSpaceInfo.Release();
+ ScreenSpaceInfoPrev.Release();
+ GISecondBounceA.Release();
+ GISecondBounceB.Release();
Gradients.Release();
}
CommonFunctions.CreateRenderTexture(ref _DebugTex, SourceWidth, SourceHeight, CommonFunctions.RTHalf4, RenderTextureReadWrite.sRGB);
@@ -790,6 +796,8 @@ private void InitRenderTexture(bool ForceReset = false)
CommonFunctions.CreateRenderTexture(ref _PrimaryTriangleInfo, SourceWidth, SourceHeight, CommonFunctions.RTFull4);
CommonFunctions.CreateRenderTexture(ref ScreenSpaceInfo, SourceWidth, SourceHeight, CommonFunctions.RTFull4);
CommonFunctions.CreateRenderTexture(ref ScreenSpaceInfoPrev, SourceWidth, SourceHeight, CommonFunctions.RTFull4);
+ CommonFunctions.CreateRenderTexture(ref GISecondBounceA, SourceWidth, SourceHeight, CommonFunctions.RTFull4);
+ CommonFunctions.CreateRenderTexture(ref GISecondBounceB, SourceWidth, SourceHeight, CommonFunctions.RTFull4);
CommonFunctions.CreateRenderTexture(ref Gradients, SourceWidth / 3, SourceHeight / 3, CommonFunctions.RTHalf2);
#if TTLightMapping
CommonFunctions.CreateRenderTexture(ref LightWorldIndex, SourceWidth, SourceHeight, CommonFunctions.RTFull4);
@@ -841,7 +849,7 @@ private void Render(RenderTexture destination, CommandBuffer cmd)
#else
if(UseReSTIRGI && ReSTIRGIUpdateRate != 0) {
cmd.BeginSample("ReSTIR GI Reproject");
- cmd.DispatchCompute(ShadingShader, GIReTraceKernel, Mathf.CeilToInt(SourceWidth / 24.0f), Mathf.CeilToInt(SourceHeight / 24.0f), 1);
+ cmd.DispatchCompute(GenerateShader, GIReTraceKernel, Mathf.CeilToInt(SourceWidth / 16.0f), Mathf.CeilToInt(SourceHeight / 16.0f), 1);
cmd.EndSample("ReSTIR GI Reproject");
} else {
cmd.BeginSample("Primary Ray Generation");
@@ -855,6 +863,9 @@ private void Render(RenderTexture destination, CommandBuffer cmd)
for (int i = 0; i < bouncecount; i++) {
var bouncebounce = i;
SetInt("CurBounce", bouncebounce, cmd);
+ if(UseReSTIRGI && bouncebounce == 1) {
+ cmd.SetComputeTextureParam(ShadingShader, ShadeKernel, "ScreenSpaceInfo", (FramesSinceStart2 % 2 == 0) ? GISecondBounceA : GISecondBounceB);
+ }
cmd.BeginSample("Transfer Kernel: " + i);
cmd.DispatchCompute(ShadingShader, TransferKernel, 1, 1, 1);
cmd.EndSample("Transfer Kernel: " + i);
@@ -901,7 +912,7 @@ private void Render(RenderTexture destination, CommandBuffer cmd)
}
- if (!UseSVGF && !UseASVGF && !UseReCur && !(UseReSTIRGI && ReSTIRDenoiser))
+ if (!UseASVGF && !UseReCur && !(UseReSTIRGI && ReSTIRDenoiser))
{
cmd.BeginSample("Finalize Kernel");
cmd.DispatchCompute(ShadingShader, FinalizeKernel, Mathf.CeilToInt(SourceWidth / 16.0f), Mathf.CeilToInt(SourceHeight / 16.0f), 1);
@@ -913,27 +924,7 @@ private void Render(RenderTexture destination, CommandBuffer cmd)
_addMaterial.SetFloat("_Sample", CurrentSample);
cmd.Blit(_target, _converged, _addMaterial);
cmd.EndSample("Finalize Kernel");
- }
- else if (!UseASVGF && !UseReCur && !(UseReSTIRGI && ReSTIRDenoiser))
- {
- cmd.BeginSample("SVGF");
- SampleCount = 0;
- Denoisers.ExecuteSVGF(FramesSinceStart2,
- SVGFAtrousKernelSizes,
- ref LightingBuffer,
- ref _converged,
- ref _Albedo,
- ((FramesSinceStart2 % 2 == 0) ? ScreenSpaceInfo : ScreenSpaceInfoPrev),
- ((FramesSinceStart2 % 2 == 1) ? ScreenSpaceInfo : ScreenSpaceInfoPrev),
- GIWorldPosA,
- RenderScale != 1.0f,
- UseReSTIRGI,
- cmd);
- CurrentSample = 1;
- cmd.EndSample("SVGF");
- }
- else if(!UseReCur && !(UseReSTIRGI && ReSTIRDenoiser))
- {
+ } else if(!UseReCur && !(UseReSTIRGI && ReSTIRDenoiser)) {
cmd.BeginSample("ASVGF");
SampleCount = 0;
ASVGFCode.Do(ref LightingBuffer, ref _Albedo, ref _converged, RenderScale, (FramesSinceStart2 % 2 == 1) ? CorrectedDistanceTex : CorrectedDistanceTexB, ((FramesSinceStart2 % 2 == 0) ? ScreenSpaceInfo : ScreenSpaceInfoPrev), cmd, (FramesSinceStart2 % 2 == 0) ? CorrectedDistanceTex : CorrectedDistanceTexB, FramesSinceStart2, ref GIWorldPosA, DoPartialRendering ? PartialRenderingFactor : 1, Denoisers.ExposureBuffer, AllowAutoExpose, IndirectBoost, (FramesSinceStart2 % 2 == 0) ? _RandomNums : _RandomNumsB);
diff --git a/TrueTrace/Resources/Utility/GeneralMeshFunctions.compute b/TrueTrace/Resources/Utility/GeneralMeshFunctions.compute
index bcd4747b..8b9bb225 100644
--- a/TrueTrace/Resources/Utility/GeneralMeshFunctions.compute
+++ b/TrueTrace/Resources/Utility/GeneralMeshFunctions.compute
@@ -1,4 +1,3 @@
-// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CombineTriBuffers
struct CudaTriangle {
diff --git a/TrueTrace/Resources/Utility/MaterialMappings.xml b/TrueTrace/Resources/Utility/MaterialMappings.xml
index 16a8134d..77019434 100644
--- a/TrueTrace/Resources/Utility/MaterialMappings.xml
+++ b/TrueTrace/Resources/Utility/MaterialMappings.xml
@@ -4602,7 +4602,7 @@
.poiyomi/Poiyomi 8.1/Poiyomi Pro
_MainTex
- null
+ _BumpMap
null
null
0
@@ -4939,4 +4939,284 @@
null
null
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/c493a37fb8c92294bad1d5a06eb705b2
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/bf1d149883d87ba4aabf468adbe4a760
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/a46c1008416254148bc3833841561526
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/9ff4df3007e55b74b83a7abb49ed3070
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/e21e9aed4ae4e4c40b0dcd0ff711ed1a
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/f88874ab2cb2c7c458db7280487d5be5
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/6051c9b377a60964c893cc09a6b2a6ae
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/500b7e30f24bc1843a36a2fda782a7c0
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/74940f8d1151c62498b8d26e694eb775
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/f1fa234ac101e884c8232eb35798ca38
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/aa39594bbc5f3d341bbefae4d9cd039b
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 8.1/Poiyomi Pro/e54fdb2fdce353a4697be464d5009afd
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 8.1/Poiyomi Pro/15291281a70732a40919d32cbaabc1a7
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
+
+ Hidden/Locked/.poiyomi/Poiyomi 8.1/Poiyomi Pro/40b65cd3669f85e43a5287b979edefe4
+ _MainTex
+ null
+ null
+ null
+ 0
+ null
+ null
+ 0
+ null
+ false
+ false
+ false
+ null
+ null
+ null
+ null
+ null
+
\ No newline at end of file