Refactor material shaders generator to use modular features as extensions

This commit is contained in:
Wojtek Figat
2021-02-04 15:27:38 +01:00
parent 9e6243adcc
commit b5847eb0d6
10 changed files with 86 additions and 100 deletions

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@@ -0,0 +1,50 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Distortion: Defines
@1// Distortion: Includes
@2// Distortion: Constants
@3// Distortion: Resources
@4// Distortion: Utilities
@5// Distortion: Shaders
#if USE_DISTORTION
// Pixel Shader function for Distortion Pass
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
float3 viewNormal = normalize(TransformWorldVectorToView(materialInput, material.WorldNormal));
float airIOR = 1.0f;
#if USE_PIXEL_NORMAL_OFFSET_REFRACTION
float3 viewVertexNormal = TransformWorldVectorToView(materialInput, TransformTangentVectorToWorld(materialInput, float3(0, 0, 1)));
float2 distortion = (viewVertexNormal.xy - viewNormal.xy) * (material.Refraction - airIOR);
#else
float2 distortion = viewNormal.xy * (material.Refraction - airIOR);
#endif
// Clip if the distortion distance (squared) is too small to be noticed
clip(dot(distortion, distortion) - 0.00001);
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
distortion *= 4.0f;
// Use separate storage for positive and negative offsets
float2 addOffset = max(distortion, 0);
float2 subOffset = abs(min(distortion, 0));
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
}
#endif

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@@ -802,44 +802,6 @@ float4 PS_Forward(PixelInput input) : SV_Target0
return output;
}
#if USE_DISTORTION
// Pixel Shader function for Distortion Pass
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
float3 viewNormal = normalize(TransformWorldVectorToView(materialInput, material.WorldNormal));
float airIOR = 1.0f;
#if USE_PIXEL_NORMAL_OFFSET_REFRACTION
float3 viewVertexNormal = TransformWorldVectorToView(materialInput, TransformTangentVectorToWorld(materialInput, float3(0, 0, 1)));
float2 distortion = (viewVertexNormal.xy - viewNormal.xy) * (material.Refraction - airIOR);
#else
float2 distortion = viewNormal.xy * (material.Refraction - airIOR);
#endif
// Clip if the distortion distance (squared) is too small to be noticed
clip(dot(distortion, distortion) - 0.00001);
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
distortion *= 4.0f;
// Use separate storage for positive and negative offsets
float2 addOffset = max(distortion, 0);
float2 subOffset = abs(min(distortion, 0));
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
}
#endif
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input

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@@ -562,12 +562,6 @@ void ClipLODTransition(PixelInput input)
}
}
#else
void ClipLODTransition(PixelInput input)
{
}
#endif
// Pixel Shader function for Forward Pass
@@ -576,9 +570,11 @@ float4 PS_Forward(PixelInput input) : SV_Target0
{
float4 output = 0;
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
// TODO: make model LOD transition smoother for transparent materials by using opacity to reduce aliasing
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
@@ -665,47 +661,6 @@ float4 PS_Forward(PixelInput input) : SV_Target0
return output;
}
#if USE_DISTORTION
// Pixel Shader function for Distortion Pass
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
// LOD masking
ClipLODTransition(input);
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
float3 viewNormal = normalize(TransformWorldVectorToView(materialInput, material.WorldNormal));
float airIOR = 1.0f;
#if USE_PIXEL_NORMAL_OFFSET_REFRACTION
float3 viewVertexNormal = TransformWorldVectorToView(materialInput, TransformTangentVectorToWorld(materialInput, float3(0, 0, 1)));
float2 distortion = (viewVertexNormal.xy - viewNormal.xy) * (material.Refraction - airIOR);
#else
float2 distortion = viewNormal.xy * (material.Refraction - airIOR);
#endif
// Clip if the distortion distance (squared) is too small to be noticed
clip(dot(distortion, distortion) - 0.00001);
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
distortion *= 4.0f;
// Use separate storage for positive and negative offsets
float2 addOffset = max(distortion, 0);
float2 subOffset = abs(min(distortion, 0));
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
}
#endif
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input
@@ -714,8 +669,10 @@ void PS_Depth(PixelInput input
#endif
)
{
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);

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@@ -70,8 +70,6 @@ void DeferredMaterialShader::Bind(BindParameters& params)
int32 srv = 0;
// Setup features
if (_info.TessellationMode != TessellationMethod::None)
TessellationFeature::Bind(params, cb, srv);
const bool useLightmap = _info.BlendMode == MaterialBlendMode::Opaque && LightmapFeature::Bind(params, cb, srv);
// Setup parameters

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@@ -79,8 +79,6 @@ void ForwardMaterialShader::Bind(BindParameters& params)
int32 srv = 0;
// Setup features
if (_info.TessellationMode != TessellationMethod::None)
TessellationFeature::Bind(params, cb, srv);
// Setup parameters
MaterialParameter::BindMeta bindMeta;

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@@ -159,7 +159,7 @@ void TessellationFeature::Generate(GeneratorData& data)
{
data.Template = TEXT("Tessellation.hlsl");
data.ConstantsSize = 0;
data.ResourcesCount = SRVs;
data.ResourcesCount = 0;
}
void LightmapFeature::Generate(GeneratorData& data)
@@ -169,4 +169,11 @@ void LightmapFeature::Generate(GeneratorData& data)
data.ResourcesCount = SRVs;
}
void DistortionFeature::Generate(GeneratorData& data)
{
data.Template = TEXT("Distortion.hlsl");
data.ConstantsSize = 0;
data.ResourcesCount = 0;
}
#endif

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@@ -43,11 +43,6 @@ struct ForwardShadingFeature : MaterialShaderFeature
// Material shader feature that adds geometry hardware tessellation (using Hull and Domain shaders).
struct TessellationFeature : MaterialShaderFeature
{
enum { SRVs = 0 };
static void Bind(MaterialShader::BindParameters& params, byte*& cb, int32& srv)
{
}
#if USE_EDITOR
static void Generate(GeneratorData& data);
#endif
@@ -68,3 +63,11 @@ struct LightmapFeature : MaterialShaderFeature
static void Generate(GeneratorData& data);
#endif
};
// Material shader feature that adds distortion vectors rendering pass.
struct DistortionFeature : MaterialShaderFeature
{
#if USE_EDITOR
static void Generate(GeneratorData& data);
#endif
};

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@@ -72,16 +72,23 @@ void ParticleMaterialShader::Bind(BindParameters& params)
auto& view = params.RenderContext.View;
auto cache = params.RenderContext.List;
auto& drawCall = *params.FirstDrawCall;
const uint32 sortedIndicesOffset = drawCall.Particle.Module->SortedIndicesOffset;
const auto cb0 = _shader->GetCB(0);
const bool hasCb0 = cb0->GetSize() != 0;
ASSERT(hasCb0 && "TODO: fix it"); // TODO: always make cb pointer valid even if cb is missing
const auto cb1 = _shader->GetCB(1);
const bool hasCb1 = cb1->GetSize() != 0;
const uint32 sortedIndicesOffset = drawCall.Particle.Module->SortedIndicesOffset;
const bool hasCb1 = cb1 && cb1->GetSize() != 0;
byte* cb = _cb0Data.Get();
auto materialData = reinterpret_cast<ParticleMaterialShaderData*>(cb);
cb += sizeof(ParticleMaterialShaderData);
int32 srv = 0;
// Setup features
// Setup parameters
MaterialParameter::BindMeta bindMeta;
bindMeta.Context = context;
bindMeta.Constants = hasCb0 ? _cb0Data.Get() + sizeof(ParticleMaterialShaderData) : nullptr;
bindMeta.Constants = cb;
bindMeta.Input = nullptr;
bindMeta.Buffers = params.RenderContext.Buffers;
bindMeta.CanSampleDepth = GPUDevice::Instance->Limits.HasReadOnlyDepth;

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@@ -63,8 +63,6 @@ void TerrainMaterialShader::Bind(BindParameters& params)
int32 srv = 3;
// Setup features
if (_info.TessellationMode != TessellationMethod::None)
TessellationFeature::Bind(params, cb, srv);
const bool useLightmap = LightmapFeature::Bind(params, cb, srv);
// Setup parameters

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@@ -186,6 +186,8 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
ADD_FEATURE(TessellationFeature);
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
ADD_FEATURE(LightmapFeature);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == 0)
ADD_FEATURE(DistortionFeature);
break;
case MaterialDomain::Terrain:
if (materialInfo.TessellationMode != TessellationMethod::None)
@@ -193,6 +195,10 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
ADD_FEATURE(LightmapFeature);
break;
default:
case MaterialDomain::Particle:
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == 0)
ADD_FEATURE(DistortionFeature);
break;
break;
}
#undef ADD_FEATURE