Merge remote-tracking branch 'origin/master' into 1.9
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@@ -119,6 +119,20 @@ void PS_Forward(
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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reflections = lerp(reflections, screenColor, hit.z);
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}
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// Fallback to software tracing if possible
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#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
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if (hit.z < REFLECTIONS_HIT_THRESHOLD)
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{
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float3 reflectWS = ScreenSpaceReflectionDirection(screenUV, gBuffer, ViewPos);
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float4 surfaceAtlas;
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if (TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas))
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{
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
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}
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}
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#endif
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#endif
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light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
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@@ -0,0 +1,37 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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@0// SDF Reflections: Defines
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#define USE_GLOBAL_SURFACE_ATLAS 1
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@1// SDF Reflections: Includes
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#include "./Flax/GlobalSignDistanceField.hlsl"
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#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
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@2// SDF Reflections: Constants
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GlobalSDFData GlobalSDF;
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GlobalSurfaceAtlasData GlobalSurfaceAtlas;
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@3// SDF Reflections: Resources
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Texture3D<float> GlobalSDFTex : register(t__SRV__);
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Texture3D<float> GlobalSDFMip : register(t__SRV__);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t__SRV__);
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ByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(t__SRV__);
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t__SRV__);
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Texture2D GlobalSurfaceAtlasDepth : register(t__SRV__);
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Texture2D GlobalSurfaceAtlasTex : register(t__SRV__);
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@4// SDF Reflections: Utilities
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bool TraceSDFSoftwareReflections(GBufferSample gBuffer, float3 reflectWS, out float4 surfaceAtlas)
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{
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GlobalSDFTrace sdfTrace;
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float maxDistance = GLOBAL_SDF_WORLD_SIZE;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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if (sdfHit.IsHit())
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{
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float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
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float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, sdfHit);
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surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
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return true;
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}
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return false;
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}
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@5// SDF Reflections: Shaders
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