Initial commit for forward software reflection
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@@ -178,6 +178,7 @@ bool ForwardMaterialShader::Load()
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psDesc.VS = _shader->GetVS("VS");
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if (psDesc.VS == nullptr)
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return true;
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psDesc.PS = _shader->GetPS("PS_Forward");
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psDesc.DepthWriteEnable = false;
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psDesc.BlendMode = BlendingMode::AlphaBlend;
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@@ -5,6 +5,7 @@
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#include "Engine/Graphics/Textures/GPUTexture.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Renderer/ShadowsPass.h"
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#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
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#if USE_EDITOR
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#include "Engine/Renderer/Lightmaps.h"
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#endif
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@@ -22,6 +23,8 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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const int32 envProbeShaderRegisterIndex = srv + 0;
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const int32 skyLightShaderRegisterIndex = srv + 1;
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const int32 dirLightShaderRegisterIndex = srv + 2;
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const int32 surfaceAtlasDepthShaderRegisterIndex = srv + 3;
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const int32 surfaceAtlasTexShaderRegisterIndex = srv + 4;
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const bool canUseShadow = view.Pass != DrawPass::Depth;
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// Set fog input
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@@ -97,6 +100,15 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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params.GPUContext->UnBindSR(envProbeShaderRegisterIndex);
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}
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// Bind sdf resources if using software reflections
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if (!GlobalSignDistanceFieldPass::Instance()->Render(params.RenderContext, params.GPUContext, bindingDataSDF) &&
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!GlobalSurfaceAtlasPass::Instance()->Render(params.RenderContext, params.GPUContext, bindingDataSurfaceAtlas))
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{
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useGlobalSurfaceAtlas = true;
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data.GlobalSDF = bindingDataSDF.Constants;
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data.GlobalSurfaceAtlas = bindingDataSurfaceAtlas.Constants;
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}
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// Set local lights
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data.LocalLightsCount = 0;
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const BoundingSphere objectBounds(drawCall.ObjectPosition, drawCall.ObjectRadius);
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@@ -133,11 +133,12 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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return result;
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}
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// Calculate reflection direction (the same TraceScreenSpaceReflection)
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float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
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// Fallback to Global SDF and Global Surface Atlas tracing
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#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
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// Calculate reflection direction (the same TraceScreenSpaceReflection)
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float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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@@ -148,7 +149,9 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
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float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, sdfHit);
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float4 surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
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result = lerp(surfaceAtlas, float4(result.rgb, 1), result.a);
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// Now the sdf reflection part is significantly darker than the screen space part
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// TODO: Maybe multiply surfaceAtlas by a constant to make it brighter
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result = lerp(surfaceAtlas, float4(result.rgb, 1), result.a);
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}
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#endif
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