Reimplement cascaded shadow maps blending via dithering

This commit is contained in:
Wojtek Figat
2024-04-05 10:59:34 +02:00
parent 8bd409e95d
commit 0cc6669cbd
11 changed files with 46 additions and 52 deletions

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@@ -1,6 +1,5 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using System.ComponentModel;
using FlaxEditor.CustomEditors;
using FlaxEngine;
@@ -96,14 +95,6 @@ namespace FlaxEditor.Windows
set => Graphics.ShadowMapsQuality = value;
}
[DefaultValue(false)]
[EditorOrder(1320), EditorDisplay("Quality", "Allow CSM Blending"), Tooltip("Enables cascades splits blending for directional light shadows.")]
public bool AllowCSMBlending
{
get => Graphics.AllowCSMBlending;
set => Graphics.AllowCSMBlending = value;
}
[NoSerialize, DefaultValue(1.0f), Limit(0.05f, 5, 0)]
[EditorOrder(1400), EditorDisplay("Quality")]
[Tooltip("The scale of the rendering resolution relative to the output dimensions. If lower than 1 the scene and postprocessing will be rendered at a lower resolution and upscaled to the output backbuffer.")]

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@@ -61,9 +61,10 @@ public:
/// <summary>
/// Enables cascades splits blending for directional light shadows.
/// [Deprecated in v1.9]
/// </summary>
API_FIELD(Attributes="EditorOrder(1320), DefaultValue(false), EditorDisplay(\"Quality\", \"Allow CSM Blending\")")
bool AllowCSMBlending = false;
DEPRECATED bool AllowCSMBlending = false;
/// <summary>
/// Default probes cubemap resolution (use for Environment Probes, can be overriden per-actor).

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@@ -65,7 +65,6 @@ void GraphicsSettings::Apply()
Graphics::VolumetricFogQuality = VolumetricFogQuality;
Graphics::ShadowsQuality = ShadowsQuality;
Graphics::ShadowMapsQuality = ShadowMapsQuality;
Graphics::AllowCSMBlending = AllowCSMBlending;
Graphics::GlobalSDFQuality = GlobalSDFQuality;
Graphics::GIQuality = GIQuality;
Graphics::PostProcessSettings = ::PostProcessSettings();

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@@ -50,8 +50,9 @@ public:
/// <summary>
/// Enables cascades splits blending for directional light shadows.
/// [Deprecated in v1.9]
/// </summary>
API_FIELD() static bool AllowCSMBlending;
API_FIELD() DEPRECATED static bool AllowCSMBlending;
/// <summary>
/// The Global SDF quality. Controls the volume texture resolution and amount of cascades to use.

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@@ -552,6 +552,14 @@ void RenderTools::ComputeCascadeUpdateFrequency(int32 cascadeIndex, int32 cascad
}
}
float RenderTools::ComputeTemporalTime()
{
const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
const float scale = 10;
const float integral = roundf(time / scale) * scale;
return time - integral;
}
void RenderTools::CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal)
{
// Calculate tangent

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@@ -121,6 +121,10 @@ public:
return (frameIndex % updateFrequency == updatePhrase) || updateForce;
}
// Calculates temporal offset in the dithering factor that gets cleaned out by TAA.
// Returns 0-1 value based on unscaled draw time for temporal effects to reduce artifacts from screen-space dithering when using Temporal Anti-Aliasing.
static float ComputeTemporalTime();
static void CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal);
static void CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal, const Float3& tangent);
};

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@@ -13,13 +13,13 @@
#include "Engine/Engine/Engine.h"
#include "Engine/Content/Content.h"
#include "Engine/Debug/DebugDraw.h"
#include "Engine/Engine/Time.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Level/Actors/BrushMode.h"
#include "Engine/Renderer/GBufferPass.h"
@@ -480,18 +480,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
auto& cascade = ddgiData.Cascades[cascadeIndex];
data.ProbeScrollClears[cascadeIndex] = Int4(cascade.ProbeScrollClears, 0);
}
if (renderContext.List->Setup.UseTemporalAAJitter)
{
// Use temporal offset in the dithering factor (gets cleaned out by TAA)
const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
const float scale = 10;
const float integral = roundf(time / scale) * scale;
data.TemporalTime = time - integral;
}
else
{
data.TemporalTime = 0.0f;
}
data.TemporalTime = renderContext.List->Setup.UseTemporalAAJitter ? RenderTools::ComputeTemporalTime() : 0.0f;
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);

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@@ -11,7 +11,6 @@
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Engine/Time.h"
#include "Engine/Platform/Window.h"
#include "Utils/MultiScaler.h"
#include "Engine/Engine/Engine.h"
@@ -247,13 +246,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
data.TemporalEffect = useTemporal ? 1.0f : 0.0f;
if (useTemporal)
{
const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
// Keep time in smaller range to prevent temporal noise errors
const double scale = 10;
const double integral = round(time / scale) * scale;
data.TemporalTime = static_cast<float>(time - integral);
data.TemporalTime = RenderTools::ComputeTemporalTime();
buffers->LastFrameTemporalSSR = Engine::FrameCount;
if (!buffers->TemporalSSR || buffers->TemporalSSR->Width() != temporalWidth || buffers->TemporalSSR->Height() != temporalHeight)
{

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@@ -27,7 +27,8 @@ PACK_STRUCT(struct Data{
ShaderLightData Light;
Matrix WVP;
Matrix ViewProjectionMatrix;
Float2 Dummy0;
float Dummy0;
float TemporalTime;
float ContactShadowsDistance;
float ContactShadowsLength;
});
@@ -62,7 +63,6 @@ struct ShadowAtlasLight
int32 ContextCount;
uint16 Resolution;
uint16 TilesNeeded;
bool BlendCSM;
float Sharpness, Fade, NormalOffsetScale, Bias, FadeDistance;
Float4 CascadeSplits;
ShadowsAtlasTile* Tiles[MaxTiles];
@@ -294,15 +294,7 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r
Float3 lightDirection = light.Direction;
float shadowsDistance = Math::Min(view.Far, light.ShadowsDistance);
int32 csmCount = Math::Clamp(light.CascadeCount, 0, MAX_CSM_CASCADES);
bool blendCSM = Graphics::AllowCSMBlending;
const auto shadowMapsSize = (float)atlasLight.Resolution;
#if USE_EDITOR
if (IsRunningRadiancePass)
blendCSM = false;
#elif PLATFORM_SWITCH || PLATFORM_IOS || PLATFORM_ANDROID
// Disable cascades blending on low-end platforms
blendCSM = false;
#endif
// Views with orthographic cameras cannot use cascades, we force it to 1 shadow map here
if (view.Projection.M44 == 1.0f)
@@ -397,7 +389,6 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r
// Init shadow data
atlasLight.ContextIndex = renderContextBatch.Contexts.Count();
atlasLight.ContextCount = csmCount;
atlasLight.BlendCSM = blendCSM;
renderContextBatch.Contexts.AddDefault(atlasLight.ContextCount);
// Create the different view and projection matrices for each split
@@ -413,9 +404,7 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r
// Calculate cascade split frustum corners in view space
for (int32 j = 0; j < 4; j++)
{
float overlap = 0;
if (blendCSM)
overlap = 0.2f * (splitMinRatio - oldSplitMinRatio);
float overlap = 0.1f * (splitMinRatio - oldSplitMinRatio); // CSM blending overlap
const auto frustumRangeVS = mainCache->FrustumCornersVs[j + 4] - mainCache->FrustumCornersVs[j];
frustumCorners[j] = mainCache->FrustumCornersVs[j] + frustumRangeVS * (splitMinRatio - overlap);
frustumCorners[j + 4] = mainCache->FrustumCornersVs[j] + frustumRangeVS * splitMaxRatio;
@@ -927,6 +916,7 @@ void ShadowsPass::RenderShadowMask(RenderContextBatch& renderContextBatch, Rende
else if (light.IsSpotLight)
((RenderSpotLightData&)light).SetShaderData(sperLight.Light, true);
Matrix::Transpose(view.ViewProjection(), sperLight.ViewProjectionMatrix);
sperLight.TemporalTime = renderContext.List->Setup.UseTemporalAAJitter ? RenderTools::ComputeTemporalTime() : 0.0f;
sperLight.ContactShadowsDistance = light.ShadowsDistance;
sperLight.ContactShadowsLength = EnumHasAnyFlags(view.Flags, ViewFlags::ContactShadows) ? light.ContactShadowsLength : 0.0f;
if (isLocalLight)

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@@ -1,6 +1,7 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#define USE_GBUFFER_CUSTOM_DATA
#define SHADOWS_CSM_BLENDING 1
#include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl"
@@ -12,7 +13,8 @@ GBufferData GBuffer;
LightData Light;
float4x4 WVP;
float4x4 ViewProjectionMatrix;
float2 Dummy0;
float Dummy0;
float TemporalTime;
float ContactShadowsDistance;
float ContactShadowsLength;
META_CB_END
@@ -115,7 +117,7 @@ float4 PS_DirLight(Quad_VS2PS input) : SV_Target0
GBufferSample gBuffer = SampleGBuffer(gBufferData, input.TexCoord);
// Sample shadow
ShadowSample shadow = SampleDirectionalLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer);
ShadowSample shadow = SampleDirectionalLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer, TemporalTime);
#if CONTACT_SHADOWS
// Calculate screen-space contact shadow

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@@ -6,6 +6,9 @@
#include "./Flax/ShadowsCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/LightingCommon.hlsl"
#ifdef SHADOWS_CSM_BLENDING
#include "./Flax/Random.hlsl"
#endif
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) shadowMap.SampleCmpLevelZero(ShadowSamplerLinear, shadowUV, sceneDepth)
@@ -77,7 +80,7 @@ float SampleShadowMap(Texture2D<float> shadowMap, float2 shadowMapUV, float scen
}
// Samples the shadow for the given directional light on the material surface (supports subsurface shadowing)
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer)
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer, float dither = 0.0f)
{
#if !LIGHTING_NO_DIRECTIONAL
// Skip if surface is in a full shadow
@@ -114,6 +117,19 @@ ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadow
if (viewDepth > shadow.CascadeSplits[i])
cascadeIndex = i + 1;
}
#ifdef SHADOWS_CSM_BLENDING
const float BlendThreshold = 0.05f;
float nextSplit = shadow.CascadeSplits[cascadeIndex];
float splitSize = cascadeIndex == 0 ? nextSplit : nextSplit - shadow.CascadeSplits[cascadeIndex - 1];
float splitDist = (nextSplit - viewDepth) / splitSize;
if (splitDist <= BlendThreshold && cascadeIndex != shadow.TilesCount - 1)
{
// Blend with the next cascade but with screen-space dithering (gets cleaned out by TAA)
float lerpAmount = 1 - splitDist / BlendThreshold;
if (step(RandN2(gBuffer.ViewPos.xy + dither).x, lerpAmount))
cascadeIndex++;
}
#endif
ShadowTileData shadowTile = LoadShadowsBufferTile(shadowsBuffer, light.ShadowsBufferAddress, cascadeIndex);
float3 samplePosition = gBuffer.WorldPos;
@@ -241,11 +257,11 @@ GBufferSample GetDummyGBufferSample(float3 worldPosition)
}
// Samples the shadow for the given directional light at custom location
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition, float viewDepth)
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition, float viewDepth, float dither = 0.0f)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
gBuffer.ViewPos.z = viewDepth;
return SampleDirectionalLightShadow(light, shadowsBuffer, shadowMap, gBuffer);
return SampleDirectionalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, dither);
}
// Samples the shadow for the given spot light at custom location