#define PNANOVDB_HLSL #define PNANOVDB_ADDRESS_32 #include "PNanoVDB.hlsl" cbuffer CB0 : register(b1) { float4x4 _InverseViewProjection; float3 _CameraPos; float _DensityScale; float3 _BBoxMin; float _StepSize; float3 _BBoxMax; uint _MaxSteps; }; StructuredBuffer buf : register(t1); struct VSInput { float2 position : POSITION; float2 texcoord : TEXCOORD0; }; struct PSInput { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; float3 worldPos : TEXCOORD1; }; struct NanoVolume { pnanovdb_grid_handle_t grid; pnanovdb_grid_type_t grid_type; pnanovdb_readaccessor_t acc; }; void initVolume(inout NanoVolume volume) { pnanovdb_grid_handle_t grid; grid.address.byte_offset = 0; pnanovdb_grid_type_t grid_type = pnanovdb_buf_read_uint32(buf, PNANOVDB_GRID_OFF_GRID_TYPE); pnanovdb_tree_handle_t tree = pnanovdb_grid_get_tree(buf, grid); pnanovdb_root_handle_t root = pnanovdb_tree_get_root(buf, tree); pnanovdb_readaccessor_t acc; pnanovdb_readaccessor_init(acc, root); volume.grid = grid; volume.grid_type = grid_type; volume.acc = acc; } float get_value_coord(inout pnanovdb_readaccessor_t acc, float3 pos) { pnanovdb_vec3_t p = pos; pnanovdb_coord_t ijk = pnanovdb_hdda_pos_to_ijk(p); pnanovdb_address_t address = pnanovdb_readaccessor_get_value_address(PNANOVDB_GRID_TYPE_FLOAT, buf, acc, ijk); return pnanovdb_read_float(buf, address); } uint get_dim_coord(inout pnanovdb_readaccessor_t acc, float3 pos) { pnanovdb_vec3_t p = pos; pnanovdb_coord_t ijk = pnanovdb_hdda_pos_to_ijk(p); return pnanovdb_readaccessor_get_dim(PNANOVDB_GRID_TYPE_FLOAT, buf, acc, ijk); } bool get_hdda_hit(inout pnanovdb_readaccessor_t acc, inout float tmin, float3 origin, float3 direction, float tmax, out float valueAtHit) { pnanovdb_vec3_t p_origin = origin; pnanovdb_vec3_t p_direction = direction; float thit; bool hit = pnanovdb_hdda_tree_marcher( PNANOVDB_GRID_TYPE_FLOAT, buf, acc, p_origin, tmin, p_direction, tmax, thit, valueAtHit ); tmin = thit; return hit; } PSInput MainVS(VSInput input) { PSInput output; output.position = float4(input.position, 0.0, 1.0); output.texcoord = input.texcoord; float4 worldPosH = mul(_InverseViewProjection, float4(input.position, 0.5, 1.0)); output.worldPos = worldPosH.xyz / worldPosH.w; return output; } bool intersectBox(float3 origin, float3 dir, float3 boxMin, float3 boxMax, out float tmin, out float tmax) { float3 invDir = 1.0 / dir; float3 t1 = (boxMin - origin) * invDir; float3 t2 = (boxMax - origin) * invDir; tmin = max(max(min(t1.x, t2.x), min(t1.y, t2.y)), min(t1.z, t2.z)); tmax = min(min(max(t1.x, t2.x), max(t1.y, t2.y)), max(t1.z, t2.z)); return tmax >= tmin && tmax > 0; } float4 MainPS(PSInput input) : SV_TARGET { float3 rayDir = normalize(input.worldPos - _CameraPos); float tmin = 0.01; float tmax = 1000.0; NanoVolume volume; initVolume(volume); float3 color = float3(0, 0, 0); float transmittance = 1.0; float not_used; bool hit = get_hdda_hit(volume.acc, tmin, _CameraPos, rayDir, tmax, not_used); if (!hit) { return float4(0, 0, 0, 0); } float skip = 0; for (uint i = 0; i < _MaxSteps; i++) { if (tmin >= tmax || transmittance < 0.01) break; float3 worldPos = _CameraPos + rayDir * tmin; uint dim = get_dim_coord(volume.acc, worldPos); if (dim > 1) { float skip_step = 15.0; tmin += skip_step; skip = skip_step; continue; } float density = get_value_coord(volume.acc, worldPos) * _DensityScale; if (density < 0.001) { float skip_step = 5.0; tmin += skip_step; skip = skip_step; continue; } if (skip > 0) { tmin -= skip * 0.8; skip = 0; continue; } float3 S = density * float3(1, 1, 1); color += transmittance * S * _StepSize; transmittance *= exp(-density * _StepSize); tmin += _StepSize; } float alpha = 1.0 - transmittance; return float4(color, alpha); }