Add gaussian splat integration baseline
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@@ -13,23 +13,26 @@ Shader "Builtin Gaussian Splat"
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float4x4 gModelMatrix;
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float4 gCameraRight;
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float4 gCameraUp;
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float4 gScreenParams;
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float4 gSplatParams;
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};
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cbuffer MaterialConstants
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{
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float4 gSplatParams;
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float4 gPointScaleParams;
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float4 gOpacityScaleParams;
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};
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struct GaussianSplatOtherData
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struct GaussianSplatViewData
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{
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float4 rotation;
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float4 scaleReserved;
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float4 clipCenter;
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float4 ellipseAxisU;
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float4 ellipseAxisV;
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float4 colorOpacity;
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};
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StructuredBuffer<uint> GaussianSplatOrderBuffer;
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StructuredBuffer<float3> GaussianSplatPositions;
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StructuredBuffer<GaussianSplatOtherData> GaussianSplatOther;
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StructuredBuffer<float4> GaussianSplatColor;
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StructuredBuffer<GaussianSplatViewData> GaussianSplatViewDataBuffer;
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struct VSOutput
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{
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@@ -53,39 +56,35 @@ Shader "Builtin Gaussian Splat"
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VSOutput MainVS(uint vertexId : SV_VertexID, uint instanceId : SV_InstanceID)
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{
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VSOutput output;
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const float2 corner = ResolveQuadCorner(vertexId);
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VSOutput output = (VSOutput)0;
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const uint splatIndex = GaussianSplatOrderBuffer[instanceId];
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const float3 localCenter = GaussianSplatPositions[splatIndex];
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const GaussianSplatOtherData otherData = GaussianSplatOther[splatIndex];
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const float4 colorOpacity = GaussianSplatColor[splatIndex];
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const GaussianSplatViewData viewData = GaussianSplatViewDataBuffer[splatIndex];
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const float3 worldCenter = mul(gModelMatrix, float4(localCenter, 1.0)).xyz;
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const float maxAxisScale =
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max(max(otherData.scaleReserved.x, otherData.scaleReserved.y), otherData.scaleReserved.z);
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const float radius = max(maxAxisScale * gSplatParams.x, 0.0001);
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const float3 worldPosition =
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worldCenter +
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gCameraRight.xyz * (corner.x * radius) +
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gCameraUp.xyz * (corner.y * radius);
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if (viewData.clipCenter.w <= 0.0)
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{
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const float nanValue = asfloat(0x7fc00000u);
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output.position = float4(nanValue, nanValue, nanValue, nanValue);
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return output;
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}
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output.position = mul(gProjectionMatrix, mul(gViewMatrix, float4(worldPosition, 1.0)));
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output.localUv = corner;
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output.colorOpacity = colorOpacity;
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const float2 quadPos = ResolveQuadCorner(vertexId) * 2.0;
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const float2 ellipseOffsetPixels =
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(quadPos.x * viewData.ellipseAxisU.xy + quadPos.y * viewData.ellipseAxisV.xy) * gPointScaleParams.x;
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const float2 clipOffset =
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ellipseOffsetPixels * (2.0 / max(gScreenParams.xy, float2(1.0, 1.0))) * viewData.clipCenter.w;
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output.position = viewData.clipCenter;
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output.position.xy += clipOffset;
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output.localUv = quadPos;
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output.colorOpacity = viewData.colorOpacity;
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return output;
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}
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float4 MainPS(VSOutput input) : SV_TARGET
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{
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const float radiusSq = dot(input.localUv, input.localUv);
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if (radiusSq > 1.0)
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{
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discard;
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}
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const float gaussianFalloff = exp(-radiusSq * 2.5);
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const float alpha = saturate(input.colorOpacity.a * gSplatParams.y * gaussianFalloff);
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if (alpha <= 0.001)
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const float alpha =
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saturate(exp(-dot(input.localUv, input.localUv)) * input.colorOpacity.a * gOpacityScaleParams.x);
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if (alpha <= (1.0 / 255.0))
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{
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discard;
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}
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