Add **Screen Space Reflections for transparent materials**
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@@ -6,6 +6,10 @@
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#include "./Flax/LightingCommon.hlsl"
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#if USE_REFLECTIONS
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#include "./Flax/ReflectionsCommon.hlsl"
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#define MATERIAL_REFLECTIONS_SSR 1
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#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
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#include "./Flax/SSR.hlsl"
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#endif
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#endif
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#include "./Flax/Lighting.hlsl"
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#include "./Flax/ShadowsSampling.hlsl"
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@@ -93,9 +97,29 @@ float4 PS_Forward(PixelInput input) : SV_Target0
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light += GetLighting(ViewPos, localLight, gBuffer, shadowMask, true, isSpotLight);
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}
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#if USE_REFLECTIONS
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// Calculate reflections
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light.rgb += GetEnvProbeLighting(ViewPos, EnvProbe, EnvironmentProbe, gBuffer) * light.a;
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#if USE_REFLECTIONS
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float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
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#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
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// Screen Space Reflections
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Texture2D sceneDepthTexture = MATERIAL_REFLECTIONS_SSR_DEPTH; // Material Generator inserts depth and color buffers and plugs it via internal define
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Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float stepSize = ScreenSize.z; // 1 / screenWidth
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float maxSamples = 32;
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float worldAntiSelfOcclusionBias = 0.1f;
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float brdfBias = 0.82f;
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float drawDistance = 5000.0f;
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float3 hit = TraceSceenSpaceReflection(screenUV, gBuffer, sceneDepthTexture, ViewPos, ViewMatrix, ViewProjectionMatrix, stepSize, maxSamples, false, 0.0f, worldAntiSelfOcclusionBias, brdfBias, drawDistance);
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if (hit.z > 0)
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{
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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reflections = lerp(reflections, screenColor, hit.z);
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}
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#endif
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light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
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#endif
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// Add lighting (apply ambient occlusion)
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