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resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index b467d7de97d..78e11fd9f79 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -710,6 +710,12 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8209_CustomPassNodes.unity guid: beda2df19b812c944a26a77591f54588 + - enabled: 1 + path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Refract_and_Fresnel.unity + guid: 88673d3037ade164680a1fce99a2119e + - enabled: 1 + path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8211_SceneDepthDifference.unity + guid: 038c429abb5894140bc2a6d5ec82f6d2 - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9001_LODTransition.unity guid: b15315a1f9287fa4dac965a039b3b778 diff --git a/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl index 80503f6c413..cddc4165f3b 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl @@ -85,6 +85,20 @@ real3 F_Transm_Schlick(real3 f0, real u) return F_Transm_Schlick(f0, 1.0, u); // sub mul mul mad mad*3 } +// Compute the cos of critical angle: cos(asin(eta)) == sqrt(1.0 - eta*eta) +// eta == IORMedium/IORSource +// If eta >= 1 the it's an AirMedium interation, otherwise it's MediumAir interation +real CosCriticalAngle(real eta) +{ + return sqrt(max(1.0 - Sq(eta), 0.0)); + // For 1 <= IOR <= 4: Max error: 0.0268594 + //return eta >= 1.0 ? 0.0 : (((3.0 + eta) * sqrt(max(0.0, 1.0 - eta))) / (2.0 * sqrt(2.0))); + // For 1 <= IOR <= 4: Max error: 0.00533065 + //return eta >= 1.0 ? 0.0 : (-((-23.0 - 10.0 * eta + Sq(eta)) * sqrt(max(0.0, 1.0 - eta))) / (16.0 * sqrt(2.0))); + // For 1 <= IOR <= 4: Max error: 0.00129402 + //return eta >= 1.0 ? 0.0 : (((91.0 + 43.0 * eta - 7.0 * Sq(eta) + pow(eta, 3)) * sqrt(max(0.0, 1.0 - eta))) / (64. * sqrt(2.0))); +} + // Ref: https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations/ // Fresnel dielectric / dielectric real F_FresnelDielectric(real ior, real u) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ff2fc3ed504..cbc3755cbcc 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -15,6 +15,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added a callback to override the View matrix of Spot Lights. - Added Expose SSR parameters to control speed rejection from Motion Vector including computing Motion Vector in World Space. - Added a Layer Mask in the Probe Volume Settings window to filter which renderers to consider when placing the probes. +- Adding Refract Node, Fresnel Equation Node and Scene-Difference-Node (https://jira.unity3d.com/browse/HDRP-1599) ### Fixed - Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs new file mode 100644 index 00000000000..8ff0d46fd42 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs @@ -0,0 +1,235 @@ +using System.Collections.Generic; +using System; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Drawing.Controls; +using UnityEditor.ShaderGraph.Internal; +using UnityEngine.Rendering.HighDefinition; + +namespace UnityEditor.Rendering.HighDefinition +{ + enum FresnelEquationMode + { + Schlick, + Dielectric, + DielectricGeneric + }; + + [SRPFilter(typeof(HDRenderPipeline))] + [Title("Math", "Advanced", "High Definition Render Pipeline", "Fresnel Equation")] + class HDFresnelEquationNode : AbstractMaterialNode + , IGeneratesBodyCode + , IGeneratesFunction + { + [SerializeField] + private FresnelEquationMode m_FresnelEquationMode = FresnelEquationMode.Schlick; + + const string kDotVectorsInputSlotName = "Dot Vector"; + const string kF0InputSlotName = "F0"; + const string kIORSourceInputSlotName = "IOR Source"; + const string kIORMediumInputSlotName = "IOR Medium"; + const string kIORMediumImInputSlotName = "IOR Medium K"; + + const string kFresnelOutputSlotName = "Fresnel"; + + public override string documentationURL => Documentation.GetPageLink("Fresnel-Equation-Node"); + + private enum FresnelSlots + { + kDotVectorsInputSlotId, + kF0InputSlotId, + kIORSourceInputSlotId, + kIORMediumInputSlotId, + kIORMediumKInputSlotId, + kFresnelOutputSlotId + } + + Vector1MaterialSlot dotInputSlot; + Vector1MaterialSlot f0InputSlot; + Vector1MaterialSlot iorSourceInputSlot; + Vector1MaterialSlot iorMediumInputSlot; + Vector1MaterialSlot iorMediumKInputSlot; + Vector1MaterialSlot fresnelOutputSlot; + + [EnumControl("Mode")] + public FresnelEquationMode fresnelEquationMode + { + get { return m_FresnelEquationMode; } + set + { + if (m_FresnelEquationMode == value) + return; + + m_FresnelEquationMode = value; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Graph); + } + } + + public HDFresnelEquationNode() + { + name = "Fresnel Equation"; + synonyms = new string[] { "fresnel", "schlick", "metal", "dielectric", "tir", "reflection", "critical" }; + UpdateNodeAfterDeserialization(); + } + + public override bool hasPreview { get { return true; } } + + public sealed override void UpdateNodeAfterDeserialization() + { + var addedSlots = new List(); + dotInputSlot = null; + f0InputSlot = null; + iorSourceInputSlot = null; + iorMediumInputSlot = null; + iorMediumKInputSlot = null; + fresnelOutputSlot = null; + + dotInputSlot = new Vector1MaterialSlot((int)FresnelSlots.kDotVectorsInputSlotId, kDotVectorsInputSlotName, kDotVectorsInputSlotName, SlotType.Input, 0.0f); + AddSlot(dotInputSlot); + addedSlots.Add(dotInputSlot.id); + + if (m_FresnelEquationMode == FresnelEquationMode.Schlick) + { + f0InputSlot = new Vector1MaterialSlot((int)FresnelSlots.kF0InputSlotId, kF0InputSlotName, kF0InputSlotName, SlotType.Input, 0.04f); + AddSlot(f0InputSlot); + addedSlots.Add(f0InputSlot.id); + } + else if (m_FresnelEquationMode == FresnelEquationMode.Dielectric) + { + iorSourceInputSlot = new Vector1MaterialSlot((int)FresnelSlots.kIORSourceInputSlotId, kIORSourceInputSlotName, kIORSourceInputSlotName, SlotType.Input, 1.0f); + iorMediumInputSlot = new Vector1MaterialSlot((int)FresnelSlots.kIORMediumInputSlotId, kIORMediumInputSlotName, kIORMediumInputSlotName, SlotType.Input, 1.5f); + AddSlot(iorSourceInputSlot); + addedSlots.Add(iorSourceInputSlot.id); + + AddSlot(iorMediumInputSlot); + addedSlots.Add(iorMediumInputSlot.id); + } + else if (m_FresnelEquationMode == FresnelEquationMode.DielectricGeneric) + { + iorSourceInputSlot = new Vector1MaterialSlot((int)FresnelSlots.kIORSourceInputSlotId, kIORSourceInputSlotName, kIORSourceInputSlotName, SlotType.Input, 1.0f); + iorMediumInputSlot = new Vector1MaterialSlot((int)FresnelSlots.kIORMediumInputSlotId, kIORMediumInputSlotName, kIORMediumInputSlotName, SlotType.Input, 1.5f); + iorMediumKInputSlot = new Vector1MaterialSlot((int)FresnelSlots.kIORMediumKInputSlotId, kIORMediumImInputSlotName, kIORMediumImInputSlotName, SlotType.Input, 2.0f); + AddSlot(iorSourceInputSlot); + addedSlots.Add(iorSourceInputSlot.id); + + AddSlot(iorMediumInputSlot); + addedSlots.Add(iorMediumInputSlot.id); + + AddSlot(iorMediumKInputSlot); + addedSlots.Add(iorMediumKInputSlot.id); + } + + fresnelOutputSlot = new Vector1MaterialSlot((int)FresnelSlots.kFresnelOutputSlotId, kFresnelOutputSlotName, kFresnelOutputSlotName, SlotType.Output, 0.5f); + AddSlot(fresnelOutputSlot); + addedSlots.Add(fresnelOutputSlot.id); + + RemoveSlotsNameNotMatching(addedSlots, supressWarnings: true); + } + + string GetFunctionName() + { + return string.Format("Unity_FresnelEquation_{0}_$precision", m_FresnelEquationMode.ToString()); + } + + string GetResultType() + { + string resultType; + if (m_FresnelEquationMode == FresnelEquationMode.Schlick) + { + resultType = f0InputSlot.concreteValueType.ToShaderString(); + } + else if (m_FresnelEquationMode == FresnelEquationMode.Dielectric) + { + resultType = ((ConcreteSlotValueType)System.Math.Min((int)iorSourceInputSlot.concreteValueType, (int)iorMediumInputSlot.concreteValueType)).ToShaderString(); + } + else //if (m_FresnelEquationMode == FresnelEquationMode.DielectricGeneric) + { + resultType = ((ConcreteSlotValueType)System.Math.Min(System.Math.Min((int)iorSourceInputSlot.concreteValueType, (int)iorMediumInputSlot.concreteValueType), (int)iorMediumKInputSlot.concreteValueType)).ToShaderString(); + } + return resultType; + } + + public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) + { + registry.RequiresIncludePath("Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl"); + + string resultType = GetResultType(); + registry.ProvideFunction(GetFunctionName(), s => + { + if (m_FresnelEquationMode == FresnelEquationMode.Schlick) + { + s.AppendLine("void {0}(out {1} FresnelValue, $precision cos0, {1} f0)", GetFunctionName(), resultType, resultType); + } + else if (m_FresnelEquationMode == FresnelEquationMode.Dielectric) + { + s.AppendLine("void {0}(out {1} FresnelValue, $precision cos0, {2} iorSource, {3} iorMedium)", + GetFunctionName(), + resultType, + iorSourceInputSlot.concreteValueType.ToShaderString(), + iorMediumInputSlot.concreteValueType.ToShaderString()); + } + else //if (m_FresnelEquationMode == FresnelEquationMode.DielectricGeneric) + { + s.AppendLine("void {0}(out {1} FresnelValue, $precision cos0, {2} iorSource, {3} iorMedium, {4} iorMediumK)", + GetFunctionName(), + resultType, + iorSourceInputSlot.concreteValueType.ToShaderString(), + iorMediumInputSlot.concreteValueType.ToShaderString(), + iorMediumKInputSlot.concreteValueType.ToShaderString()); + } + using (s.BlockScope()) + { + if (m_FresnelEquationMode == FresnelEquationMode.Schlick) + { + s.AppendLine("FresnelValue = F_Schlick(f0, cos0);"); + } + else if (m_FresnelEquationMode == FresnelEquationMode.Dielectric) + { + s.AppendLine("FresnelValue = F_FresnelDielectric(iorMedium/iorSource, cos0);"); + } + else //if (m_FresnelEquationMode == FresnelEquationMode.DielectricGeneric) + { + s.AppendLine("FresnelValue = F_FresnelConductor(iorMedium/iorSource, iorMediumK/iorSource, cos0);"); + } + } + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine("{0} {1};", GetResultType(), GetVariableNameForSlot((int)FresnelSlots.kFresnelOutputSlotId)); + if (m_FresnelEquationMode == FresnelEquationMode.Schlick) + { + sb.AppendLine("{0}({1}, {2}, {3});", + GetFunctionName(), + GetVariableNameForSlot(fresnelOutputSlot.id), + GetSlotValue(dotInputSlot.id, generationMode), + GetSlotValue(f0InputSlot.id, generationMode) + ); + } + else if (m_FresnelEquationMode == FresnelEquationMode.Dielectric) + { + sb.AppendLine("{0}({1}, {2}, {3}, {4});", + GetFunctionName(), + GetVariableNameForSlot(fresnelOutputSlot.id), + GetSlotValue(dotInputSlot.id, generationMode), + GetSlotValue(iorSourceInputSlot.id, generationMode), + GetSlotValue(iorMediumInputSlot.id, generationMode) + ); + } + else //if (m_FresnelEquationMode == FresnelEquationMode.DielectricGeneric) + { + sb.AppendLine("{0}({1}, {2}, {3}, {4}, {5});", + GetFunctionName(), + GetVariableNameForSlot(fresnelOutputSlot.id), + GetSlotValue(dotInputSlot.id, generationMode), + GetSlotValue(iorSourceInputSlot.id, generationMode), + GetSlotValue(iorMediumInputSlot.id, generationMode), + GetSlotValue(iorMediumKInputSlot.id, generationMode) + ); + } + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs.meta new file mode 100644 index 00000000000..8e7cfd15413 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/FresnelEquationNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1240f62c85ce5574c9eb943dfea9e35d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/RefractNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/RefractNode.cs new file mode 100644 index 00000000000..304830ef1b2 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/RefractNode.cs @@ -0,0 +1,144 @@ +using System.Collections.Generic; +using System; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Drawing.Controls; +using UnityEditor.ShaderGraph.Internal; +using UnityEngine.Rendering.HighDefinition; + +namespace UnityEditor.Rendering.HighDefinition +{ + enum RefractMode + { + CriticalAngle, + Safe + }; + + [SRPFilter(typeof(HDRenderPipeline))] + [Title("Math", "Vector", "High Definition Render Pipeline", "Refract")] + class HDRefractNode : AbstractMaterialNode + , IGeneratesBodyCode + , IGeneratesFunction + { + [SerializeField] + private RefractMode m_RefractMode = RefractMode.Safe; + + const int kIncidentInputSlotId = 0; + const string kIncidentInputSlotName = "Incident"; + const int kNormalInputSlotId = 1; + const string kNormalInputSlotName = "Normal"; + const int kIORSourceInputSlotId = 2; + const string kIORSourceInputSlotName = "IORSource"; + const int kIORMediumInputSlotId = 3; + const string kIORMediumInputSlotName = "IORMedium"; + + const int kRefractedOutputSlotId = 4; + const string kRefractedOutputSlotName = "Refracted"; + const int kIntensityOutputSlotId = 5; + const string kIntensityOutputSlotName = "Intensity"; + + public override string documentationURL => Documentation.GetPageLink("Refract-Node"); + + [EnumControl("Mode")] + public RefractMode refractMode + { + get { return m_RefractMode; } + set + { + if (m_RefractMode == value) + return; + + m_RefractMode = value; + Dirty(ModificationScope.Graph); + } + } + + public HDRefractNode() + { + name = "Refract"; + synonyms = new string[] { "refract", "warp", "bend", "distort" }; + UpdateNodeAfterDeserialization(); + } + + public override bool hasPreview { get { return true; } } + + public sealed override void UpdateNodeAfterDeserialization() + { + AddSlot(new Vector3MaterialSlot(kIncidentInputSlotId, kIncidentInputSlotName, kIncidentInputSlotName, SlotType.Input, Vector3.forward)); + AddSlot(new Vector3MaterialSlot(kNormalInputSlotId, kNormalInputSlotName, kNormalInputSlotName, SlotType.Input, -Vector3.forward)); + AddSlot(new Vector1MaterialSlot(kIORSourceInputSlotId, kIORSourceInputSlotName, kIORSourceInputSlotName, SlotType.Input, 1.0f)); + AddSlot(new Vector1MaterialSlot(kIORMediumInputSlotId, kIORMediumInputSlotName, kIORMediumInputSlotName, SlotType.Input, 1.5f)); + + AddSlot(new Vector3MaterialSlot(kRefractedOutputSlotId, kRefractedOutputSlotName, kRefractedOutputSlotName, SlotType.Output, Vector3.forward)); + AddSlot(new Vector1MaterialSlot(kIntensityOutputSlotId, kIntensityOutputSlotName, kIntensityOutputSlotName, SlotType.Output, 1.0f)); + + RemoveSlotsNameNotMatching(new[] + { + kIncidentInputSlotId, + kNormalInputSlotId, + kIORSourceInputSlotId, + kIORMediumInputSlotId, + kRefractedOutputSlotId, + kIntensityOutputSlotId + }); + } + + string GetFunctionName() + { + return string.Format("Unity_Refract_{0}_$precision", m_RefractMode.ToString()); + } + + public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) + { + registry.RequiresIncludePath("Packages/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl"); + + registry.ProvideFunction(GetFunctionName(), s => + { + s.AppendLine("void {0}(out $precision3 Refracted, out $precision3 Intensity, $precision3 Incident, $precision3 Normal, $precision IORSource, $precision IORMedium)", GetFunctionName()); + using (s.BlockScope()) + { + s.AppendLine("$precision internalIORSource = max(IORSource, 1.0);"); + s.AppendLine("$precision internalIORMedium = max(IORMedium, 1.0);"); + s.AppendLine("$precision eta = internalIORSource/internalIORMedium;"); + s.AppendLine("$precision cos0 = dot(Incident, Normal);"); + s.AppendLine("$precision k = 1.0 - eta*eta*(1.0 - cos0*cos0);"); + if (m_RefractMode == RefractMode.Safe) + { + s.AppendLine("Refracted = eta*Incident - (eta*cos0 + sqrt(max(k, 0.0)))*Normal;"); + } + else + { + s.AppendLine("Refracted = k >= 0.0 ? eta*Incident - (eta*cos0 + sqrt(k))*Normal : reflect(Incident, Normal);"); + } + s.AppendLine("Intensity = internalIORSource <= internalIORMedium ?"); + s.AppendLine(" saturate(F_Transm_Schlick(IorToFresnel0(internalIORMedium, internalIORSource), -cos0)) :"); + s.AppendLine(" (k >= 0.0 ? F_FresnelDielectric(internalIORMedium/internalIORSource, -cos0) : "); + if (m_RefractMode == RefractMode.Safe) + { + s.Append("0.0);"); + } + else + { + s.Append("1.0);"); + } + } + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine("$precision3 {0};", GetVariableNameForSlot(kRefractedOutputSlotId)); + sb.AppendLine("$precision3 {0};", GetVariableNameForSlot(kIntensityOutputSlotId)); + sb.AppendLine("{0}({1}, {2}, {3}, {4}, {5}, {6});", + GetFunctionName(), + GetVariableNameForSlot(kRefractedOutputSlotId), + GetVariableNameForSlot(kIntensityOutputSlotId), + GetSlotValue(kIncidentInputSlotId, generationMode), + GetSlotValue(kNormalInputSlotId, generationMode), + GetSlotValue(kIORSourceInputSlotId, generationMode), + GetSlotValue(kIORMediumInputSlotId, generationMode) + ); + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/RefractNode.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/RefractNode.cs.meta new file mode 100644 index 00000000000..eab796c69d0 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/RefractNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f5ce1dcfadb222f45b04e81aa35a90f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SceneDepthDifferenceNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SceneDepthDifferenceNode.cs new file mode 100644 index 00000000000..71a1a343b25 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SceneDepthDifferenceNode.cs @@ -0,0 +1,136 @@ +using System.Collections.Generic; +using System; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Drawing.Controls; +using UnityEditor.ShaderGraph.Internal; +using UnityEngine.Rendering.HighDefinition; +using System.Reflection; + +namespace UnityEditor.Rendering.HighDefinition +{ + [SRPFilter(typeof(HDRenderPipeline))] + [Title("Input", "Scene", "High Definition Render Pipeline", "Scene Depth Difference")] + sealed class HDSceneDepthDifferenceNode : CodeFunctionNode, IMayRequireDepthTexture, IMayRequireScreenPosition, IMayRequirePosition + { + [SerializeField] + private DepthSamplingMode m_DepthSamplingMode = DepthSamplingMode.Linear01; + + [EnumControl("Sampling Mode")] + public DepthSamplingMode depthSamplingMode + { + get { return m_DepthSamplingMode; } + set + { + if (m_DepthSamplingMode == value) + return; + + m_DepthSamplingMode = value; + Dirty(ModificationScope.Graph); + } + } + + public HDSceneDepthDifferenceNode() + { + name = "Scene Depth Difference"; + synonyms = new string[] { "zbuffer", "zdepth", "difference" }; + UpdateNodeAfterDeserialization(); + } + + public override bool hasPreview { get { return false; } } + + protected override MethodInfo GetFunctionToConvert() + { + switch (m_DepthSamplingMode) + { + case DepthSamplingMode.Raw: + return GetType().GetMethod("Unity_SceneDepthDifference_Raw", BindingFlags.Static | BindingFlags.NonPublic); + case DepthSamplingMode.Eye: + return GetType().GetMethod("Unity_SceneDepthDifference_Eye", BindingFlags.Static | BindingFlags.NonPublic); + case DepthSamplingMode.Linear01: + default: + return GetType().GetMethod("Unity_SceneDepthDifference_Linear01", BindingFlags.Static | BindingFlags.NonPublic); + } + } + + static string Unity_SceneDepthDifference_Linear01( + [Slot(0, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out, + [Slot(1, Binding.ScreenPosition)] Vector2 SceneUV, + [Slot(2, Binding.WorldSpacePosition)] Vector2 PositionWS) + { + return +@" +{ + $precision dist = Remap01(length(PositionWS), _ProjectionParams.y, _ProjectionParams.z); +#if defined(UNITY_REVERSED_Z) + Out = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams) - dist; +#else + Out = dist - Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams); +#endif +} +"; + } + + static string Unity_SceneDepthDifference_Raw( + [Slot(0, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out, + [Slot(1, Binding.ScreenPosition)] Vector2 SceneUV, + [Slot(2, Binding.WorldSpacePosition)] Vector3 PositionWS) + { + return +@" +{ + $precision deviceDepth = ComputeNormalizedDeviceCoordinatesWithZ(PositionWS, GetWorldToHClipMatrix()).z; +#if defined(UNITY_REVERSED_Z) + Out = deviceDepth - SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy); +#else + Out = SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy) - deviceDepth; +#endif +} +"; + } + + static string Unity_SceneDepthDifference_Eye( + [Slot(0, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out, + [Slot(1, Binding.ScreenPosition)] Vector2 SceneUV, + [Slot(2, Binding.WorldSpacePosition)] Vector3 PositionWS) + { + return +@" +{ + if (IsPerspectiveProjection()) + { +#if defined(UNITY_REVERSED_Z) + Out = LinearEyeDepth(ComputeWorldSpacePosition(SceneUV.xy, SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), UNITY_MATRIX_I_VP), UNITY_MATRIX_V) - length(PositionWS); +#else + Out = length(PositionWS) - LinearEyeDepth(ComputeWorldSpacePosition(SceneUV.xy, SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), UNITY_MATRIX_I_VP), UNITY_MATRIX_V); +#endif + } + else + { +#if defined(UNITY_REVERSED_Z) + Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams) - length(PositionWS); +#else + Out = length(PositionWS) - LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(SceneUV.xy), _ZBufferParams); +#endif + } +} +"; + } + + bool IMayRequireDepthTexture.RequiresDepthTexture(ShaderStageCapability stageCapability) + { + return true; + } + + bool IMayRequireScreenPosition.RequiresScreenPosition(ShaderStageCapability stageCapability) + { + return true; + } + + NeededCoordinateSpace IMayRequirePosition.RequiresPosition(ShaderStageCapability stageCapability) + { + return NeededCoordinateSpace.World; + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SceneDepthDifferenceNode.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SceneDepthDifferenceNode.cs.meta new file mode 100644 index 00000000000..dfbd11da402 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/SceneDepthDifferenceNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a2fc0a1b95fb2d745b9df6cf51657d36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.shadergraph/Documentation~/Fresnel-Equation-Node.md b/com.unity.shadergraph/Documentation~/Fresnel-Equation-Node.md new file mode 100644 index 00000000000..e6ed9badb8c --- /dev/null +++ b/com.unity.shadergraph/Documentation~/Fresnel-Equation-Node.md @@ -0,0 +1,61 @@ +# Fresnel Equation Node + +## Description + +The Fresnel Equation Node adds equations that affect Material interactions to the Fresnel Component. You can select an equation in the **Mode** dropdown. + +You can find Numerical values of refractive indices at [refractiveindex.info](https://refractiveindex.info/). + +## Ports (Schlick) + +| Name | Direction | Type | Binding | Description | +|:------------ |:-------------|:-----|:---|:---| +| f0 | Input | Vector{1, 2, 3} | None | Represente the reflection of the surface when we face typically 0.02-0.08 for a dielectric material. | +| DotVector | Input | Float | None | The dot product between the normal and the surface. | +| Fresnel | Output | same as f0 | None | Fresnel coefficient, which describe the amount of light reflected or transmitted. | + +## Ports (Dielectric) + +| Name | Direction | Type | Binding | Description | +|:------------ |:-------------|:-----|:---|:---| +| IOR Source | Input | Vector | None | The refractive index of the medium the light source originates in. | +| IOR Medium | Input | Vector | None | The refractive index of the medium that the light refracts into. | +| DotVector | Input | Float | None | The dot product between the normal and the surface. | +| Fresnel | Output | same as f0 | None | The fresnel coefficient, which describe the amount of light reflected or transmitted. | + +## Ports (DielectricGeneric) + +| Name | Direction | Type | Binding | Description | +|:------------ |:-------------|:-----|:---|:---| +| IOR Source | Input | Vector | None | The refractive index of the medium the light source originates in. | +| IOR Medium | Input | Vector | None | The refractive index of the medium that the light refracts into. | +| IOR MediumK | Input | Vector | None | The refractive index Medium (imaginary part), or the medium causing the refraction. | +| DotVector | Input | Float | None | The dot product between the normal and the surface. | +| Fresnel | Output | same as f0 | None | Fresnel coefficient, which describe the amount of light reflected or transmitted. | + +## Controls + +| Name | Type | Options | Description | +|:------------ |:-------------|:-----|:---| +| Mode | Dropdown | • **Schlick**: This mode produces an approximation based on [Schlick's Approximation](https://en.wikipedia.org/wiki/Schlick%27s_approximation). Use the Schlick mode for interactions between air and dielectric materials.
• **Dielectric**: Use this mode for interactions between two dielectric Materials. For example, air to glass, glass to water, or water to air.
• **DielectricGeneric**: This mode computes a [Fresnel equation](https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations) for interactions between a dielectric and a metal. For example, clear-coat- to metal, glass to metal, or water to metal.
**Note:** if the **IORMediumK** value is 0, **DielectricGeneric** behaves in the same way as the **Dielectric** mode. || + +## Generated Code Example + +The following example code represents one possible outcome of this node. + +``` +void Unity_FresnelEquation_Schlick(out float Fresnel, float cos0, float f0) +{ + Fresnel = F_Schlick(f0, cos0); +} + +void Unity_FresnelEquation_Dielectric(out float3 Fresnel, float cos0, float3 iorSource, float3 iorMedium) +{ + FresnelValue = F_FresnelDielectric(iorMedium/iorSource, cos0); +} + +void Unity_FresnelEquation_DielectricGeneric(out float3 Fresnel, float cos0, float3 iorSource, float3 iorMedium, float3 iorMediumK) +{ + FresnelValue = F_FresnelConductor(iorMedium/iorSource, iorMediumK/iorSource, cos0); +} +``` diff --git a/com.unity.shadergraph/Documentation~/Refract-Node.md b/com.unity.shadergraph/Documentation~/Refract-Node.md new file mode 100644 index 00000000000..8cb41cadb4d --- /dev/null +++ b/com.unity.shadergraph/Documentation~/Refract-Node.md @@ -0,0 +1,62 @@ +# Refract Node + +## Description + +You can use the Refract node to give a shader a refraction effect. The Refract node generates a refraction using the following to produce a new refracted vector: + +- A normalized incident vector. + +- A normalized normal vector of the surface. + +- The refractive index of the source and the medium. + +The Refract node uses the principles described in [Snell's Law](https://en.wikipedia.org/wiki/Snell%27s_law). A medium's refractive index has an angle where the surface behaves like a perfect mirror. This angle is called total internal reflection. To avoid a NaN result, set the Refract node's **Mode** to **Safe**. This makes the Refract node generate a null vector when it reaches the critical angle before total internal reflection. + +## Ports + +| Name | Direction | Type | Binding | Description | +|:------------ |:-------------|:-----|:---|:---| +| Incident | Input | Vector | None | The normalized vector from the light source to the surface.
For example, this could be from a light source to a pixel, or from the Camera to a surface. | +| Normal | Input | Vector | None | The normalized normal of the surface that causes the refraction. | +| IOR Source | Input | Float | None | The refractive index of the medium the light source originates in. | +| IOR Medium | Input | Float | None | The refractive index of the medium that the light refracts into. | +| Refracted | Output | Vector | None | The refracted vector. | +| Intensity | Output | Float | None | Intensity of the refraction. | + +## Controls + +| Name | Type | Options | Description | +|:------------ |:-------------|:-----|:---| +| Mode | Dropdown | • **Safe:** Returns a null vector result instead of a NaN result at the point of critical angle refraction.
• **CriticalAngle:** Avoids the **Safe** check for a potential NaN result. || + +## Generated Code Example + +The following example code represents one possible outcome of this node. + +``` +void Unity_RefractCriticalAngle(float3 Incident, float3 Normal, float IORInput, float IORMedium, out float Out) +{ + $precision internalIORInput = max(IORInput, 1.0); + $precision internalIORMedium = max(IORMedium, 1.0); + $precision eta = internalIORInput/internalIORMedium; + $precision cos0 = dot(Incident, Normal); + $precision k = 1.0 - eta*eta*(1.0 - cos0*cos0); + Refracted = k >= 0.0 ? eta*Incident - (eta*cos0 + sqrt(k))*Normal : reflect(Incident, Normal); + Intensity = internalIORSource <= internalIORMedium ?; + saturate(F_Transm_Schlick(IorToFresnel0(internalIORMedium, internalIORSource), -cos0)) : + (k >= 0.0 ? saturate(F_FresnelDielectric(internalIORMedium/internalIORSource, -cos0)) : 0.0); +} + +void Unity_RefractSafe(float3 Incident, float3 Normal, float IORInput, float IORMedium, out float Out) +{ + $precision internalIORInput = max(IORInput, 1.0); + $precision internalIORMedium = max(IORMedium, 1.0); + $precision eta = internalIORInput/internalIORMedium; + $precision cos0 = dot(Incident, Normal); + $precision k = 1.0 - eta*eta*(1.0 - cos0*cos0); + Refracted = eta*Incident - (eta*cos0 + sqrt(max(k, 0.0)))*Normal; + Intensity = internalIORSource <= internalIORMedium ?; + saturate(F_Transm_Schlick(IorToFresnel0(internalIORMedium, internalIORSource), -cos0)) : + (k >= 0.0 ? saturate(F_FresnelDielectric(internalIORMedium/internalIORSource, -cos0)) : 1.0); +} +``` diff --git a/com.unity.shadergraph/Documentation~/Scene-Depth-Difference-Node.md b/com.unity.shadergraph/Documentation~/Scene-Depth-Difference-Node.md new file mode 100644 index 00000000000..165dabe773e --- /dev/null +++ b/com.unity.shadergraph/Documentation~/Scene-Depth-Difference-Node.md @@ -0,0 +1,19 @@ +# Scene Depth Difference + +## Description + +Provide a difference between a World Space Position and a Depth value for a given UV. + +## Ports + +| Name | Direction | Type | Binding | Description | +|:-------|:-----------|:------|:--------|:------------| +| Scene UV | Input | Vector4 | None | UV where to sample the depth. | +| Position WS | Input | Vector3 | None | The world space position to compare with scene depth. | +| Out | Output | Float | None | The difference between PositionWS and the depth. The difference is given relative to camera with **Eye** mode, in depth-buffer-value with **Raw** mode and in Linear value remap between 0 and 1 with the **Linear01** Mode. | + +## Controls + +| Name | Type | Options | Description | +|:------------ |:-------------|:-----|:---| +| Mode | Dropdown | Select **Linear01** to have a value between 0 and 1, **Eye** to have a World-Space value comparable to unit used on the scene and **Raw** if it's used with SceneDepthBuffer. | diff --git a/com.unity.shadergraph/Documentation~/TableOfContents.md b/com.unity.shadergraph/Documentation~/TableOfContents.md index 7b2187f9940..24c9c2df500 100644 --- a/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -116,6 +116,7 @@ * PBR * [Dielectric Specular](Dielectric-Specular-Node) * [Metal Reflectance](Metal-Reflectance-Node) + * [Fresnel Equation](Fresnel-Equation-Node) * Scene * [Camera](Camera-Node) * [Eye Index](Eye-Index-Node) @@ -123,6 +124,7 @@ * [Object](Object-Node) * [Scene Color](Scene-Color-Node) * [Scene Depth](Scene-Depth-Node) + * [Scene Depth Difference](Scene-Depth-Difference-Node) * [Screen](Screen-Node) * Texture * [Calculate Level Of Detail Texture 2D Node](Calculate-Level-Of-Detail-Texture-2D-Node) @@ -209,6 +211,7 @@ * [Fresnel Effect](Fresnel-Effect-Node) * [Projection](Projection-Node) * [Reflection](Reflection-Node) + * [Refract](Refract-Node) * [Rejection](Rejection-Node) * [Rotate About Axis](Rotate-About-Axis-Node) * [Sphere Mask](Sphere-Mask-Node)