2021-09-09 20:42:29 -04:00

81 lines
3.1 KiB
HLSL

#ifndef UNITY_RAYTRACING_SAMPLING_INCLUDED
#define UNITY_RAYTRACING_SAMPLING_INCLUDED
Texture2D<float> _OwenScrambledTexture;
Texture2D<float> _ScramblingTileXSPP;
Texture2D<float> _RankingTileXSPP;
Texture2D<float2> _ScramblingTexture;
float ScramblingValueFloat(uint2 pixelCoord)
{
pixelCoord = pixelCoord & 255;
return _ScramblingTexture[uint2(pixelCoord.x, pixelCoord.y)].x;
}
float2 ScramblingValueFloat2(uint2 pixelCoord)
{
pixelCoord = pixelCoord & 255;
return _ScramblingTexture[uint2(pixelCoord.x, pixelCoord.y)].xy;
}
uint ScramblingValueUInt(uint2 pixelCoord)
{
pixelCoord = pixelCoord & 255;
return clamp((uint)(_ScramblingTexture[uint2(pixelCoord.x, pixelCoord.y)].x * 256.0), 0, 255);
}
uint2 ScramblingValueUInt2(uint2 pixelCoord)
{
pixelCoord = pixelCoord & 255;
return clamp((uint2)(_ScramblingTexture[uint2(pixelCoord.x, pixelCoord.y)] * 256.0), uint2(0,0), uint2(255, 255));
}
// Wrapper to sample the scrambled low Low-Discrepancy sequence (returns a float)
float GetLDSequenceSampleFloat(uint sampleIndex, uint sampleDimension)
{
// Make sure arguments are in the right range
sampleIndex = sampleIndex & 255;
// sampleDimension = sampleDimension & 255;
// Fetch the sequence value and return it
return _OwenScrambledTexture[uint2(sampleDimension, sampleIndex)];
}
// Wrapper to sample the scrambled low Low-Discrepancy sequence (returns an unsigned int)
uint GetLDSequenceSampleUInt(uint sampleIndex, uint sampleDimension)
{
// Make sure arguments are in the right range
sampleIndex = sampleIndex & 255;
// sampleDimension = sampleDimension & 255;
// Fetch the sequence value and return it
return clamp((uint)(_OwenScrambledTexture[uint2(sampleDimension, sampleIndex)] * 256.0), 0, 255);
}
// This is an implementation of the method from the paper
// "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space" by Heitz et al.
float GetBNDSequenceSample(uint2 pixelCoord, uint sampleIndex, uint sampleDimension)
{
// wrap arguments
pixelCoord = pixelCoord & 127;
sampleIndex = sampleIndex & 255;
sampleDimension = sampleDimension & 255;
// xor index based on optimized ranking
uint rankingIndex = (pixelCoord.x + pixelCoord.y * 128) * 8 + (sampleDimension & 7);
uint rankedSampleIndex = sampleIndex ^ clamp((uint)(_RankingTileXSPP[uint2(rankingIndex & 127, rankingIndex / 128)] * 256.0), 0, 255);
// fetch value in sequence
uint value = clamp((uint)(_OwenScrambledTexture[uint2(sampleDimension, rankedSampleIndex.x)] * 256.0), 0, 255);
// If the dimension is optimized, xor sequence value based on optimized scrambling
uint scramblingIndex = (pixelCoord.x + pixelCoord.y * 128) * 8 + (sampleDimension & 7);
float scramblingValue = min(_ScramblingTileXSPP[uint2(scramblingIndex & 127, scramblingIndex / 128)], 0.999);
value = value ^ uint(scramblingValue * 256.0);
// Convert to float (to avoid the same 1/256th quantization everywhere, we jitter by the pixel scramblingValue)
return (scramblingValue + value) / 256.0;
}
#endif // UNITY_RAYTRACING_SAMPLING_INCLUDED