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	<title>Lost in the Triangles &#187; rendering</title>
	<atom:link href="http://aras-p.info/blog/tags/rendering/feed/" rel="self" type="application/rss+xml" />
	<link>http://aras-p.info/blog</link>
	<description>Random thoughts of a triangle pusher</description>
	<lastBuildDate>Fri, 16 Jul 2010 07:04:54 +0000</lastBuildDate>
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		<item>
		<title>Surface Shaders, one year later</title>
		<link>http://aras-p.info/blog/2010/07/16/surface-shaders-one-year-later/</link>
		<comments>http://aras-p.info/blog/2010/07/16/surface-shaders-one-year-later/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 06:38:43 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[gpu]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=530</guid>
		<description><![CDATA[Over a year ago I had a thought that &#8220;Shaders must die&#8221; (part 1, part 2, part 3). And what do you know &#8211; turns out we&#8217;re trying to pull this off in upcoming Unity 3. We call this Surface Shaders cause I&#8217;ve a suspicion &#8220;shaders must die&#8221; as a feature name wouldn&#8217;t have flied [...]]]></description>
			<content:encoded><![CDATA[<p>Over a year ago I had a thought that &#8220;Shaders must die&#8221; (<a href="http://aras-p.info/blog/2009/05/05/shaders-must-die/">part 1</a>, <a href="http://aras-p.info/blog/2009/05/07/shaders-must-die-part-2/">part 2</a>, <a href="http://aras-p.info/blog/2009/05/10/shaders-must-die-part-3/">part 3</a>).</p>
<p>And what do you know &#8211; turns out we&#8217;re trying to pull this off in upcoming <a href="http://unity3d.com/unity/coming-soon/unity-3">Unity 3</a>. We call this <strong>Surface Shaders</strong> cause I&#8217;ve a suspicion &#8220;shaders must die&#8221; as a feature name wouldn&#8217;t have flied very far.</p>
<p><span id="more-530"></span></p>
<p><strong>Idea</strong></p>
<p>The main idea is that 90% of the time I just want to declare surface properties. This is what I want to say:</p>
<blockquote><p>Hey, albedo comes from this texture mixed with this texture, and normal comes from this normal map. Use Blinn-Phong lighting model please, and don&#8217;t bother me again!</p></blockquote>
<p>With the above, I don&#8217;t have to care whether this will be used in a forward or deferred rendering, or how various light types will be handled, or how many lights per pass will be done in a forward renderer, or how some indirect illumination SH probes will come in, etc. I&#8217;m not interested in all that! These dirty bits are job of rendering programmers, <em>just make it work dammit</em>!</p>
<p>This is not a new idea. Most graphical shader editors <em>that make sense</em> do not have &#8220;pixel color&#8221; as the final output node; instead they have some node that basically describes surface parameters (diffuse, specularity, normal, &#8230;), and all the lighting code is usually not expressed in the shader graph itself. <a href="http://code.google.com/p/openshadinglanguage/">OpenShadingLanguage</a> is a similar idea as well (but because it&#8217;s targeted at offline rendering for movies, it&#8217;s much richer &#038; more complex).</p>
<p><strong>Example</strong></p>
<p>Here&#8217;s a simple &#8211; but full &#038; complete &#8211; Unity 3.0 shader that does diffuse lighting with a texture &#038; a normal map.<br />
<code>
<pre>
  <span style="color:gray">Shader "Example/Diffuse Bump" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _BumpMap ("Bumpmap", 2D) = "bump" {}
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM</span>
      #pragma surface surf Lambert
      struct Input {
        float2 uv_MainTex;
        float2 uv_BumpMap;
      };
      sampler2D _MainTex;
      sampler2D _BumpMap;
      void surf (Input IN, inout SurfaceOutput o) {
        o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
        o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
      }
      <span style="color:gray">ENDCG
    }
    Fallback "Diffuse"
  }</span></pre>
<p></code><br />
<a href="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfaceShaderDiffuseBump.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfaceShaderDiffuseBump-150x150.png" alt="" title="SurfaceShaderDiffuseBump" width="150" height="150" class="alignright size-thumbnail wp-image-543" /></a>Given pretty model &#038; textures, it can produce pretty pictures! How cool is that?</p>
<p>I grayed out bits that are not really interesting (declaration of serialized shader properties &#038; their UI names, shader fallback for older machines etc.). What&#8217;s left is Cg/HLSL code, which is then augmented by tons of auto-generated code that deals with lighting &#038; whatnot.</p>
<p>This surface shader dissected into pieces:</p>
<ul>
<li><code>#pragma surface surf Lambert</code>: this is a surface shader with main function &#8220;surf&#8221;, and a Lambert lighting model. Lambert is one of predefined lighting models, but you can write your own.</li>
<li><code>struct Input</code>: input data for the surface shader. This can have various predefined inputs that will be computed per-vertex &#038; passed into your surface function per-pixel. In this case, it&#8217;s two texture coordinates.</li>
<li><code>surf</code> function: actual surface shader code. It takes Input, and writes into <code>SurfaceOutput</code> (a predefined structure). It is possible to write into custom structures, provided you use lighting models that operate on those structures. The actual code just writes Albedo and Normal to the output.</li>
</ul>
<p><strong>What is generated</strong></p>
<p>Unity&#8217;s &#8220;surface shader code generator&#8221; would take this, generate <em>actual</em> vertex &#038; pixel shaders, and compile them to various target platforms. With default settings in Unity 3.0, it would make this shader support:</p>
<ul>
<li>Forward renderer and Deferred Lighting (Light Pre-Pass) renderer.</li>
<li>Objects with precomputed lightmaps and without.</li>
<li>Directional, Point and Spot lights; with projected light cookies or without; with shadowmaps or without. Well ok, this is only for forward renderer because in Light Pre-Pass lighting happens elsewhere.</li>
<li>For Forward renderer, it would compile in support for lights computed per-vertex and spherical harmonics lights computed per-object. It would also generate extra additive blended pass if needed for the case when additional per-pixel lights have to be rendered in separate passes.</li>
<li>For Light Pre-Pass renderer, it would generate base pass that outputs normals &#038; specular power; and a final pass that combines albedo with lighting, adds in any lightmaps or emissive lighting etc.</li>
<li>It can optionally generate a shadow caster rendering pass (needed if custom vertex position modifiers are used for vertex shader based animation; or some complex alpha-test effects are done).</li>
</ul>
<p>For example, here&#8217;s code that would be compiled for a forward-rendered base pass with one directional light, 4 per-vertex point lights, 3rd order SH lights; optional lightmaps <em>(I suggest just scrolling down)</em>: </p>
<pre style="font-size: 75%;">
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct Input {
	float2 uv_MainTex : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _BumpMap;
void surf (Input IN, inout SurfaceOutput o)
{
	o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
	o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_MainTex));
}
struct v2f_surf {
  V2F_POS_FOG;
  float2 hip_pack0 : TEXCOORD0;
  #ifndef LIGHTMAP_OFF
  float2 hip_lmap : TEXCOORD1;
  #else
  float3 lightDir : TEXCOORD1;
  float3 vlight : TEXCOORD2;
  #endif
  LIGHTING_COORDS(3,4)
};
#ifndef LIGHTMAP_OFF
float4 unity_LightmapST;
#endif
float4 _MainTex_ST;
v2f_surf vert_surf (appdata_full v) {
  v2f_surf o;
  PositionFog( v.vertex, o.pos, o.fog );
  o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  #ifndef LIGHTMAP_OFF
  o.hip_lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif
  float3 worldN = mul((float3x3)_Object2World, SCALED_NORMAL);
  TANGENT_SPACE_ROTATION;
  #ifdef LIGHTMAP_OFF
  o.lightDir = mul (rotation, ObjSpaceLightDir(v.vertex));
  #endif
  #ifdef LIGHTMAP_OFF
  float3 shlight = ShadeSH9 (float4(worldN,1.0));
  o.vlight = shlight;
  #ifdef VERTEXLIGHT_ON
  float3 worldPos = mul(_Object2World, v.vertex).xyz;
  o.vlight += Shade4PointLights (
    unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
    unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3,
    unity_4LightAtten0, worldPos, worldN );
  #endif // VERTEXLIGHT_ON
  #endif // LIGHTMAP_OFF
  TRANSFER_VERTEX_TO_FRAGMENT(o);
  return o;
}
#ifndef LIGHTMAP_OFF
sampler2D unity_Lightmap;
#endif
half4 frag_surf (v2f_surf IN) : COLOR {
  Input surfIN;
  surfIN.uv_MainTex = IN.hip_pack0.xy;
  SurfaceOutput o;
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  surf (surfIN, o);
  half atten = LIGHT_ATTENUATION(IN);
  half4 c;
  #ifdef LIGHTMAP_OFF
  c = LightingLambert (o, IN.lightDir, atten);
  c.rgb += o.Albedo * IN.vlight;
  #else // LIGHTMAP_OFF
  half3 lmFull = DecodeLightmap (tex2D(unity_Lightmap, IN.hip_lmap.xy));
  #ifdef SHADOWS_SCREEN
  c.rgb = o.Albedo * min(lmFull, atten*2);
  #else
  c.rgb = o.Albedo * lmFull;
  #endif
  c.a = o.Alpha;
  #endif // LIGHTMAP_OFF
  return c;
}
</pre>
<p>Of those 90 lines of code, 10 are your original surface shader code; the remaining 80 would have to be pretty much written by hand in Unity 2.x days (well ok, less code would have to be written because 2.x had less rendering features). <em>But wait</em>, that was only base pass of the forward renderer! It also generates code for additive pass, for deferred base pass, deferred final pass, optionally for shadow caster pass and so on.</p>
<p>So this should be an easier to write lit shaders (it is for me at least). I hope this will also increase the number of Unity users who can write shaders at least 3 times <em>(i.e. to 30 up from 10!)</em>. It <em>should</em> be more future proof to accomodate changes to the lighting pipeline we&#8217;ll do in Unity next.</p>
<p><strong>Predefined Input values</strong></p>
<p>The Input structure can contain texture coordinates and some predefined values, for example view direction, world space position, world space reflection vector and so on. Code to compute them is only generated if they are <em>actually</em> used. For example, if you use world space reflection to do some cubemap reflections (as emissive term) in your surface shader, then in Light Pre-Pass base pass the reflection vector will <em>not be computed</em> (since it does not output emission, so by extension does not need reflection vector).</p>
<p><a href="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfaceShaderRim.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfaceShaderRim-150x150.png" alt="" title="SurfaceShaderRim" width="150" height="150" class="alignright size-thumbnail wp-image-545" /></a>As a small example, the shader above extended to do simple rim lighting:<br />
<code>
<pre>
  <span style="color:gray">#pragma surface surf Lambert
  struct Input {
      float2 uv_MainTex;
      float2 uv_BumpMap;</span>
      float3 viewDir;
  <span style="color:gray">};
  sampler2D _MainTex;
  sampler2D _BumpMap;</span>
  float4 _RimColor;
  float _RimPower;
  <span style="color:gray">void surf (Input IN, inout SurfaceOutput o) {
      o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
      o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));</span>
      half rim =
          1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
      o.Emission = _RimColor.rgb * pow (rim, _RimPower);
  <span style="color:gray">}</span>
</pre>
<p></code></p>
<p><strong>Vertex shader modifiers</strong></p>
<p><a href="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfaceShaderNormalExtrusion.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfaceShaderNormalExtrusion-150x150.png" alt="" title="SurfaceShaderNormalExtrusion" width="150" height="150" class="alignright size-thumbnail wp-image-551" /></a>It is possible to specify custom &#8220;vertex modifier&#8221; function that will be called at start of the generated vertex shader, to modify (or generate) per-vertex data. You know, vertex shader based tree wind animation, grass billboard extrusion and so on. It can also fill in any non-predefined values in the Input structure.</p>
<p>My favorite vertex modifier? Moving vertices along their normals.</p>
<p><strong>Custom Lighting Models</strong></p>
<p>There are a couple simple lighting models built-in, but it&#8217;s possible to specify your own. A lighting model is nothing more than a function that will be called with the filled SurfaceOutput structure and per-light parameters (direction, attenuation and so on). Different functions would have to be called in forward &#038; light pre-pass rendering cases; and naturally the light pre-pass one has much less flexibility. So for any fancy effects, it is possible to say &#8220;do not compile this shader for light pre-pass&#8221;, in which case it will be rendered via forward rendering.</p>
<p><a href="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfWrapLambert.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/07/SurfWrapLambert-150x150.png" alt="" title="SurfWrapLambert" width="150" height="150" class="alignright size-thumbnail wp-image-549" /></a>Example of wrapped-Lambert lighting model:<br />
<code>
<pre>
  #pragma surface surf WrapLambert
  half4 LightingWrapLambert (SurfaceOutput s, half3 dir, half atten) {
      dir = normalize(dir);
      half NdotL = dot (s.Normal, dir);
      half diff = NdotL * 0.5 + 0.5;
      half4 c;
      c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
      c.a = s.Alpha;
      return c;
  }
  <span style="color:gray">struct Input {
      float2 uv_MainTex;
  };
  sampler2D _MainTex;
  void surf (Input IN, inout SurfaceOutput o) {
      o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
  }</span></pre>
<p></code></p>
<p><strong>Behind the scenes</strong></p>
<p>I&#8217;m using HLSL parser from Ryan Gordon&#8217;s <a href="http://hg.icculus.org/icculus/mojoshader/">mojoshader</a> to parse the original surface shader code and infer some things from the AST mojoshader produces. This way I can figure out what members are in what structures, go over function prototypes and so on. At this stage some error checking is done to tell the user his surface function is of wrong prototype, or his structures are missing required members &#8211; which is much better than failing with dozens of compile errors in the generated code later.</p>
<p>To figure out which surface shader inputs are <em>actually</em> used in the various lighting passes, I&#8217;m generating small dummy pixel shaders, compile them with Cg and use Cg&#8217;s API to query used inputs &#038; outputs. This way I can figure out, for example, that a normal map nor it&#8217;s texture coordinate is not actually used in Light Pre-Pass&#8217; final pass, and save some vertex shader instructions &#038; a texcoord interpolator.</p>
<p>The code that is ultimately generated is compiled with various shader compilers depending on the target platform (Cg for PC/Mac, XDK HLSL for Xbox 360, PS3 Cg for PS3, and my own <a href="http://code.google.com/p/hlsl2glslfork/">fork of HLSL2GLSL</a> for iPhone, Android and upcoming <a href="http://blogs.unity3d.com/2010/05/19/google-android-and-the-future-of-games-on-the-web/">NativeClient port of Unity</a>).</p>
<p>So yeah, that&#8217;s it. We&#8217;ll see where this goes next, or what happens when Unity 3 will be released.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Screenspace vs. mip-mapping</title>
		<link>http://aras-p.info/blog/2010/01/07/screenspace-vs-mip-mapping/</link>
		<comments>http://aras-p.info/blog/2010/01/07/screenspace-vs-mip-mapping/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 14:27:55 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=485</guid>
		<description><![CDATA[Just spent half a day debugging this, so here it is for the future reference of the internets. In a deferred rendering setup (see Game Angst for a good discussion of deferred shading &#038; lighting), lights are applied using data from screen-space buffers. Position, normal and other things are reconstructed from buffers and lighting is [...]]]></description>
			<content:encoded><![CDATA[<p><em>Just spent half a day debugging this, so here it is for the future reference of the internets.</em></p>
<p>In a deferred rendering setup (see <a href="http://gameangst.com/?p=141">Game Angst</a> for a good discussion of deferred shading &#038; lighting), lights are applied using data from screen-space buffers. Position, normal and other things are reconstructed from buffers and lighting is computed &#8220;in screen space&#8221;.</p>
<p>Because each light is applied to a portion of the screen, the pixels it computes can belong to different objects. If in any place of lighting computation you use textures with <a href="http://en.wikipedia.org/wiki/Mipmap">mipmaps</a>, <em>be careful</em>. Most common use for mipmapped light textures is light &#8220;cookies&#8221; (aka <a href="http://en.wikipedia.org/wiki/Gobo_(lighting)">Gobo</a>).</p>
<p>Let&#8217;s say we have a very simple scene with a spot light: <span id="more-485"></span><br />
<a href="http://aras-p.info/blog/wp-content/uploads/2010/01/DeferredCookieGood.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/01/DeferredCookieGood.png" alt="" title="Deferred Cookie (Good)" width="610" height="458" class="alignnone size-full wp-image-486" /></a></p>
<p>Light&#8217;s angular attenuation comes from a texture like this:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2010/01/cookie128.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/01/cookie128.png" alt="" title="cookie128" width="128" height="128" class="alignnone size-full wp-image-489" /></a></p>
<p>If the texture has mipmaps and you sample it using the &#8220;obvious&#8221; way (e.g. tex2Dproj), you can get something like this:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2010/01/DeferredCookieBad.png"><img src="http://aras-p.info/blog/wp-content/uploads/2010/01/DeferredCookieBad.png" alt="" title="Deferred Cookie (Bad!)" width="610" height="458" class="alignnone size-full wp-image-491" /></a></p>
<p><em>Black stuff around the sphere is no good!</em> It&#8217;s not the infamous half-texel offset in D3D9, not a driver bug, not a shader compiler bug and not the nature trying to prevent you from writing a deferred renderer.</p>
<p>It&#8217;s the mipmapping.</p>
<p>Mipmaps of your cookie texture look like this (128&#215;128, 16&#215;16, 8&#215;8, 4&#215;4 shown):<br />
<img src="http://aras-p.info/blog/wp-content/uploads/2010/01/cookie128.png" alt="" title="128x128" width="128" height="128" /><img src="http://aras-p.info/blog/wp-content/uploads/2010/01/cookie16.png" alt="" title="16x16" width="128" height="128" /><img src="http://aras-p.info/blog/wp-content/uploads/2010/01/cookie8.png" alt="" title="8x8" width="128" height="128" /><img src="http://aras-p.info/blog/wp-content/uploads/2010/01/cookie4.png" alt="" title="4x4" width="128" height="128" /></p>
<p>Now, take two adjacent pixels, where one belongs to the edge of the sphere, and the other belongs to the background object (technically you take a 2&#215;2 block of pixels, but just two are enough to illustrate the point). When the light is applied, cookie texture coordinates for those pixels are computed. It can happen that the coordinates are <em>very</em> different, especially when pixels &#8220;belong&#8221; to entirely different surfaces that are quite far away from each other.</p>
<p>What the GPU does when texture coordinates of adjacent pixels are very different? Chooses a lower mipmap level so that texel to pixel density roughly matches 1:1. On the edges of this &#8220;wrong&#8221; screenshot, it happens that very small mipmap level is sampled, which is either black or white color (see 4&#215;4 mip level).</p>
<p>What to do here? You could disable mip-mapping (which is not good for performance and not good for image quality). You could drop some smallest mip levels which might be enough and not that bad for performance. Another option is to manually supply LOD level or derivatives to sampling instructions, using <em>something else</em> than cookie texture coordinates. For example, derivative in view space position, or something like that. This might not be possible on lower shader models though.</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Direct3D GPU Hacks</title>
		<link>http://aras-p.info/blog/2009/11/20/direct3d-gpu-hacks/</link>
		<comments>http://aras-p.info/blog/2009/11/20/direct3d-gpu-hacks/#comments</comments>
		<pubDate>Fri, 20 Nov 2009 12:26:48 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[d3d]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=462</guid>
		<description><![CDATA[I&#8217;m catching up on various GPU hacks that exist for Direct3D 9 (things like native shadow mapping, render to vertex buffer, etc.). Turns out there&#8217;s a lot of them, but all the information is scattered around the intertubes. So here are the D3D9 hacks known to me in one place. Let me know if I [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m catching up on various GPU hacks that exist for Direct3D 9 (things like native shadow mapping, render to vertex buffer, etc.). Turns out there&#8217;s a lot of them, but all the information is scattered around the intertubes.</p>
<p>So here are the <a href="http://aras-p.info/texts/D3D9GPUHacks.html"><strong>D3D9 hacks known to me in one place</strong></a>.</p>
<p>Let me know if I missed something or got something wrong. I also want to figure out if Intel GPUs/drivers implement any of them.</p>
]]></content:encoded>
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		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Deferred Cascaded Shadow Maps</title>
		<link>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/</link>
		<comments>http://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 14:42:08 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=434</guid>
		<description><![CDATA[Reading &#8220;Rendering Technology at Black Rock Studios&#8221; made me realize that cascaded shadow maps I did 2+ years ago in Unity 2.0 are probably called &#8220;deferred shadowing&#8221;. Since I never wrote how they are done&#8230; here: The process is roughly this (all of this is DX9 level tech on PCs; later tech or consoles could [...]]]></description>
			<content:encoded><![CDATA[<p>Reading &#8220;<a href="http://www.bungie.net/News/content.aspx?type=topnews&#038;link=Siggraph_09">Rendering Technology at Black Rock Studios</a>&#8221; made me realize that cascaded shadow maps I did 2+ years ago in Unity 2.0 are <em>probably</em> called &#8220;deferred shadowing&#8221;. Since I never wrote how they are done&#8230; here:</p>
<p>The process is roughly this (all of this is DX9 level tech on PCs; later tech or consoles could and should use more optimizations):</p>
<ol>
<li>Render shadow map cascades. All of them packed into one shadow map via viewports.</li>
<li>Collect shadows into screen sized render target. This is the shadow term.</li>
<li>Blur the shadow term.</li>
<li>In regular forward rendering, use shadow term in screen space.</li>
</ol>
<p>More detail:</p>
<p><strong>Render Shadow Cascades</strong></p>
<p>Nothing fancy here. All cascades packed into a single shadow map. For example two 512&#215;512 cascades would be packed into 1024&#215;512 shadow map side by side.</p>
<p><strong>Screen-space Shadow Term</strong></p>
<p>Render all shadow receivers with a shader that &#8220;collects&#8221; shadow map term. In effect, shadows from all cascades are collected into a screen-sized texture. After this step, original cascaded shadowmaps are not needed anymore.</p>
<p>Unity supports up to 4 shadow map cascades, which neatly fit into a float4 register in the pixel shader. Correct cascade is sampled just once, <em>without</em> using static or dynamic branching. Pixel shader pseudocode:</p>
<blockquote><pre>
float4 near = float4 (z >= _LightSplitsNear);
float4 far = float4 (z < _LightSplitsFar);
float4 weights = near * far;
float2 coord =
    i._ShadowCoord[0] * weights.x +
    i._ShadowCoord[1] * weights.y +
    i._ShadowCoord[2] * weights.z +
    i._ShadowCoord[3] * weights.w;
float sm = tex2D (_ShadowMapTexture, coord.xy).r;
</pre>
</blockquote>
<p>Additionally, shadow fadeout is applied here (shadows in Unity can be cast up to specified distance from the camera, and they fade out when approaching that distance).</p>
<p>After this I end up having shadow term in screen space. Note that here I do not do any shadow map filtering; that is done in screen space later.</p>
<p>On PCs in DX9 there is (or there was?) no easy/sane way to read depth buffer in the pixel shader, so while collecting shadows the shader also outputs depth packed into two channels of the render target.</p>
<p><strong>Screen-space Shadow Blur</strong></p>
<p>Previous step results in screen space shadow term and depth. Shadow term is blurred into another render target, using a spatially varying Poisson disc-like filter.</p>
<p>Filter size depends on depth (shadow boundaries closer to the camera are blurred more). Filter also discards samples if difference in depth is larger <em>than something</em>, to avoid blurring over object boundaries. It's not totally robust, but seems to work quite well.</p>
<p><strong>Using shadow term in forward rendering</strong></p>
<p>In forward rendering, this blurred shadow term texture is used. Here shadow term already has filtering &#038; fadeout applied, and the shaders do not need to know anything about shadow cascades. Just read pixel from the texture and use it in lighting computation. Done!</p>
<p><strong>Fin</strong></p>
<p>Back then I didn't know this would be called "deferred" <em>(that would probably have scared me away!)</em>. I don't know if this approach is any good, but so far it works quite well for Unity needs. Also, reduces shader permutation count a lot, which I like.</p>
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		<title>Strided blur and other tips for SSAO</title>
		<link>http://aras-p.info/blog/2009/09/17/strided-blur-and-other-tips-for-ssao/</link>
		<comments>http://aras-p.info/blog/2009/09/17/strided-blur-and-other-tips-for-ssao/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 07:59:01 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[gpu]]></category>
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		<guid isPermaLink="false">http://aras-p.info/blog/?p=409</guid>
		<description><![CDATA[If you&#8217;re new to SSAO, here are good overview blog posts: meshula.net and levelofdetail. Some tips and an idea on strided blur below. Bits and pieces I found useful SSAO can be generated at a smaller resolution than screen, with depth+normals aware upsample/blur step. If random offset vector points away from surface normal, flip it. [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re new to SSAO, here are good overview blog posts: <a href="http://meshula.net/wordpress/?p=145">meshula.net</a> and <a href="http://levelofdetail.wordpress.com/2008/02/10/2007-the-year-ssao-broke/">levelofdetail</a>. Some tips and an idea on strided blur below.</p>
<p><span id="more-409"></span><strong>Bits and pieces I found useful</strong></p>
<ul>
<li>SSAO can be generated at a smaller resolution than screen, with depth+normals aware upsample/blur step.</li>
<li>If random offset vector points away from surface normal, flip it. This makes random vectors be in the upper hemisphere, which reduces false occlusion on flat surfaces. Of course this requires having surface normals.</li>
<li>When generating random vectors for your AO kernel:
<ul>
<li>Generate vectors <i>inside</i> unit sphere (not <i>on</i> unit sphere).</li>
<li>Use energy minimization to distribute your samples better, especially at low sample counts. See <a href="http://www.malmer.nu/index.php/2008-04-11_energy-minimization-is-your-friend">malmer.ru</a> blog post.</li>
</ul>
</li>
<li>In your AO blurring/upsampling step: no need to sample each pixel for blur. Just skip some of them, i.e. make kernel offsets larger. See below.</li>
</ul>
<p><strong>Strided blur for AO</strong></p>
<p>Normally you&#8217;d blur AO term using some sort of standard blur, for example separable Gaussian: horizontal blur, followed by vertical blur. How one can imagine horizontal blur kernel:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/blur1.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/blur1.png" alt="Horizontal Blur Kernel" title="Horizontal Blur Kernel" width="291" height="51" class="alignnone size-full wp-image-420" /></a></p>
<p>Here&#8217;s how <a href="http://runevision.com/">Rune</a> taught me how to blur better:</p>
<blockquote>
<dl>
<dt>Rune:</dt>
<dd>The other thing is the blur. I tried to make the blur 4 times stronger, and it looks much better IMO without any artifacts I could see. I could even use 4x downsampling with that blur amount and still get acceptable results.</dd>
<dt>Aras:</dt>
<dd>how did you make it 4x stronger? <i>(I was going to say that blur step is already quite expensive, and I don&#8217;t want to add more samples to make it even more expensive, yadda yadda)</i></dd>
<dt>Rune:</dt>
<dd>m_SSAOMaterial.SetVector (&#8220;_TexelOffsetScale&#8221;, m_IsOpenGL ?<br />
	&nbsp;&nbsp;new Vector4 (<b>4</b>,0,1.0f/m_Downsampling,0) :<br />
	&nbsp;&nbsp;new Vector4 (<b>4.0f</b>/source.width,0,0,0));<br />
	And similar for vertical.</dd>
<dt>Aras:</dt>
<dd>hmm. that&#8217;s strange :)</dd>
<dt>Rune:</dt>
<dd>I have no idea what I&#8217;m doing of course but it looks good.</dd>
<dt>Aras:</dt>
<dd>so this way it does not do Gaussian on 9&#215;9 pixels, but instead only takes each 4th pixel. Wider area, but&#8230; it should not work! :)</dd>
<dt>Rune:</dt>
<dd>It creates a very fine pattern at pixel level but it&#8217;s way more subtle than the noise you get otherwise.</dd>
<dt>Aras:</dt>
<dd>ok <i>(hides in the corner and weeps)</i></dd>
</dl>
</blockquote>
<p>So yeah. The blur kernel can be &#8220;spread&#8221; to skip some pixels, effectively resulting in a larger blur radius for the same sample count:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/blur2.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/blur2.png" alt="Blur with 2 pixel stride" title="Blur with 2 pixel stride" width="291" height="51" class="alignnone size-full wp-image-421" /></a></p>
<p>Or even this:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/blur3.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/blur3.png" alt="Blur with 3 pixel stride" title="Blur with 3 pixel stride" width="291" height="51" class="alignnone size-full wp-image-422" /></a></p>
<p>Yes, it&#8217;s not correct blur. <strong>But that&#8217;s okay</strong>, we&#8217;re not building nuclear reactors that depend on SSAO blur being accurate. <em>If you are, SSAO is probably a wrong approach anyway, I&#8217;ve heard it&#8217;s not that useful for nuclear stuff</em>.</p>
<p>I&#8217;m not sure how this blur should be called. Strided blur? Interleaved blur? Interlaced blur? Or maybe everyone is doing that already and it has a well established name? Let me know.</p>
<p>Some images of blur in action. Raw AO term (very low &#8211; 8 &#8211; sample count and increased contrast on purpose):<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO1raw.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO1raw-500x270.png" alt="Raw AO at low sample count" title="Raw AO at low sample count" width="500" height="270" class="alignnone size-medium wp-image-412" /></a></p>
<p>Regular 9&#215;9 blur (does not blur over depth+normals discontinuities):<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO2blur.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO2blur-500x270.png" alt="Blurred AO" title="Blurred AO" width="500" height="270" class="alignnone size-medium wp-image-413" /></a></p>
<p>Blur that goes in 2 pixel stride (effectively 17&#215;17):<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO3blur2.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO3blur2-500x271.png" alt="Blurred AO with stride 2" title="Blurred AO with stride 2" width="500" height="271" class="alignnone size-medium wp-image-414" /></a><br />
It does create a fine interleaved pattern because it skips pixels. But you get wider blur!<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO3blur2mag.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO3blur2mag.png" alt="Blurred AO with stride 2, magnified" title="Blurred AO with stride 2, magnified" width="256" height="244" class="alignnone size-full wp-image-415" /></a></p>
<p>Blur that goes in 3 pixel stride (effectively 25&#215;25):<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO4blur3.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO4blur3-500x269.png" alt="Blurred AO with stride 3" title="Blurred AO with stride 3" width="500" height="269" class="alignnone size-medium wp-image-416" /></a><br />
At 3 pixel stride the artifacts are becoming apparent. But hey, this is very<br />
low AO sample count, increased contrast and no textures in the scene.<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO4blur3mag.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO4blur3mag.png" alt="Blured AO with stride 3, magnified" title="Blured AO with stride 3, magnified" width="256" height="244" class="alignnone size-full wp-image-417" /></a></p>
<p>For sake of completeness, the same raw AO term, but computed at 2&#215;2 smaller resolution (still using low sample count etc.):<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO5down2.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO5down2-500x270.png" alt="AO computed at lower resolution" title="AO computed at lower resolution" width="500" height="270" class="alignnone size-medium wp-image-418" /></a></p>
<p>Now, 2&#215;2 smaller AO, blurred with 3 pixels stride:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/09/AO6down2blur3.png"><img src="http://aras-p.info/blog/wp-content/uploads/2009/09/AO6down2blur3-499x272.png" alt="AO at lower resolution, blurred with 3 pixel stride" title="AO at lower resolution, blurred with 3 pixel stride" width="499" height="272" class="alignnone size-medium wp-image-419" /></a></p>
<p>Happy blurring!</p>
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		<title>Compact Normal Storage for small g-buffers</title>
		<link>http://aras-p.info/blog/2009/08/04/compact-normal-storage-for-small-g-buffers/</link>
		<comments>http://aras-p.info/blog/2009/08/04/compact-normal-storage-for-small-g-buffers/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 09:39:51 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[d3d]]></category>
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		<guid isPermaLink="false">http://aras-p.info/blog/?p=377</guid>
		<description><![CDATA[I&#8217;ve been experimenting with compact storage of view space normals for small g-buffers. Think about storing depth and normal in a single 8 bit/channel RGBA texture. Here are my findings &#8211; with error visualization and shader performance numbers for some GPUs. If you know any other method to encode/store normals in a compact way, please [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been experimenting with compact storage of view space normals for small g-buffers. Think about storing depth and normal in a single 8 bit/channel RGBA texture.</p>
<p><a href="http://aras-p.info/texts/CompactNormalStorage.html"><strong>Here are my findings</strong></a> &#8211; with error visualization and shader performance numbers for some GPUs.</p>
<p>If you know any other method to encode/store normals in a compact way, please let me know!</p>
]]></content:encoded>
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		<item>
		<title>Implementing fixed function T&amp;L in vertex shaders</title>
		<link>http://aras-p.info/blog/2009/06/09/implementing-fixed-function-tl-in-vertex-shaders/</link>
		<comments>http://aras-p.info/blog/2009/06/09/implementing-fixed-function-tl-in-vertex-shaders/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 06:08:50 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[code]]></category>
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		<guid isPermaLink="false">http://aras-p.info/blog/?p=364</guid>
		<description><![CDATA[Almost half a year ago I was wondering how to implement T&#038;L in vertex shaders. Well, finally I implemented it for upcoming Unity 2.6. I wrote some sort of a technical report here. In short, I&#8217;m combining assembly fragments and doing simple temporary register allocation, which seems to work quite well. Performance is very similar [...]]]></description>
			<content:encoded><![CDATA[<p>Almost half a year ago I was wondering <a href="http://aras-p.info/blog/2009/01/22/fixed-function-lighting-in-vertex-shader-how/">how to implement T&#038;L in vertex shaders</a>.</p>
<p>Well, finally I implemented it for upcoming Unity 2.6. I wrote some sort of a <a href="http://aras-p.info/texts/VertexShaderTnL.html"><strong>technical report here</strong></a>.</p>
<p>In short, I&#8217;m combining assembly fragments and doing simple temporary register allocation, which seems to work quite well. Performance is very similar to using fixed function (I know it&#8217;s implemented as vertex shaders internally by the runtime/driver) on several different cards I tried (Radeon HD 3xxx, GeForce 8xxx, Intel GMA 950).</p>
<p>What was unexpected: the most complex piece is not the vertex lighting! Most complexity is in how to route/generate texture coordinates and transform them. Huge combination explosion there.</p>
<p>Otherwise &#8211; I like! Here&#8217;s a link to the <a href="http://aras-p.info/texts/VertexShaderTnL.html">article again</a>.</p>
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		<title>Shaders must die, part 3</title>
		<link>http://aras-p.info/blog/2009/05/10/shaders-must-die-part-3/</link>
		<comments>http://aras-p.info/blog/2009/05/10/shaders-must-die-part-3/#comments</comments>
		<pubDate>Sun, 10 May 2009 15:24:17 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[gpu]]></category>
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		<guid isPermaLink="false">http://aras-p.info/blog/?p=350</guid>
		<description><![CDATA[Continuing the series (see Part 1, Part 2)&#8230; Got different lighting models (BRDFs) working. Without further ado, code snippets that produce real actual working shaders that work with lights &#038; shadows and whatnot: Simple Lambert (single color): Properties Color _Color EndProperties Surface o.Albedo = _Color; EndSurface Lighting Lambert Let&#8217;s add a texture: Properties 2D _MainTex [...]]]></description>
			<content:encoded><![CDATA[<p>Continuing the series (see <a href="http://aras-p.info/blog/2009/05/05/shaders-must-die/">Part 1</a>, <a href="http://aras-p.info/blog/2009/05/07/shaders-must-die-part-2/">Part 2</a>)&#8230;</p>
<p>Got different lighting models (BRDFs) working. Without further ado, code snippets that produce real actual working shaders that work with lights &#038; shadows and whatnot:</p>
<p><span id="more-350"></span>Simple Lambert (single color):</p>
<blockquote><pre>Properties
    Color _Color
EndProperties
Surface
    o.Albedo = _Color;
EndSurface
Lighting Lambert
</pre>
</blockquote>
<p>Let&#8217;s add a texture:</p>
<blockquote><pre>Properties
    2D _MainTex
    Color _Color
EndProperties
Surface
    o.Albedo = SAMPLE(_MainTex) * _Color;
EndSurface
Lighting Lambert</pre>
</blockquote>
<p>Change light model to Half-Lambert (a.k.a. wrapped diffuse):</p>
<blockquote><pre>// ...everything the same
Lighting HalfLambert</pre>
</blockquote>
<p>Blinn-Phong, with constant exponent &#038; constant specular color, modulated by gloss map in main texture&#8217;s alpha:</p>
<blockquote><pre>Properties
    2D _MainTex
    Color _Color
    Color _SpecColor
    Float _Exponent
EndProperties
Surface
    half4 col = SAMPLE(_MainTex);
    o.Albedo = col * _Color;
    o.Specular = _SpecColor.rgb * col.a;
    o.Exponent = _Exponent;
EndSurface
Lighting BlinnPhong</pre>
</blockquote>
<p>The same Blinn-Phong, with added normal map:</p>
<blockquote><pre>Properties
    2D _MainTex
    2D _BumpMap
    Color _Color
    Color _SpecColor
    Float _Exponent
EndProperties
Surface
    half4 col = SAMPLE(_MainTex);
    o.Albedo = col * _Color;
    o.Specular = _SpecColor.rgb * col.a;
    o.Exponent = _Exponent;
    o.Normal = SAMPLE_NORMAL(_BumpMap);
EndSurface
Lighting BlinnPhong</pre>
</blockquote>
<p>I also made an illustrative-style BRDF (see <a href="http://www.valvesoftware.com/publications.html">Illustrative Rendering in Team Fortress 2</a>), but that only requires above sample to have &#8220;Lighting TF2&#8243; at the end.</p>
<p>Another thing I tried is surface that has Albedo dependent on a viewing angle, similar to <a href="http://developer.amd.com/media/gpu_assets/ShaderX2_LayeredCarPaintShader.pdf">Layered Car Paint Shader</a>. It works:</p>
<blockquote><pre>Properties
    2D _MainTex
    2D _BumpMap
    2D _SparkleTex
    Float _Sparkle
    Color _PrimaryColor
    Color _HighlightColor
EndProperties
Surface
    half4 main = SAMPLE(_MainTex);
    half3 normal  = SAMPLE_NORMAL(_BumpMap);
    half3 normalN = normalize(SAMPLE_NORMAL(_SparkleTex));
    half3 ns = normalize (normal + normalN * _Sparkle);
    half3 nss = normalize (normal + normalN);
    i.viewDir = normalize(i.viewDir);
    half nsv = max(0,dot(ns, i.viewDir));
    half3 c0 = _PrimaryColor.rgb;
    half3 c2 = _HighlightColor.rgb;
    half3 c1 = c2 * 0.5;
    half3 cs = c2 * 0.4;
    half3 tone =
        c0 * nsv +
        c1 * (nsv*nsv) +
        c2 * (nsv*nsv*nsv*nsv) +
        cs * pow(saturate(dot(nss,i.viewDir)), 32);
    main.rgb *= tone;
    o.Albedo = main;
    o.Normal = normal;
EndSurface
Lighting Lambert</pre>
</blockquote>
<p>Up next:</p>
<ul>
<li>How and where emissive terms should be placed. I cautiously omitted all emissive terms from the above examples (so my layered car shader is without reflections right now).</li>
<li>Where should things like rim lighting go? I&#8217;m not sure if it&#8217;s a surface property (increasing albedo/emission with angle) or a lighting property (a back light).</li>
</ul>
<p>My impressions so far:</p>
<ul>
<li>I like that I don&#8217;t have to write down vertex-to-fragment structures or the vertex shader. In most cases all the vertex shader does is transform stuff and pass it down to later stages, plus occasional computations that are linear over the triangle. No good reason to write it by hand.</li>
<li>I like that the above shaders do <i>not</i> deal with <i>how</i> the rendering is actually done. For Unity&#8217;s case, I&#8217;m compiling them into single pass per light forward renderer, but they <i>should</i> just work with multiple lights per pass, deferred etc. <em>Of course, that still has to be proven!</em></li>
</ul>
<p>So far so good.</p>
<p>Series index: Shaders must die, <a href="http://aras-p.info/blog/2009/05/05/shaders-must-die/">Part 1</a>, <a href="http://aras-p.info/blog/2009/05/07/shaders-must-die-part-2/">Part 2</a>, <a href="http://aras-p.info/blog/2009/05/10/shaders-must-die-part-3/"><strong>Part 3</strong></a>.</p>
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		<title>Shaders must die, part 2</title>
		<link>http://aras-p.info/blog/2009/05/07/shaders-must-die-part-2/</link>
		<comments>http://aras-p.info/blog/2009/05/07/shaders-must-die-part-2/#comments</comments>
		<pubDate>Thu, 07 May 2009 21:35:28 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[gpu]]></category>
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		<guid isPermaLink="false">http://aras-p.info/blog/?p=339</guid>
		<description><![CDATA[I started playing around with the idea of &#8220;shaders must die&#8220;. I&#8217;m experimenting with extracting &#8220;surface shaders&#8221; for now. Right now my experimental pipeline is: Write a surface shader file Perl script transforms it into Unity 2.x shader file Which in turn is compiled by Unity into all lighting/shadows permutations, for D3D9 and OpenGL backends. [...]]]></description>
			<content:encoded><![CDATA[<p>I started playing around with the idea of &#8220;<a href="http://aras-p.info/blog/2009/05/05/shaders-must-die/">shaders must die</a>&#8220;. I&#8217;m experimenting with extracting &#8220;surface shaders&#8221; for now.</p>
<p>Right now my experimental pipeline is:</p>
<ol>
<li>Write a surface shader file</li>
<li>Perl script transforms it into Unity 2.x shader file</li>
<li>Which in turn is compiled by Unity into all lighting/shadows permutations, for D3D9 and OpenGL backends. Cg is used for actual shader compilation.</li>
</ol>
<p>I have <em>very</em> simple cases working. For example: <span id="more-339"></span></p>
<blockquote><pre>Properties
    2D _MainTex
EndProperties
Surface
    o.Albedo = SAMPLE(_MainTex);
EndSurface</pre>
</blockquote>
<p>This is a &#8220;no bullshit&#8221; source code for a simple Diffuse (Lambertian) shader, 87 bytes of text.</p>
<p>The Perl script produces a Unity 2.x shader. This will be long, but bear with me &#8211; I&#8217;m trying to show how much stuff has to be written right now, when we&#8217;re operating on vertex/pixel shader level. See <a href="http://unity3d.com/support/documentation/Components/SL-Attenuation.html">Attenuation and Shadows for Pixel Lights</a> in Unity docs for how this system works.</p>
<blockquote><pre>Shader "ShaderNinja/Diffuse" {
Properties {
  _MainTex ("_MainTex", 2D) = "" {}
}
SubShader {
  Tags { "RenderType"="Opaque" }
  LOD 200
  Blend AppSrcAdd AppDstAdd
  Fog { Color [_AddFog] }
  Pass {
    Tags { "LightMode"="PixelOrNone" }
CGPROGRAM
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
struct v2f {
    float2 uv_MainTex : TEXCOORD0;
};
struct f2l {
    half4 Albedo;
};
half4 frag (v2f i) : COLOR0 {
    f2l o;
    o.Albedo = tex2D(_MainTex,i.uv_MainTex);
    return o.Albedo * _PPLAmbient * 2.0;
}
ENDCG
  }
  Pass {
    Tags { "LightMode"="Pixel" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_builtin
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
    V2F_POS_FOG;
    LIGHTING_COORDS
    float2 uv_MainTex;
    float3 normal;
    float3 lightDir;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_tan v) {
    v2f o;
    PositionFog( v.vertex, o.pos, o.fog );
    o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
    o.normal = v.normal;
    o.lightDir = ObjSpaceLightDir(v.vertex);
    TRANSFER_VERTEX_TO_FRAGMENT(o);
    return o;
}
uniform sampler2D _MainTex;
struct f2l {
    half4 Albedo;
    half3 Normal;
};
half4 frag (v2f i) : COLOR0 {
    f2l o;
    o.Normal = i.normal;
    o.Albedo = tex2D(_MainTex,i.uv_MainTex);
    return DiffuseLight (i.lightDir, o.Normal, o.Albedo, LIGHT_ATTENUATION(i));
}
ENDCG
  }
}
Fallback "VertexLit"
}</pre>
</blockquote>
<p>Phew, that is quite some typing to get simple diffuse shader (1607 bytes)! Well, at least all the lighting/shadow combinations are handled by Unity macros here. When Unity takes this shader and compiles into all permutations, it results in 58 kilobytes of shader assembly (D3D9 + OpenGL, 17 light/shadow combinations).</p>
<p>Let&#8217;s try something slightly different: bumpmapped, with a detail texture:</p>
<blockquote><pre>Properties
    2D _MainTex
    2D _Detail
    2D _BumpMap
EndProperties
Surface
    o.Albedo = SAMPLE(_MainTex) * SAMPLE(_Detail) * 2.0;
    o.Normal = SAMPLE_NORMAL(_BumpMap);
EndSurface
</pre>
</blockquote>
<p>This is 173 bytes of text. Generated Unity shader is 2098 bytes, which compiles into 74 kilobytes of shader assembly.</p>
<p>In this case, the processing script detects that surface shader modifies normal per pixel, and does the necessary tangent space light transformations. It all just works!</p>
<p>So this is where I am now. Next up: detect which lighting model to use based on surface parameters (right now it always uses Lambertian). Fun!</p>
]]></content:encoded>
			<wfw:commentRss>http://aras-p.info/blog/2009/05/07/shaders-must-die-part-2/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Shaders must die</title>
		<link>http://aras-p.info/blog/2009/05/05/shaders-must-die/</link>
		<comments>http://aras-p.info/blog/2009/05/05/shaders-must-die/#comments</comments>
		<pubDate>Tue, 05 May 2009 12:59:48 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[gpu]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=324</guid>
		<description><![CDATA[It came in as a simple thought, and now I can&#8217;t shake it off. So I say: Ok, now that the controversial bits are done, let&#8217;s continue. Most of this can be (and probably is) wrong, and I haven&#8217;t given it enough thought yet. But here&#8217;s my thinking about shaders of &#8220;regular scene objects&#8221;. All [...]]]></description>
			<content:encoded><![CDATA[<p>It came in as a simple <a href="http://twitter.com/aras_p/status/1651784380">thought</a>, and now I can&#8217;t shake it off. So I say:<br />
<a href="http://aras-p.info/blog/wp-content/uploads/2009/05/shadersmustdie.jpg"><img src="http://aras-p.info/blog/wp-content/uploads/2009/05/shadersmustdie.jpg" alt="Shaders Must Die" title="Shaders Must Die" width="550" height="550" class="alignnone size-full wp-image-325" /></a></p>
<p>Ok, now that the controversial bits are done, let&#8217;s continue.</p>
<p><span id="more-324"></span><br />
Most of this can be (and probably is) wrong, and I haven&#8217;t given it enough thought yet. But here&#8217;s my thinking about shaders of &#8220;regular scene objects&#8221;. All of below is about things that need to interact with lighting; I&#8217;m not talking about shaders for postprocessing, one-off uses, special effects, GPGPU or kitchen sinks.</p>
<p><strong>Operating on vertex/pixel shader level is a wrong abstraction level</strong></p>
<p>Instead, it should be separated out into &#8220;<em>surface shader</em>&#8221; (albedo, normal, specularity, &#8230;), &#8220;<em>lighting model</em>&#8221; (Lambertian, Blinn Phong, &#8230;) and &#8220;<em>light shader</em>&#8221; (attenuation, cookies, shadows).</p>
<ul>
<li>Probably 90% of the cases would only touch the surface shader (mostly mix textures/colors in various ways), and choose from some precooked lighting models.</li>
<li>9% of the cases would tweak the lighting model. Most of the things would settle for &#8220;standard&#8221; (Blinn-Phong or similar), with some stuff using skin or anisotropic or &#8230;</li>
<li>The &#8220;light shader&#8221; only needs to be touched once in a blue moon by ninjas. Once the shadowing and attenuation systems are implemented, there&#8217;s almost no reason for shader authors to see all the dirty bits.</li>
</ul>
<p>Yes, current hardware operates on vertex/geometry/pixel shaders, which is a logical thing to do for hardware. After all, these are the primitives it works on when rendering. But those primitives are <em>not</em> the things you work on when authoring how a surface should look or how it should react to a light.</p>
<p><strong>Simple code; no redundant info; sensible defaults</strong></p>
<p>In the ideal world, here&#8217;s a simple surface shader (the syntax is deliberately stupid):</p>
<blockquote><p>
Haz Texture;<br />
Albedo = sample Texture;
</p></blockquote>
<p>Or with bump mapping added:</p>
<blockquote><p>
Haz Texture;<br />
Haz NormalMap;<br />
Albedo = sample Texture;<br />
Normal = sample_normal NormalMap;
</p></blockquote>
<p>And this should be <em>all</em> the info you have to provide. This would choose the lighting model based on used things (in this case, Lambertian). It would <em>somehow</em> just work with all kinds of lights, shadows, ambient occlusion and whatnot.</p>
<p>Compare to how much has to be written to implement a simple surface in your current shader technology, so that it would work &#8220;with everything&#8221;.</p>
<p>From the above shader, proper hardware shaders can be generated for DX9, DX11, DX1337, OpenGL, next-gen and next-next-gen consoles, mobile platforms with capable hardware, etc.</p>
<p>It can be used in accumulative forward rendering, forward rendering with multiple lights per pass, hybrid (light pre-pass / prelight) rendering, deferred rendering etc. Heck, even for a raytracer if you have one at hand.</p>
<p>I want!</p>
<p>Now of course, it won&#8217;t be as nice as more complex materials have to be expressed. Some might not even be possible. But shader text complexity should grow with material complexity; and all information that is redundant, implied, inferred or useless should be eliminated. <em>There&#8217;s no good reason to stick to conventions and limits of current hardware just because it operates like that</em>.</p>
<p>Shaders must die!</p>
]]></content:encoded>
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		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>Google O3D &#8211; it&#8217;s going to be interesting</title>
		<link>http://aras-p.info/blog/2009/05/05/google-o3d-its-going-to-be-interesting/</link>
		<comments>http://aras-p.info/blog/2009/05/05/google-o3d-its-going-to-be-interesting/#comments</comments>
		<pubDate>Tue, 05 May 2009 12:01:24 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=317</guid>
		<description><![CDATA[A couple of weeks ago Google announced O3D: an open source web browser plugin for low level accelerated 3D graphics. The website for O3D project is here. Of course this created some buzz (hey, it&#8217;s Google after all). And it is in some way a competing technology with Unity. I think it&#8217;s going to be [...]]]></description>
			<content:encoded><![CDATA[<p>A couple of weeks ago Google <a href="http://google-code-updates.blogspot.com/2009/04/toward-open-web-standard-for-3d.html">announced O3D</a>: an open source web browser plugin for low level accelerated 3D graphics. The website for O3D project <a href="http://code.google.com/apis/o3d/">is here</a>.</p>
<p>Of course this created some buzz (hey, it&#8217;s Google after all). And it is in some way a competing technology with <a href="http://unity3d.com/">Unity</a>. I think it&#8217;s going to be interesting, so I say &#8220;welcome competition!&#8221;</p>
<p><em>Preemptive blah blah: this website is my personal opinion and does not represent the views of my employer, former employers or anyone else other than myself.</em></p>
<p>Unity is one of the players in &#8220;3D on the web&#8221; space. 3D graphics in the browser are in fact nothing new. <a href="http://unity3d.com/unity-web-player-2.x">Unity&#8217;s browser plugin</a> has existed since 2005 and is now in eight digits installations count. There is <a href="http://en.wikipedia.org/wiki/VRML">VRML</a>, <a href="http://en.wikipedia.org/wiki/X3D">X3D</a>, <a href="http://en.wikipedia.org/wiki/Adobe_Shockwave">Adobe Shockwave</a>, <a href="http://en.wikipedia.org/wiki/Virtools">3DVIA/Virtools</a>, software rendering approaches on top of <a href="http://en.wikipedia.org/wiki/3D_Flash">Flash</a> and so on.</p>
<p>In my view, major advantages that Unity has compared to O3D:</p>
<ul>
<li>It&#8217;s not only about the graphics. Unity has physics, audio, input, scripting, streaming, networking, asset pipeline and whatnot. O3D is only about the graphics, and at a lower level.</li>
<li>Unity runs on wider range of hardware. O3D requires Shader Mode 2.0 or later hardware, so about 30% of the &#8220;machines on the internet&#8221; can&#8217;t run O3D (based on our <a href="http://unity3d.com/webplayer/hwstats/pages/web-2009Q1-shadergen.html">2009Q1 data</a>). Couple that with lots of compatibility workarounds that we have and it&#8217;s probably safe to say that Unity is more <em>stable and mature</em> at this point.</li>
<li>Unity is not only about the web. There&#8217;s support for iPhone, Nintendo Wii, standalone games, and with time more console and mobile platforms will come.</li>
<li>Creating and improving Unity is our primary and only focus as a company. In Google&#8217;s case, O3D is just another technology in their vast portfolio.</li>
</ul>
<p><em>Of course</em>, O3D also has advantages:</p>
<ul>
<li>It&#8217;s done by Google! When Google does <del datetime="2009-04-24T12:06:53+00:00">something</del> anything, people notice immediately :)</li>
<li>O3D is free and open source. Hard to beat the free price, and open source does have it&#8217;s benefits. O3D is not a &#8220;standard&#8221; of any sort right now, but it looks like Google would want it to become one.</li>
<li>Only focusing on low level graphics has it&#8217;s benefits: it&#8217;s lightweight, it appeals to hackers and graphics programmers who want to be in control. Unity&#8217;s higher level is much easier and faster to use, but low level hacking can be fun.</li>
</ul>
<p>Of course there are tons of other differences (I might have missed something important as well).</p>
<p>For me as a rendering guy, it&#8217;s interesting to see O3D taking similar decisions here and there (e.g. they don&#8217;t use GLSL on OpenGL either because it does not really work in the real world).</p>
<p>So&#8230; we&#8217;ll see where things will go. It&#8217;s going to be interesting!</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Fixed function lighting in vertex shader &#8211; how?</title>
		<link>http://aras-p.info/blog/2009/01/22/fixed-function-lighting-in-vertex-shader-how/</link>
		<comments>http://aras-p.info/blog/2009/01/22/fixed-function-lighting-in-vertex-shader-how/#comments</comments>
		<pubDate>Thu, 22 Jan 2009 20:32:49 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[d3d]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=261</guid>
		<description><![CDATA[Sometime soon I&#8217;ll have to implement fixed function lighting pipeline in vertex shaders. Why? Because mixing fixed function and vertex shaders in multiple passes does not guarantee identical transformation results, thus requiring depth bias or projection matrix tweaks, which leads to various artifacts that annoy people to hell. I don&#8217;t really know why that happens, [...]]]></description>
			<content:encoded><![CDATA[<p>Sometime soon I&#8217;ll have to implement fixed function lighting pipeline in vertex shaders. Why? Because mixing fixed function and vertex shaders in multiple passes does not guarantee identical transformation results, thus requiring depth bias or projection matrix tweaks, which leads to <a href="http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/">various artifacts</a> that annoy people to hell.</p>
<p>I don&#8217;t really know <em>why</em> that happens, because it seems that most modern cards don&#8217;t have fixed function units, so internally they are running shaders anyway. DX9 runtime on Vista&#8217;s WDDM also seems to be only handling shaders to the driver internally. Still, for some reason somewhere the precision does not match&#8230;</p>
<p>How such a task should be approached?</p>
<p>My requirements are:</p>
<ul>
<li>Should handle any possible state combination in D3D fixed function T&#038;L.</li>
<li>D3D 9.0c, using vertex shader 2.0 is ok. For now I don&#8217;t care about OpenGL.</li>
<li>No HLSL at runtime. I don&#8217;t want to add a megabyte or more to Unity web player just for HLSL. DX9 shader assembly is ok, because we already have the assembler code.</li>
<li>Should work as fast (or close to) as the regular fixed function pipeline.</li>
</ul>
<p>I looked at ATI&#8217;s <a href="http://developer.amd.com/samples/FixedFuncShader/Pages/default.aspx">FixedFuncShader sample</a>. It&#8217;s an <strong>ubershader approach</strong>; one large (230 instructions or so) shader with static VS2.0 branching. It had some obvious places to optimize, I could get it down to 190 or so instructions, kill some <a href="http://msdn.microsoft.com/en-us/library/bb147316(VS.85).aspx">rcp</a>&#8216;s and reduce the amount of constant storage by 2x.</p>
<p>Still, it did not handle some things in the D3D T&#038;L or had some issues:</p>
<ul>
<li>It assumes one input UV, one output UV and no texture matrices. This place in T&#038;L gets quite convoluted &#8211; any input UVs or a texgen mode can be transformed by matrices of various sizes, and routed into any output UVs.</li>
<li>It was not using full T&#038;L lighting model. No biggie here.</li>
<li>I haven&#8217;t checked with NVShaderPerf or AMD ShaderAnalyzer yet, but last time I checked the static branch instruction was taking two clocks on some NV architecture. So ubershader approach does not come for free.</li>
</ul>
<p>Another thing I&#8217;m considering, is to combine final shader(s) from <strong>assembly fragments</strong>, with some simple register allocation.</p>
<p>In T&#038;L shader code, there&#8217;s only limited set of could-be-redundant computations, mostly computing world space position, camera space normal, view vector and so on (those could be used lighting, texgen or fog). Those computations can be explicitly put into separate fragments, and later fragments could just use their result.</p>
<p>What is left then is some register allocation. A shader assembly fragment could want some temporary registers for internal use (this is simple, just give it a bunch of unused registers), also want some registers as input (from previous fragments), and save some output in registers.</p>
<p>Again, I haven&#8217;t checked with shader performance tools, but I <em>think, guess and hope</em> that the drivers do additional register allocation, liveness analysis etc. when converting D3D shader bytecode into hardware format. This would mean that <em>I</em> can be quite sloppy with it, i.e. don&#8217;t have to implement some super smart allocation scheme.</p>
<p>I wrote some experimental code for the shader assembly combiner and so far it looks like a reasonable approach (and not too hard either).</p>
<p>Does that make sense? Or did everyone solve those problems eons ago already?</p>
<p><strong>Edit</strong>: half a year later, I wrote a technical report on how I implemented all this: <a href="http://aras-p.info/texts/VertexShaderTnL.html">http://aras-p.info/texts/VertexShaderTnL.html</a></p>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>SwiftShader 2.0 experience</title>
		<link>http://aras-p.info/blog/2008/04/07/swiftshader-20-experience/</link>
		<comments>http://aras-p.info/blog/2008/04/07/swiftshader-20-experience/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 12:05:09 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[gpu]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=165</guid>
		<description><![CDATA[ShiftShader 2.0, a pure software renderer with a Direct3D 9 interface, just got released. I tried it on rendering unit tests and some benchmark tests we have for Unity. In short, I&#8217;m impressed. It runs rendering tests almost correctly; the only minor bugs seem to be somewhere in attenuation of fixed function vertex lights. Everything [...]]]></description>
			<content:encoded><![CDATA[<p>ShiftShader 2.0, a pure software renderer with a Direct3D 9 interface, <a href="http://www.transgaming.com/products/swiftshader/">just got released</a>. I tried it on rendering unit tests and some benchmark tests we have for Unity.</p>
<p>In short, I&#8217;m impressed.</p>
<p>It runs rendering tests almost correctly; the only minor bugs seem to be somewhere in attenuation of fixed function vertex lights. Everything else, including shaders, shadows, render to texture works without any problems.</p>
<p>Performance wise, of course it&#8217;s dozens to hundreds times slower than a <em>real</em> graphics card, but hey. I also tested with Intel 965 (aka GMA X3000) integrated graphics for comparison. All this on Intel Core2 Quad (Q6600), 3 GB RAM, Windows XP SP2.</p>
<ul>
<li><a href="http://unity3d.com/gallery/live-demos/avert-fate">Avert Fate demo</a>: Radeon HD 3850 about 300 FPS, SwiftShader about 5 FPS (about 15 FPS if per-pixel lighting is turned off), Intel 965 about 22 FPS (about 50 FPS if per-pixel lighting is turned off).</li>
<li>Scene with lots of objects and lots of shadow-casting lights: Radeon HD 3850 about 76 FPS, SwiftShader 2.5 FPS, Intel &#8211; <em>shadows not supported, duh</em>.</li>
<li>High detail terrain with lots of vegetation and four cameras rendering it simultaneously: Radeon HD 3850 about 68 FPS, SwiftShader about 3 FPS, Intel 965 about 12 FPS.</li>
</ul>
<p>Ok, so SwiftShader loses on performance to Intel 965, but the difference is only &#8220;a couple of times&#8221;, and not in order of magnitude or so. Pretty good I&#8217;d say.</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>The holy grail of shadows</title>
		<link>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/</link>
		<comments>http://aras-p.info/blog/2006/02/18/the-holy-grail-of-shadows/#comments</comments>
		<pubDate>Sat, 18 Feb 2006 20:45:00 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://aras-p.info/blog/?p=86</guid>
		<description><![CDATA[It just occurred to me: it seems that noone has ever made a shadowing system that does shadows from anything onto anything, with zero artifacts, with no corner cases, always looking good, running fast and on any sensible hardware. Hm&#8230; sounds like a challenge! ;) Back to reading.]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;">It just occurred to me: it seems that noone has ever made a shadowing system that does shadows from anything onto anything, with zero artifacts, with no corner cases, always looking good, running fast and on any sensible hardware.</p>
<p>Hm&#8230; sounds like a challenge! ;)</p>
<p>Back to reading.</p></div>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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