Add IndirectLightingIntensity to Sky for GI intensity control
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@@ -16,6 +16,9 @@
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Level/Scene/SceneRendering.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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GPU_CB_STRUCT(Data {
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Matrix WVP;
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@@ -66,6 +69,10 @@ void Sky::InitConfig(ShaderAtmosphericFogData& config) const
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config.AtmosphericFogSunPower = SunPower;
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config.AtmosphericFogDensityOffset = 0.0f;
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#if USE_EDITOR
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if (IsRunningRadiancePass)
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config.AtmosphericFogSunPower *= IndirectLightingIntensity;
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#endif
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if (SunLight)
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{
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@@ -140,6 +147,7 @@ void Sky::Serialize(SerializeStream& stream, const void* otherObj)
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SERIALIZE_MEMBER(Sun, SunLight);
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SERIALIZE(SunDiscScale);
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SERIALIZE(SunPower);
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SERIALIZE(IndirectLightingIntensity);
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}
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void Sky::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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@@ -150,6 +158,7 @@ void Sky::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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DESERIALIZE_MEMBER(Sun, SunLight);
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DESERIALIZE(SunDiscScale);
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DESERIALIZE(SunPower);
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DESERIALIZE(IndirectLightingIntensity);
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}
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bool Sky::HasContentLoaded() const
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@@ -204,6 +213,11 @@ bool Sky::IsDynamicSky() const
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return !IsStatic() || (SunLight && !SunLight->IsStatic());
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}
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float Sky::GetIndirectLightingIntensity() const
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{
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return IndirectLightingIntensity;
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}
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void Sky::ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world)
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{
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// Get precomputed cache and bind it to the pipeline
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@@ -31,21 +31,27 @@ public:
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/// <summary>
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/// Directional light that is used to simulate the sun.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(10), DefaultValue(null), EditorDisplay(\"Sky\")")
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API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Sky\")")
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ScriptingObjectReference<DirectionalLight> SunLight;
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/// <summary>
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/// The sun disc scale.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(2.0f), EditorDisplay(\"Sky\"), Limit(0, 100, 0.01f)")
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API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"Sky\"), Limit(0, 100, 0.01f)")
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float SunDiscScale = 2.0f;
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/// <summary>
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/// The sun power.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), DefaultValue(8.0f), EditorDisplay(\"Sky\"), Limit(0, 1000, 0.01f)")
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API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Sky\"), Limit(0, 1000, 0.01f)")
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float SunPower = 8.0f;
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/// <summary>
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/// Controls how much sky will contribute indirect lighting. When set to 0, there is no GI from the sky. The default value is 1.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(40), Limit(0, 100, 0.1f), EditorDisplay(\"Sky\")")
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float IndirectLightingIntensity = 1.0f;
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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@@ -76,6 +82,7 @@ public:
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// [ISkyRenderer]
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bool IsDynamicSky() const override;
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float GetIndirectLightingIntensity() const override;
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void ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world) override;
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protected:
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@@ -94,6 +94,11 @@ bool Skybox::IsDynamicSky() const
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return !IsStatic();
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}
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float Skybox::GetIndirectLightingIntensity() const
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{
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return 1.0f;
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}
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void Skybox::ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world)
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{
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// Prepare mock draw call data
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@@ -70,6 +70,7 @@ public:
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// [ISkyRenderer]
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bool IsDynamicSky() const override;
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float GetIndirectLightingIntensity() const override;
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void ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world) override;
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protected:
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@@ -40,6 +40,8 @@ public:
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/// </summary>
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virtual bool IsDynamicSky() const = 0;
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virtual float GetIndirectLightingIntensity() const = 0;
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/// <summary>
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/// Apply sky material/shader state to the GPU pipeline with custom parameters set (render to GBuffer).
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/// </summary>
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@@ -60,7 +60,7 @@ GPU_CB_STRUCT(Data0 {
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GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
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ShaderGBufferData GBuffer;
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Float4 RaysRotation;
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float Padding0;
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float SkyboxIntensity;
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uint32 ProbesCount;
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float ResetBlend;
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float TemporalTime;
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@@ -533,6 +533,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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}
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data.TemporalTime = renderContext.List->Setup.UseTemporalAAJitter ? RenderTools::ComputeTemporalTime() : 0.0f;
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data.ViewDir = renderContext.View.Direction;
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data.SkyboxIntensity = renderContext.List->Sky ? renderContext.List->Sky->GetIndirectLightingIntensity() : 1.0f;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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context->UpdateCB(_cb0, &data);
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context->BindCB(0, _cb0);
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@@ -35,7 +35,7 @@ GlobalSDFData GlobalSDF;
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GlobalSurfaceAtlasData GlobalSurfaceAtlas;
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GBufferData GBuffer;
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float4 RaysRotation;
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float Padding0;
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float SkyboxIntensity;
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uint ProbesCount;
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float ResetBlend;
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float TemporalTime;
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@@ -397,7 +397,7 @@ void CS_TraceRays(uint3 DispatchThreadId : SV_DispatchThreadID)
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else
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{
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// Ray hits sky
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radiance.rgb = Skybox.SampleLevel(SamplerLinearClamp, probeRayDirection, 0).rgb;
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radiance.rgb = Skybox.SampleLevel(SamplerLinearClamp, probeRayDirection, 0).rgb * SkyboxIntensity;
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radiance.a = 1e27f; // Sky is the limit
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}
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