Faster bake

This commit is contained in:
luboslenco
2019-12-07 15:01:13 +01:00
parent ba2211ca94
commit 74828d4254
10 changed files with 36 additions and 14 deletions
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+8 -4
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@@ -42,7 +42,12 @@ static uint seed = 0;
[shader("raygeneration")]
void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float3 pos = mytexture0.Load(uint3(xy, 0)).rgb;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
float3 nor = mytexture1.Load(uint3(xy, 0)).rgb;
RayPayload payload;
@@ -62,7 +67,6 @@ void raygeneration() {
}
accum /= SAMPLES;
accum = float3(1, 1, 1) - accum;
float3 color = float3(render_target[DispatchRaysIndex().xy].xyz);
if (constant_buffer.v0.x == 0) {
@@ -78,10 +82,10 @@ void raygeneration() {
[shader("closesthit")]
void closesthit(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr) {
payload.color = float4(1, 1, 1, 1);
payload.color = float4(0, 0, 0, 1);
}
[shader("miss")]
void miss(inout RayPayload payload) {
payload.color = float4(0, 0, 0, 0);
payload.color = float4(1, 1, 1, 1);
}
+6 -1
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@@ -42,7 +42,12 @@ static uint seed = 0;
[shader("raygeneration")]
void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float3 pos = mytexture0.Load(uint3(xy, 0)).rgb;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
float3 nor = mytexture1.Load(uint3(xy, 0)).rgb;
RayPayload payload;
@@ -43,7 +43,12 @@ static uint seed = 0;
[shader("raygeneration")]
void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float3 pos = mytexture0.Load(uint3(xy, 0)).rgb;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
float3 nor = mytexture1.Load(uint3(xy, 0)).rgb;
RayPayload payload;
@@ -42,7 +42,12 @@ static uint seed = 0;
[shader("raygeneration")]
void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float3 pos = mytexture0.Load(uint3(xy, 0)).rgb;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
float3 nor = mytexture1.Load(uint3(xy, 0)).rgb;
RayPayload payload;
@@ -84,5 +89,5 @@ void closesthit(inout RayPayload payload, in BuiltInTriangleIntersectionAttribut
[shader("miss")]
void miss(inout RayPayload payload) {
payload.color = float4(1, 1, 1, 1);
payload.color = float4(0, 0, 0, 1);
}
+7 -6
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@@ -10,7 +10,7 @@ import arm.Tool;
class MakeBake {
public static function run(vert:MaterialShader, frag:MaterialShader) {
if (UITrait.inst.bakeType == 0) { // AO
if (UITrait.inst.bakeType == 0) { // AO (voxel)
// Apply normal channel
frag.wposition = true;
frag.n = true;
@@ -58,7 +58,7 @@ class MakeBake {
}
else if (UITrait.inst.bakeType == 2) { // Normal (Tangent)
frag.n = true;
frag.add_uniform('sampler2D texpaint_undo', '_texpaint_undo');
frag.add_uniform('sampler2D texpaint_undo', '_texpaint_undo'); // Baked high-poly normals
frag.write('vec3 n0 = textureLod(texpaint_undo, texCoord, 0.0).rgb * vec3(2.0, 2.0, 2.0) - vec3(1.0, 1.0, 1.0);');
frag.add_function(MaterialFunctions.str_cotangentFrame);
frag.write('mat3 invTBN = transpose(cotangentFrame(n, n, texCoord));');
@@ -84,7 +84,7 @@ class MakeBake {
}
else if (UITrait.inst.bakeType == 6) { // Material ID
frag.add_uniform('sampler2D texpaint_nor_undo', '_texpaint_nor_undo');
frag.write('float sample_matid = textureLod(texpaint_nor_undo, texCoord, 0.0).a;');
frag.write('float sample_matid = textureLod(texpaint_nor_undo, texCoord, 0.0).a + 1.0 / 255.0;');
frag.write('float matid_r = fract(sin(dot(vec2(sample_matid, sample_matid * 20.0), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float matid_g = fract(sin(dot(vec2(sample_matid * 20.0, sample_matid), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float matid_b = fract(sin(dot(vec2(sample_matid, sample_matid * 40.0), vec2(12.9898, 78.233))) * 43758.5453);');
@@ -92,9 +92,10 @@ class MakeBake {
}
else if (UITrait.inst.bakeType == 7) { // Object ID
frag.add_uniform('float objectId', '_objectId');
frag.write('float id_r = fract(sin(dot(vec2(objectId, objectId * 20.0), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float id_g = fract(sin(dot(vec2(objectId * 20.0, objectId), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float id_b = fract(sin(dot(vec2(objectId, objectId * 40.0), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float obid = objectId + 1.0 / 255.0;');
frag.write('float id_r = fract(sin(dot(vec2(obid, obid * 20.0), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float id_g = fract(sin(dot(vec2(obid * 20.0, obid), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('float id_b = fract(sin(dot(vec2(obid, obid * 40.0), vec2(12.9898, 78.233))) * 43758.5453);');
frag.write('fragColor[0] = vec4(id_r, id_g, id_b, 1.0);');
}
}
+2
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@@ -144,6 +144,8 @@ class RenderPathRaytrace {
var _bakeType = UITrait.inst.bakeType;
UITrait.inst.bakeType = -1;
MaterialParser.parsePaintMaterial();
path.setTarget("baketex0");
path.clearTarget(0x00000000); // Pixels with alpha of 0.0 are skipped during raytracing
for (i in 0...4) { // Jitter
path.setTarget("baketex0", ["baketex1"]);
path.drawMeshes("paint");