Files
2026-07-13 13:13:17 +08:00

132 lines
3.1 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/pbr.hlsl"
#include "shared/bias-functions.hlsl"
cbuffer Params : register(b0)
{
float4x4 TransformVolume;
float Amount;
float FallOff;
float Strength;
float Phase;
float3 GridOffset;
float NoiseThreshold;
float BlendStep;
}
cbuffer Params : register(b1)
{
uint Count;
int VolumeShape;
int StepCount;
}
#ifndef fmod
#define fmod(x, y) ((x) - (y) * floor((x) / (y)))
#endif
#define linearstep(a, b, f) saturate(((f) - (a)) / ((b) - (a)))
StructuredBuffer<PbrVertex> SourceVertices : t0;
StructuredBuffer<uint3> FaceIndices : t1;
RWStructuredBuffer<PbrVertex> ResultVertices : u0;
static const float NoisePhase = 0;
static const float VolumeSphere = 0.5;
static const float VolumeBox = 1.5;
static const float VolumePlane = 2.5;
static const float VolumeZebra = 3.5;
static const float VolumeNoise = 4.5;
static const float ModeOverride = 0.5;
static const float ModeAdd = 1.5;
static const float ModeSub = 2.5;
static const float ModeMultiply = 3.5;
static const float ModeInvert = 4.5;
float GetFieldAtPosition(float3 posInObject)
{
float3 posInVolume = mul(float4(posInObject, 1), TransformVolume).xyz;
float s = 1;
switch (VolumeShape)
{
case VolumeSphere:
float distance = length(posInVolume);
s = linearstep(1 + FallOff, 1, distance);
break;
case VolumeBox:
{
float3 t = abs(posInVolume);
float distance = max(max(t.x, t.y), t.z) + Phase;
s = linearstep(1 + FallOff, 1, distance);
break;
}
case VolumePlane:
{
float distance = posInVolume.y;
s = linearstep(FallOff, 0, distance);
break;
}
case VolumeZebra:
{
float distance = 1 - abs(mod(posInVolume.y * 1 + Phase, 2) - 1);
s = linearstep(NoiseThreshold + 0.5 + FallOff, NoiseThreshold + 0.5, distance);
break;
}
case VolumeNoise:
{
float3 noiseLookup = (posInVolume * 0.91 + Phase);
float noise = snoise(noiseLookup);
s = linearstep(NoiseThreshold + FallOff, NoiseThreshold, noise);
break;
}
}
return s;
}
[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
{
if (i.x >= Count)
return;
// Vertex mode
{
PbrVertex v = SourceVertices[i.x];
float3 pos = SourceVertices[i.x].Position;
float s = GetFieldAtPosition(pos);
float xx = s * StepCount;
uint step = uint(xx);
float ff = xx - step;
if (s > 0.1 / StepCount)
{
float maxS = 1 << StepCount;
float ss1 = (1 << step) / maxS * Strength;
float3 snap1 = floor((pos - GridOffset) / ss1 + 0.5) * ss1;
float ss2 = (1 << (step + 1)) / maxS * Strength;
float3 snap2 = floor((pos - GridOffset) / ss2 + 0.5) * ss2;
v.Position = lerp(v.Position, lerp(snap1, snap2, smoothstep(0, 1, ff * BlendStep)) + GridOffset, Amount);
}
ResultVertices[i.x] = v;
}
}