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2fb6d45a75
| Author | SHA1 | Date | |
|---|---|---|---|
| 2fb6d45a75 | |||
| ac38a9581b | |||
| b7cd4ea7f7 | |||
| 41bbfa81a2 | |||
| add37a9288 | |||
| 3c9e88531d | |||
| 5c5d55955e | |||
| 4d03d277a9 | |||
| 95d7b81cde | |||
| b9a9220156 | |||
| aa1a6584f6 | |||
| 6d4166ed60 | |||
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SceneRoots:
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SceneRoots:
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userData:
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@@ -319,11 +319,9 @@ namespace SplatVfx.Editor
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color = 0.5f + color * SH_C0;
|
color = 0.5f + color * SH_C0;
|
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splatDataNative.color[elemIx] = color;
|
splatDataNative.color[elemIx] = color;
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for (int j = 0; j < 15; j++)
|
for (int j = 0; j < 45; j++)
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{
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{
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splatDataNative.sh[elemIx * 45 + j * 3] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + j]);
|
splatDataNative.sh[elemIx * 45 + j] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + j]);
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splatDataNative.sh[elemIx * 45 + j * 3 + 1] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + 15 + j]);
|
|
||||||
splatDataNative.sh[elemIx * 45 + j * 3 + 2] = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.f_rest_0 + 30 + j]);
|
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}
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}
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float opacity = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.opacity]);
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float opacity = chunkBytes.ReinterpretLoad<float>(start + headerData.ElementByteOffsets[(int)DataEnum.opacity]);
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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exposeTemplateAsShader: 0
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template:
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name:
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category:
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description:
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@@ -1,54 +0,0 @@
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#define EPSILON 0.0004f
|
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||||||
|
|
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float CrossProduct(float2 A, float2 B)
|
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{
|
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return A.x * B.y - A.y * B.x;
|
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}
|
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float SweepArea(float2 A, float2 B)
|
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{
|
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return abs(CrossProduct(A, B));
|
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}
|
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float4x4 GetMajorAxes(float4x4 Axes, float4x4 AxesProjections)
|
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{
|
|
||||||
float4x4 result = (float4x4)0;
|
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|
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float2 x_proj = AxesProjections[0].xy;
|
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float2 y_proj = AxesProjections[1].xy;
|
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||||||
float2 z_proj = AxesProjections[2].xy;
|
|
||||||
|
|
||||||
float3 x_axes = Axes[0].xyz;
|
|
||||||
float3 y_axes = Axes[1].xyz;
|
|
||||||
float3 z_axes = Axes[2].xyz;
|
|
||||||
|
|
||||||
float xy_area = SweepArea(x_proj, y_proj);
|
|
||||||
float xz_area = SweepArea(x_proj, z_proj);
|
|
||||||
float yz_area = SweepArea(y_proj, z_proj);
|
|
||||||
|
|
||||||
// Compute selection weights using step
|
|
||||||
float xy_is_max = step(xz_area, xy_area) * step(yz_area, xy_area);
|
|
||||||
float xz_is_max = step(yz_area, xz_area) * (1.0 - xy_is_max);
|
|
||||||
float yz_is_max = 1.0 - xy_is_max - xz_is_max;
|
|
||||||
|
|
||||||
// Select axis0
|
|
||||||
float3 axis0 =
|
|
||||||
xy_is_max * x_axes +
|
|
||||||
xz_is_max * x_axes +
|
|
||||||
yz_is_max * y_axes;
|
|
||||||
|
|
||||||
// Select axis1
|
|
||||||
float3 axis1 =
|
|
||||||
xy_is_max * y_axes +
|
|
||||||
xz_is_max * z_axes +
|
|
||||||
yz_is_max * z_axes;
|
|
||||||
|
|
||||||
// Normalize and scale if length is below threshold
|
|
||||||
float len0 = length(axis0);
|
|
||||||
float len1 = length(axis1);
|
|
||||||
|
|
||||||
result[0].xyz = normalize(axis0) * max(len0, EPSILON);
|
|
||||||
result[1].xyz = normalize(axis1) * max(len1, EPSILON);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
+19
-23
@@ -1,5 +1,3 @@
|
|||||||
#define sh(i) SHBuffer[Index * 45 + (i - 1)]
|
|
||||||
|
|
||||||
/// Index: The splat's index
|
/// Index: The splat's index
|
||||||
/// Degrees: The degrees of spherical harmonics to calculate
|
/// Degrees: The degrees of spherical harmonics to calculate
|
||||||
/// DirClr: A 4x4 matrix with the first row containing a vector from the splat position to the camera, and the second row containing its base color
|
/// DirClr: A 4x4 matrix with the first row containing a vector from the splat position to the camera, and the second row containing its base color
|
||||||
@@ -29,49 +27,47 @@ float3 CalculateSHColor(uint Index, uint Degrees, float4x4 DirClr, StructuredBuf
|
|||||||
|
|
||||||
float3 sh[16];
|
float3 sh[16];
|
||||||
|
|
||||||
// INTERLEAVED RGB when loaded as StructuredBuffer<float>
|
|
||||||
// for (int i = 1; i < 16; i++)
|
// for (int i = 1; i < 16; i++)
|
||||||
// {
|
// {
|
||||||
// sh[i].x = SHBuffer[Index * 45 + (i - 1) * 3];
|
// sh[i].x = SHBuffer[Index * 45 + (i - 1) * 3];
|
||||||
// sh[i].y = SHBuffer[Index * 45 + (i - 1) * 3 + 1];
|
// sh[i].y = SHBuffer[Index * 45 + (i - 1) * 3 + 1];
|
||||||
// sh[i].z = SHBuffer[Index * 45 + (i - 1) * 3 + 2];
|
// sh[i].z = SHBuffer[Index * 45 + (i - 1) * 3 + 2];
|
||||||
// }
|
// }
|
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// CONTINUOUS CHANNELS when loaded as StructuredBuffer<float>
|
for (int i = 1; i < 16; i++)
|
||||||
// for (int i = 1; i < 16; i++)
|
{
|
||||||
// {
|
sh[i].x = SHBuffer[Index * 45 + (i - 1)];
|
||||||
// sh[i].x = SHBuffer[Index * 45 + (i - 1)];
|
sh[i].y = SHBuffer[Index * 45 + 15 + (i - 1)];
|
||||||
// sh[i].y = SHBuffer[Index * 45 + 15 + (i - 1)];
|
sh[i].z = SHBuffer[Index * 45 + 30 + (i - 1)];
|
||||||
// sh[i].z = SHBuffer[Index * 45 + 30 + (i - 1)];
|
}
|
||||||
// }
|
|
||||||
|
|
||||||
if (Degrees > 0)
|
if (Degrees > 0)
|
||||||
{
|
{
|
||||||
float x = dir.x;
|
float x = dir.x;
|
||||||
float y = dir.y;
|
float y = dir.y;
|
||||||
float z = dir.z;
|
float z = dir.z;
|
||||||
result = result - SH_C1 * y * sh(1) + SH_C1 * z * sh(2) - SH_C1 * x * sh(3);
|
result = result - SH_C1 * y * sh[1] + SH_C1 * z * sh[2] - SH_C1 * x * sh[3];
|
||||||
|
|
||||||
if (Degrees > 1)
|
if (Degrees > 1)
|
||||||
{
|
{
|
||||||
float xx = x * x, yy = y * y, zz = z * z;
|
float xx = x * x, yy = y * y, zz = z * z;
|
||||||
float xy = x * y, yz = y * z, xz = x * z;
|
float xy = x * y, yz = y * z, xz = x * z;
|
||||||
result = result +
|
result = result +
|
||||||
SH_C2[0] * xy * sh(4) +
|
SH_C2[0] * xy * sh[4] +
|
||||||
SH_C2[1] * yz * sh(5) +
|
SH_C2[1] * yz * sh[5] +
|
||||||
SH_C2[2] * (2.0f * zz - xx - yy) * sh(6) +
|
SH_C2[2] * (2.0f * zz - xx - yy) * sh[6] +
|
||||||
SH_C2[3] * xz * sh(7) +
|
SH_C2[3] * xz * sh[7] +
|
||||||
SH_C2[4] * (xx - yy) * sh(8);
|
SH_C2[4] * (xx - yy) * sh[8];
|
||||||
|
|
||||||
if (Degrees > 2)
|
if (Degrees > 2)
|
||||||
{
|
{
|
||||||
result = result +
|
result = result +
|
||||||
SH_C3[0] * y * (3.0f * xx - yy) * sh(9) +
|
SH_C3[0] * y * (3.0f * xx - yy) * sh[9] +
|
||||||
SH_C3[1] * xy * z * sh(10) +
|
SH_C3[1] * xy * z * sh[10] +
|
||||||
SH_C3[2] * y * (4.0f * zz - xx - yy) * sh(11) +
|
SH_C3[2] * y * (4.0f * zz - xx - yy) * sh[11] +
|
||||||
SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh(12) +
|
SH_C3[3] * z * (2.0f * zz - 3.0f * xx - 3.0f * yy) * sh[12] +
|
||||||
SH_C3[4] * x * (4.0f * zz - xx - yy) * sh(13) +
|
SH_C3[4] * x * (4.0f * zz - xx - yy) * sh[13] +
|
||||||
SH_C3[5] * z * (xx - yy) * sh(14) +
|
SH_C3[5] * z * (xx - yy) * sh[14] +
|
||||||
SH_C3[6] * x * (xx - 3.0f * yy) * sh(15);
|
SH_C3[6] * x * (xx - 3.0f * yy) * sh[15];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
/// Hidden
|
||||||
|
float CrossProduct(float2 A, float2 B)
|
||||||
|
{
|
||||||
|
return A.x * B.y - A.y * B.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Hidden
|
||||||
|
float SweepArea(float2 A, float2 B)
|
||||||
|
{
|
||||||
|
return abs(CrossProduct(A, B));
|
||||||
|
}
|
||||||
|
|
||||||
|
float4x4 GetMajorAxes(float4x4 Axes, float4x4 AxesProjections)
|
||||||
|
{
|
||||||
|
float4x4 result = (float4x4)0;
|
||||||
|
|
||||||
|
float2 x_proj = AxesProjections[0].xy;
|
||||||
|
float2 y_proj = AxesProjections[1].xy;
|
||||||
|
float2 z_proj = AxesProjections[2].xy;
|
||||||
|
|
||||||
|
float3 x_axes = Axes[0].xyz;
|
||||||
|
float3 y_axes = Axes[1].xyz;
|
||||||
|
float3 z_axes = Axes[2].xyz;
|
||||||
|
|
||||||
|
float xy_area = SweepArea(x_proj, y_proj);
|
||||||
|
float xz_area = SweepArea(x_proj, z_proj);
|
||||||
|
float yz_area = SweepArea(y_proj, z_proj);
|
||||||
|
|
||||||
|
if (xy_area > xz_area && xy_area > yz_area)
|
||||||
|
{
|
||||||
|
result[0].xyz = x_axes;
|
||||||
|
result[1].xyz = y_axes;
|
||||||
|
}
|
||||||
|
else if (xz_area > yz_area)
|
||||||
|
{
|
||||||
|
result[0].xyz = x_axes;
|
||||||
|
result[1].xyz = z_axes;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
result[0].xyz = y_axes;
|
||||||
|
result[1].xyz = z_axes;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
Binary file not shown.
@@ -6,7 +6,7 @@ EditorBuildSettings:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/vfx-graph-gs/Scenes/Main.unity
|
path: Assets/vfx-graph-gs/Main.unity
|
||||||
guid: 09fad7c6f4d48844d9510f9903fca619
|
guid: 09fad7c6f4d48844d9510f9903fca619
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||||
|
|||||||
@@ -1,13 +1,8 @@
|
|||||||
# TODO
|
# TODO
|
||||||
- [ ] Account for the fact that a larger minor axis "hardens" splat edges
|
|
||||||
- Maybe shift the alpha gradient, or incorporate into shader
|
- [ ] Rewrite SH Array to use interleaved RGB rather than contiguous data per
|
||||||
- [ ] Rework SplatBinder system to collect all splat objects in the scene and
|
channel
|
||||||
combine their buffers
|
- [ ] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl
|
||||||
- [ ] Write shader to calculate Gaussians at runtime
|
|
||||||
- Texture lookups are slow on mobile
|
|
||||||
- [ ] ~~Write shader that prevents pixel overdraw~~
|
|
||||||
- ~~Applies cumulative alpha,while drawing back to front, and writes to the
|
|
||||||
Z-buffer after a certain threshold~~
|
|
||||||
- [ ] Optimize CalculateAxes.hlsl
|
- [ ] Optimize CalculateAxes.hlsl
|
||||||
- [ ] Allow splat data buffers to be accessible by other VFX Graphs
|
- [ ] Allow splat data buffers to be accessible by other VFX Graphs
|
||||||
- [ ] Support SOGS format
|
- [ ] Support SOGS format
|
||||||
@@ -16,12 +11,3 @@
|
|||||||
- [ ] Add support for ASCII PLY data
|
- [ ] Add support for ASCII PLY data
|
||||||
- [ ] Fix the header parsing logic in SplatImporter.cs
|
- [ ] Fix the header parsing logic in SplatImporter.cs
|
||||||
- [ ] Add more thorough checks in SplatDataBinder.cs
|
- [ ] Add more thorough checks in SplatDataBinder.cs
|
||||||
|
|
||||||
# DONE
|
|
||||||
- [x] Rewrite SH Array to use interleaved RGB rather than contiguous data per
|
|
||||||
channel
|
|
||||||
- [x] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl
|
|
||||||
- Used StructuredBuffer\<float3\> instead
|
|
||||||
|
|
||||||
# NOTES
|
|
||||||
- Does VFX Graph calculate the Update and Render blocks before applying Z-test?
|
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
<Solution>
|
<Solution>
|
||||||
<Project Path="Assembly-CSharp.csproj" />
|
<Project Path="Assembly-CSharp.csproj" />
|
||||||
<Project Path="Assembly-CSharp-Editor.csproj" />
|
|
||||||
</Solution>
|
</Solution>
|
||||||
|
|||||||
Reference in New Issue
Block a user