Simplify radial light attenuation in shaders

#1094
This commit is contained in:
Wojtek Figat
2023-05-12 12:22:04 +02:00
parent 4e78b49cac
commit b30f845924
5 changed files with 21 additions and 26 deletions

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Content/Shaders/Lights.flax (Stored with Git LFS)

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Content/Shaders/VolumetricFog.flax (Stored with Git LFS)

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@@ -129,9 +129,8 @@ float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, f
toLight = lightData.Position - gBuffer.WorldPos;
float distanceSqr = dot(toLight, toLight);
L = toLight * rsqrt(distanceSqr);
float distanceAttenuation = 1, lightRadiusMask = 1, spotAttenuation = 1;
GetRadialLightAttenuation(lightData, isSpotLight, N, distanceSqr, 1, toLight, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
float attenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
float attenuation = 1;
GetRadialLightAttenuation(lightData, isSpotLight, N, distanceSqr, 1, toLight, L, NoL, attenuation);
shadow.SurfaceShadow *= attenuation;
shadow.TransmissionShadow *= attenuation;
}

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@@ -63,10 +63,9 @@ void GetRadialLightAttenuation(
float3 toLight,
float3 L,
inout float NoL,
inout float distanceAttenuation,
inout float lightRadiusMask,
inout float spotAttenuation)
inout float attenuation)
{
// Distance attenuation
if (lightData.InverseSquared)
{
BRANCH
@@ -77,29 +76,31 @@ void GetRadialLightAttenuation(
float3 l1 = toLight + 0.5 * l01;
float lengthL0 = length(l0);
float lengthL1 = length(l1);
distanceAttenuation = rcp((lengthL0 * lengthL1 + dot(l0, l1)) * 0.5 + distanceBiasSqr);
attenuation = rcp((lengthL0 * lengthL1 + dot(l0, l1)) * 0.5 + distanceBiasSqr);
NoL = saturate(0.5 * (dot(N, l0) / lengthL0 + dot(N, l1) / lengthL1));
}
else
{
distanceAttenuation = rcp(distanceSqr + distanceBiasSqr);
attenuation = rcp(distanceSqr + distanceBiasSqr);
NoL = saturate(dot(N, L));
}
lightRadiusMask = Square(saturate(1 - Square(distanceSqr * Square(lightData.RadiusInv))));
attenuation *= Square(saturate(1 - Square(distanceSqr * Square(lightData.RadiusInv))));
}
else
{
distanceAttenuation = 1;
attenuation = 1;
NoL = saturate(dot(N, L));
float3 worldLightVector = toLight * lightData.RadiusInv;
float t = dot(worldLightVector, worldLightVector);
lightRadiusMask = pow(1.0f - saturate(t), lightData.FalloffExponent);
attenuation *= pow(1.0f - saturate(t), lightData.FalloffExponent);
}
// Spot mask attenuation
if (isSpotLight)
{
// SpotAngles.x is CosOuterCone, SpotAngles.y is InvCosConeDifference
spotAttenuation = Square(saturate((dot(normalize(-L), lightData.Direction) - lightData.SpotAngles.x) * lightData.SpotAngles.y));
float cosOuterCone = lightData.SpotAngles.x;
float invCosConeDifference = lightData.SpotAngles.y;
attenuation *= Square(saturate((dot(normalize(-L), lightData.Direction) - cosOuterCone) * invCosConeDifference));
}
}
@@ -107,7 +108,6 @@ void GetRadialLightAttenuation(
float AreaLightSpecular(LightData lightData, float roughness, inout float3 toLight, inout float3 L, float3 V, half3 N)
{
float energy = 1;
float m = roughness * roughness;
float3 r = reflect(-V, N);
float invDistToLight = rsqrt(dot(toLight, toLight));
@@ -137,7 +137,6 @@ float AreaLightSpecular(LightData lightData, float roughness, inout float3 toLig
}
L = normalize(toLight);
return energy;
}

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@@ -205,9 +205,6 @@ float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0
uint samplesCount = historyAlpha < 0.001f ? MissedHistorySamplesCount : 1;
float NoL = 0;
float distanceAttenuation = 1;
float lightRadiusMask = 1;
float spotAttenuation = 1;
bool isSpotLight = LocalLight.SpotAngles.x > -2.0f;
float4 scattering = 0;
for (uint sampleIndex = 0; sampleIndex < samplesCount; sampleIndex++)
@@ -224,19 +221,19 @@ float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0
float3 L = toLight * rsqrt(distanceSqr);
// Calculate the light attenuation
GetRadialLightAttenuation(LocalLight, isSpotLight, float3(0, 0, 1), distanceSqr, distanceBias * distanceBias, toLight, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
float combinedAttenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
float attenuation = 1;
GetRadialLightAttenuation(LocalLight, isSpotLight, float3(0, 0, 1), distanceSqr, distanceBias * distanceBias, toLight, L, NoL, attenuation);
// Peek the shadow
float shadowFactor = 1.0f;
#if USE_SHADOW
if (combinedAttenuation > 0)
if (attenuation > 0)
{
shadowFactor = ComputeVolumeShadowing(positionWS, isSpotLight);
}
#endif
scattering.rgb += LocalLight.Color * (GetPhase(PhaseG, dot(L, -cameraVector)) * combinedAttenuation * shadowFactor * LocalLightScatteringIntensity);
scattering.rgb += LocalLight.Color * (GetPhase(PhaseG, dot(L, -cameraVector)) * attenuation * shadowFactor * LocalLightScatteringIntensity);
}
scattering.rgb /= (float)samplesCount;