Initial commit for forward software reflection

This commit is contained in:
ExMatics HydrogenC
2024-06-17 23:00:48 +08:00
parent 2676daabf1
commit 5f939430ee
4 changed files with 62 additions and 4 deletions

View File

@@ -9,6 +9,10 @@
#define MATERIAL_REFLECTIONS_SSR 1
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
#include "./Flax/SSR.hlsl"
#if USE_GLOBAL_SURFACE_ATLAS
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
#endif
#endif
#endif
#include "./Flax/Lighting.hlsl"
@@ -27,12 +31,23 @@ LightData LocalLights[MAX_LOCAL_LIGHTS];
TextureCube EnvProbe : register(t__SRV__);
TextureCube SkyLightTexture : register(t__SRV__);
Texture2DArray DirectionalLightShadowMap : register(t__SRV__);
#if USE_GLOBAL_SURFACE_ATLAS
Texture3D<float> GlobalSDFTex : register(t__SRV__);
Texture3D<float> GlobalSDFMip : register(t__SRV__);
ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t__SRV__);
ByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(t__SRV__);
Buffer<float4> GlobalSurfaceAtlasObjects : register(t__SRV__);
Texture2D GlobalSurfaceAtlasDepth : register(t__SRV__);
Texture2D GlobalSurfaceAtlasTex : register(t__SRV__);
#endif
@4// Forward Shading: Utilities
DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
@5// Forward Shading: Shaders
// Pixel Shader function for Forward Pass
META_PS(USE_FORWARD, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=0)
META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=1)
void PS_Forward(
in PixelInput input
,out float4 output : SV_Target0
@@ -125,6 +140,33 @@ void PS_Forward(
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
reflections = lerp(reflections, screenColor, hit.z);
}
// Fallback to software tracing if possible
#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
// If hit.z >= 0.9f then skip sdf tracing
if (hit.z < 0.9f)
{
// Don't use temporal effect in forward pass
float3 reflectWS = ScreenSpaceReflectionDirection(screenUV, gBuffer, gBufferData.ViewPos);
GlobalSDFTrace sdfTrace;
float maxDistance = 100000;
float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
if (sdfHit.IsHit())
{
float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, sdfHit);
float4 surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
}
}
#endif
#endif
light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;

View File

@@ -178,6 +178,7 @@ bool ForwardMaterialShader::Load()
psDesc.VS = _shader->GetVS("VS");
if (psDesc.VS == nullptr)
return true;
psDesc.PS = _shader->GetPS("PS_Forward");
psDesc.DepthWriteEnable = false;
psDesc.BlendMode = BlendingMode::AlphaBlend;

View File

@@ -5,6 +5,7 @@
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/ShadowsPass.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#if USE_EDITOR
#include "Engine/Renderer/Lightmaps.h"
#endif
@@ -22,6 +23,8 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
const int32 envProbeShaderRegisterIndex = srv + 0;
const int32 skyLightShaderRegisterIndex = srv + 1;
const int32 dirLightShaderRegisterIndex = srv + 2;
const int32 surfaceAtlasDepthShaderRegisterIndex = srv + 3;
const int32 surfaceAtlasTexShaderRegisterIndex = srv + 4;
const bool canUseShadow = view.Pass != DrawPass::Depth;
// Set fog input
@@ -97,6 +100,15 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
params.GPUContext->UnBindSR(envProbeShaderRegisterIndex);
}
// Bind sdf resources if using software reflections
if (!GlobalSignDistanceFieldPass::Instance()->Render(params.RenderContext, params.GPUContext, bindingDataSDF) &&
!GlobalSurfaceAtlasPass::Instance()->Render(params.RenderContext, params.GPUContext, bindingDataSurfaceAtlas))
{
useGlobalSurfaceAtlas = true;
data.GlobalSDF = bindingDataSDF.Constants;
data.GlobalSurfaceAtlas = bindingDataSurfaceAtlas.Constants;
}
// Set local lights
data.LocalLightsCount = 0;
const BoundingSphere objectBounds(drawCall.ObjectPosition, drawCall.ObjectRadius);

View File

@@ -133,11 +133,12 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
return result;
}
// Calculate reflection direction (the same TraceScreenSpaceReflection)
float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
// Fallback to Global SDF and Global Surface Atlas tracing
#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
// Calculate reflection direction (the same TraceScreenSpaceReflection)
float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
GlobalSDFTrace sdfTrace;
float maxDistance = 100000;
float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
@@ -148,7 +149,9 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, sdfHit);
float4 surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
result = lerp(surfaceAtlas, float4(result.rgb, 1), result.a);
// Now the sdf reflection part is significantly darker than the screen space part
// TODO: Maybe multiply surfaceAtlas by a constant to make it brighter
result = lerp(surfaceAtlas, float4(result.rgb, 1), result.a);
}
#endif