├── .gitattributes ├── .gitignore ├── Assets ├── AddShader.shader ├── AddShader.shader.meta ├── RayTracingMaster.cs ├── RayTracingMaster.cs.meta ├── RayTracingShader.compute ├── RayTracingShader.compute.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── venice_sunset_4k.hdr └── venice_sunset_4k.hdr.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset ├── README.md ├── Screenshot_A.png └── Screenshot_B.png /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | *.VC.db 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | *.pdb.meta 31 | 32 | # Unity3D Generated File On Crash Reports 33 | sysinfo.txt 34 | 35 | # Builds 36 | *.apk 37 | *.unitypackage 38 | -------------------------------------------------------------------------------- /Assets/AddShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/AddShader" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float _Sample; 43 | 44 | fixed4 frag (v2f i) : SV_Target 45 | { 46 | return float4(tex2D(_MainTex, i.uv).rgb, 1.0f / (_Sample + 1.0f)); 47 | } 48 | ENDCG 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/AddShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a4e66c87803dde48ac93aacbf6afc95 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/RayTracingMaster.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RayTracingMaster : MonoBehaviour 6 | { 7 | public ComputeShader RayTracingShader; 8 | private RenderTexture _target; 9 | 10 | private Camera _camera; 11 | private int _frameCount; 12 | 13 | public Texture SkyboxTexture; 14 | 15 | private uint _currentSample = 0; 16 | private Material _addMaterial; 17 | public Light DirectionalLight; 18 | 19 | public Vector2 SphereRadius = new Vector2(3.0f, 8.0f); 20 | public uint SpheresMax = 100; 21 | public float SpherePlacementRadius = 100.0f; 22 | private ComputeBuffer _sphereBuffer; 23 | struct Sphere 24 | { 25 | public Vector3 position; 26 | public float radius; 27 | public Vector3 albedo; 28 | public Vector3 specular; 29 | } 30 | 31 | private void OnEnable() 32 | { 33 | _currentSample = 0; 34 | SetUpScene(); 35 | } 36 | 37 | private void OnDisable() 38 | { 39 | if (_sphereBuffer != null) 40 | { 41 | _sphereBuffer.Release(); 42 | } 43 | } 44 | 45 | private void SetUpScene() 46 | { 47 | List spheres = new List(); 48 | // Add a nuumber of random spheres 49 | for (int i = 0; i < SpheresMax; i++) 50 | { 51 | Sphere sphere = new Sphere(); 52 | sphere.radius = SphereRadius.x + Random.value * (SphereRadius.y - SphereRadius.x); 53 | Vector2 randomPos = Random.insideUnitCircle * SpherePlacementRadius; 54 | sphere.position = new Vector3(randomPos.x, sphere.radius, randomPos.y); 55 | 56 | foreach (Sphere other in spheres) 57 | { 58 | float minDist = sphere.radius + other.radius; 59 | if (Vector3.SqrMagnitude(sphere.position - other.position) < minDist * minDist) 60 | { 61 | goto SkipSphere; 62 | } 63 | } 64 | 65 | // Albedo & Specular 66 | Color color = Random.ColorHSV(); 67 | bool metal = Random.value < 0.5f; 68 | sphere.albedo = metal ? Vector3.zero : new Vector3(color.r, color.g, color.b); 69 | sphere.specular = metal ? new Vector3(color.r, color.g, color.b) : Vector3.one * 0.04f; 70 | spheres.Add(sphere); 71 | 72 | SkipSphere: 73 | continue; 74 | } 75 | 76 | _sphereBuffer = new ComputeBuffer(spheres.Count, 40); 77 | _sphereBuffer.SetData(spheres); 78 | } 79 | 80 | private void Update() 81 | { 82 | if (transform.hasChanged) 83 | { 84 | _currentSample = 0; 85 | transform.hasChanged = false; 86 | } 87 | 88 | if (Input.GetKeyDown("i")) 89 | { 90 | _currentSample = 0; 91 | SetUpScene(); 92 | } 93 | } 94 | 95 | private void Awake() 96 | { 97 | _camera = GetComponent(); 98 | } 99 | 100 | private void SetShaderParameters() 101 | { 102 | RayTracingShader.SetMatrix("_CameraToWorld", _camera.cameraToWorldMatrix); 103 | RayTracingShader.SetMatrix("_CameraInverseProjection", _camera.projectionMatrix.inverse); 104 | RayTracingShader.SetTexture(0, "_SkyboxTexture", SkyboxTexture); 105 | RayTracingShader.SetVector("_PixelOffset", new Vector2(Random.value, Random.value)); 106 | Vector3 l = DirectionalLight.transform.forward; 107 | RayTracingShader.SetVector("_DirectionalLight", new Vector4(l.x, l.y, l.z, DirectionalLight.intensity)); 108 | RayTracingShader.SetBuffer(0, "_Spheres", _sphereBuffer); 109 | } 110 | 111 | void OnRenderImage(RenderTexture source, RenderTexture destination) 112 | { 113 | SetShaderParameters(); 114 | Render(destination); 115 | } 116 | 117 | private void Render(RenderTexture destination) 118 | { 119 | // Make sure we have a current render target 120 | InitRenderTexture(); 121 | // Set the target and dispatch the compute shader 122 | RayTracingShader.SetTexture(0, "Result", _target); 123 | int threadGroupsX = Mathf.CeilToInt(Screen.width / 8.0f); 124 | int threadGroupsY = Mathf.CeilToInt(Screen.height / 8.0f); 125 | RayTracingShader.Dispatch(0, threadGroupsX, threadGroupsY, 1); 126 | // Blit the result texture to the screen 127 | if (_addMaterial == null) 128 | { 129 | _addMaterial = new Material(Shader.Find("Hidden/AddShader")); 130 | } 131 | _addMaterial.SetFloat("_Sample", _currentSample); 132 | Graphics.Blit(_target, destination, _addMaterial); 133 | _currentSample++; 134 | } 135 | 136 | private void InitRenderTexture() 137 | { 138 | if (_target == null || _target.width != Screen.width || _target.height != Screen.height) 139 | { 140 | // Release render texture if we already have one 141 | if (_target != null) 142 | _target.Release(); 143 | // Get a render target for Ray Tracing 144 | _target = new RenderTexture(Screen.width, Screen.height, 0, 145 | RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); 146 | _target.enableRandomWrite = true; 147 | _target.Create(); 148 | } 149 | } 150 | } 151 | -------------------------------------------------------------------------------- /Assets/RayTracingMaster.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 326af8a65d7a8644bbc8205c38e97fde 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/RayTracingShader.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel CSMain 3 | 4 | // Create a RenderTexture with enableRandomWrite flag and set it 5 | // with cs.SetTexture 6 | RWTexture2D Result; 7 | float4x4 _CameraToWorld; 8 | float4x4 _CameraInverseProjection; 9 | 10 | Texture2D _SkyboxTexture; 11 | SamplerState sampler_SkyboxTexture; 12 | static const float PI = 3.14159265f; 13 | 14 | float2 _PixelOffset; 15 | float4 _DirectionalLight; 16 | 17 | struct Ray 18 | { 19 | float3 origin; 20 | float3 direction; 21 | float3 energy; 22 | }; 23 | 24 | 25 | Ray CreateRay(float3 origin, float3 direction) 26 | { 27 | Ray ray; 28 | ray.origin = origin; 29 | ray.direction = direction; 30 | ray.energy = float3(1.0f, 1.0f, 1.0f); 31 | return ray; 32 | } 33 | 34 | Ray CreateCameraRay(float2 uv) 35 | { 36 | // Transform the camera origin to world space 37 | float3 origin = mul(_CameraToWorld, float4(0.0f, 0.0f, 0.0f, 1.0f)).xyz; 38 | 39 | // Invert the perspective projection of the view-space position 40 | float3 direction = mul(_CameraInverseProjection, float4(uv, 0.0f, 1.0f)).xyz; 41 | // Transform the direction from camera to world space and normalize 42 | direction = mul(_CameraToWorld, float4(direction, 0.0f)).xyz; 43 | direction = normalize(direction); 44 | return CreateRay(origin, direction); 45 | } 46 | 47 | struct RayHit 48 | { 49 | float3 position; 50 | float distance; 51 | float3 normal; 52 | float3 albedo; 53 | float3 specular; 54 | }; 55 | 56 | RayHit CreateRayHit() 57 | { 58 | RayHit hit; 59 | hit.position = float3(0.0f, 0.0f, 0.0f); 60 | hit.distance = 1.#INF; 61 | hit.normal = float3(0.0f, 0.0f, 0.0f); 62 | hit.albedo = float3(0.0f, 0.0f, 0.0f); 63 | hit.specular = float3(0.0f, 0.0f, 0.0f); 64 | return hit; 65 | } 66 | 67 | struct Sphere 68 | { 69 | float3 position; 70 | float radius; 71 | float3 albedo; 72 | float3 specular; 73 | }; 74 | 75 | StructuredBuffer _Spheres; 76 | 77 | void IntersectGroundPlane(Ray ray, inout RayHit bestHit, Sphere sphere) 78 | { 79 | // Calculte distance along the ray where the ground plane is intersected 80 | float t = -ray.origin.y / ray.direction.y; 81 | if (t > 0 && t < bestHit.distance) 82 | { 83 | bestHit.distance = t; 84 | bestHit.position = ray.origin + t * ray.direction; 85 | bestHit.normal = float3(0.0f, 1.0f, 0.0f); 86 | bestHit.albedo = sphere.albedo; 87 | bestHit.specular = sphere.specular; 88 | } 89 | } 90 | 91 | void IntersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere) 92 | { 93 | // Calculate distance along the ray where the shpere is intersected 94 | float3 d = ray.origin - sphere.position; 95 | float p1 = -dot(ray.direction, d); 96 | float p2sqr = p1 * p1 - dot(d, d) + sphere.radius * sphere.radius; 97 | if (p2sqr < 0) 98 | { 99 | return; 100 | } 101 | float p2 = sqrt(p2sqr); 102 | float t = p1 - p2 > 0 ? p1 - p2 : p1 + p2; 103 | if (t > 0 && t < bestHit.distance) 104 | { 105 | bestHit.distance = t; 106 | bestHit.position = ray.origin + t * ray.direction; 107 | bestHit.normal = normalize(bestHit.position - sphere.position); 108 | bestHit.albedo = sphere.albedo; 109 | bestHit.specular = sphere.specular; 110 | } 111 | } 112 | 113 | RayHit Trace(Ray ray) 114 | { 115 | RayHit bestHit = CreateRayHit(); 116 | 117 | /* hardcode 118 | for (int i = 0; i < 10; i++) 119 | { 120 | for (int j = 0; j < 10; j++) 121 | { 122 | IntersectSphere(ray, bestHit, float4(i, 0, -j, 0.4f)); 123 | } 124 | 125 | } 126 | */ 127 | // Trace spheres 128 | uint numSpheres, stride; 129 | _Spheres.GetDimensions(numSpheres, stride); 130 | for (uint i = 0; i < numSpheres; i++) 131 | { 132 | IntersectSphere(ray, bestHit, _Spheres[i]); 133 | IntersectGroundPlane(ray, bestHit, _Spheres[i]); 134 | } 135 | return bestHit; 136 | } 137 | 138 | 139 | /* 140 | float3 Shade(inout Ray ray, RayHit hit) 141 | { 142 | if (hit.distance < 1.#INF) 143 | { 144 | // Return the normal 145 | return hit.normal * 0.5f + 0.5f; 146 | } 147 | else 148 | { 149 | // Sample tthe skybox and write it 150 | float theta = acos(ray.direction.y) / -PI; 151 | float phi = atan2(ray.direction.x, -ray.direction.z) / -PI * 0.5f; 152 | return _SkyboxTexture.SampleLevel(sampler_SkyboxTexture, float2(phi, theta), 0).xyz; 153 | } 154 | } 155 | */ 156 | 157 | float3 Shade(inout Ray ray, RayHit hit) 158 | { 159 | if (hit.distance < 1.#INF) 160 | { 161 | float3 specular = hit.specular; 162 | float3 albedo = hit.albedo; 163 | 164 | // Reflect the ray and multiply energy with specular reflection 165 | ray.origin = hit.position + hit.normal * 0.001f; 166 | ray.direction = reflect(ray.direction, hit.normal); 167 | ray.energy *= specular; 168 | 169 | // Shadow test ray 170 | bool shadow = false; 171 | Ray shadowRay = CreateRay(hit.position + hit.normal * 0.001f, -1 * _DirectionalLight.xyz); 172 | RayHit shadowHit = Trace(shadowRay); 173 | if (shadowHit.distance != 1.#INF) 174 | { 175 | return float3(0.0f, 0.0f, 0.0f); 176 | } 177 | 178 | // Return Diffuse 179 | return saturate(dot(hit.normal, _DirectionalLight.xyz) * -1) * _DirectionalLight.w * albedo; 180 | } 181 | else 182 | { 183 | // Erase the ray's energy - the sky doesn't reflect anything 184 | ray.energy = 0.0f; 185 | // Sample the skybox and write it 186 | float theta = acos(ray.direction.y) / -PI; 187 | float phi = atan2(ray.direction.x, -ray.direction.z) / -PI * 0.5f; 188 | return _SkyboxTexture.SampleLevel(sampler_SkyboxTexture, float2(phi, theta), 0).xyz; 189 | } 190 | } 191 | 192 | 193 | 194 | [numthreads(8,8,1)] 195 | void CSMain (uint3 id : SV_DispatchThreadID) 196 | { 197 | 198 | // Get tthe dimensions of the RenderTexture 199 | uint width, height; 200 | Result.GetDimensions(width, height); 201 | 202 | // Transform pixel to [-1, 1] range 203 | float2 uv = float2 ((id.xy + float2(_PixelOffset)) / float2(width, height) * 2.0f - 1.0f); 204 | 205 | // Get a ray for the UVs 206 | Ray ray = CreateCameraRay(uv); 207 | // Write some colors 208 | //Result[id.xy] = float4(ray.direction * 0.5f + 0.5f, 1.0f); 209 | /* 210 | float theta = acos(ray.direction.y) / -PI; 211 | float phi = atan2(ray.direction.x, -ray.direction.z) / -PI * 0.5f; 212 | Result[id.xy] = _SkyboxTexture.SampleLevel(sampler_SkyboxTexture, float2(phi, theta), 0); 213 | */ 214 | /* 215 | RayHit hit = Trace(ray); 216 | float3 result = Shade(ray, hit); 217 | */ 218 | float3 result = float3(0, 0, 0); 219 | for (int i = 0; i < 8; i++) 220 | { 221 | RayHit hit = Trace(ray); 222 | result += ray.energy * Shade(ray, hit); 223 | 224 | if (!any(ray.energy)) 225 | { 226 | break; 227 | } 228 | } 229 | Result[id.xy] = float4(result, 1); 230 | 231 | 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hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Feb 2 18:33:22 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.analytics@3.2.2 9 | com.unity.purchasing@2.0.3 10 | com.unity.ads@2.0.8 11 | com.unity.textmeshpro@1.3.0 12 | com.unity.package-manager-ui@2.0.3 13 | com.unity.collab-proxy@1.2.15 14 | com.unity.modules.ai@1.0.0 15 | com.unity.modules.animation@1.0.0 16 | com.unity.modules.assetbundle@1.0.0 17 | com.unity.modules.audio@1.0.0 18 | com.unity.modules.cloth@1.0.0 19 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Ray-Tracing-Practice 2 | I got very interested in ray tracing when I found [this great tutorial](http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/). I gave it a try thereafter. Just wanted to share my knowledge with others. 3 | 4 | ![Image A](Screenshot_A.png) 5 | ![Image B](Screenshot_B.png) 6 | -------------------------------------------------------------------------------- /Screenshot_A.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yumayanagisawa/Unity-Compute-Shader-Ray-Tracing-Practice/9e184ab40187d8a21671d33bd8b23d07d93caa78/Screenshot_A.png -------------------------------------------------------------------------------- /Screenshot_B.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yumayanagisawa/Unity-Compute-Shader-Ray-Tracing-Practice/9e184ab40187d8a21671d33bd8b23d07d93caa78/Screenshot_B.png --------------------------------------------------------------------------------