Fix Forward shading to match Deferred in fog and reflections rendering

#3717
This commit is contained in:
Wojtek Figat
2026-02-11 00:06:44 +01:00
parent e851efa0a8
commit ef551c36ae
7 changed files with 45 additions and 40 deletions

View File

@@ -28,6 +28,7 @@ TextureCube SkyLightTexture : register(t__SRV__);
Buffer<float4> ShadowsBuffer : register(t__SRV__);
Texture2D<float> ShadowMap : register(t__SRV__);
Texture3D VolumetricFogTexture : register(t__SRV__);
Texture2D PreIntegratedGF : register(t__SRV__);
@4// Forward Shading: Utilities
// Public accessors for lighting data, use them as data binding might change but those methods will remain.
LightData GetDirectionalLight() { return DirectionalLight; }
@@ -108,7 +109,8 @@ void PS_Forward(
// Calculate reflections
#if USE_REFLECTIONS
float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
float4 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness);
reflections.rgb *= reflections.a;
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
// Screen Space Reflections
@@ -124,7 +126,7 @@ void PS_Forward(
if (hit.z > 0)
{
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
reflections = lerp(reflections, screenColor, hit.z);
reflections.rgb = lerp(reflections.rgb, screenColor, hit.z);
}
// Fallback to software tracing if possible
@@ -136,13 +138,13 @@ void PS_Forward(
if (TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas))
{
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
reflections.rgb = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
}
}
#endif
#endif
light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
light.rgb += reflections.rgb * GetReflectionSpecularLighting(PreIntegratedGF, ViewPos, gBuffer);
#endif
// Add lighting
@@ -158,7 +160,8 @@ void PS_Forward(
#else
float fogSceneDistance = gBuffer.ViewPos.z;
#endif
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, fogSceneDistance);
float fogSkipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, fogSkipDistance, fogSceneDistance);
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
{

View File

@@ -10,7 +10,7 @@
/// <summary>
/// Current materials shader version.
/// </summary>
#define MATERIAL_GRAPH_VERSION 179
#define MATERIAL_GRAPH_VERSION 180
class Material;
class GPUShader;

View File

@@ -10,9 +10,11 @@
#if USE_EDITOR
#include "Engine/Renderer/Lightmaps.h"
#endif
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Level/Scene/Lightmap.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
#include "Engine/Renderer/ReflectionsPass.h"
void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<byte>& cb, int32& srv)
{
@@ -26,6 +28,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
const int32 shadowsBufferRegisterIndex = srv + 2;
const int32 shadowMapShaderRegisterIndex = srv + 3;
const int32 volumetricFogTextureRegisterIndex = srv + 4;
const int32 preIntegratedGFRegisterIndex = srv + 5;
const bool canUseShadow = view.Pass != DrawPass::Depth;
// Set fog input
@@ -47,6 +50,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
data.ExponentialHeightFog.FogCutoffDistance = 0.1f;
data.ExponentialHeightFog.StartDistance = 0.0f;
data.ExponentialHeightFog.ApplyDirectionalInscattering = 0.0f;
data.ExponentialHeightFog.VolumetricFogMaxDistance = -1.0f;
}
params.GPUContext->BindSR(volumetricFogTextureRegisterIndex, volumetricFogTexture);
@@ -100,9 +104,12 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
}
if (noEnvProbe)
{
data.EnvironmentProbe.Data1 = Float4::Zero;
Platform::MemoryClear(&data.EnvironmentProbe, sizeof(data.EnvironmentProbe));
params.GPUContext->UnBindSR(envProbeShaderRegisterIndex);
}
// TODO: find a better way to find this texture (eg. cache GPUTextureView* handle within ForwardShading cache for a whole frame)
static AssetReference<Texture> PreIntegratedGF = Content::LoadAsyncInternal<Texture>(PRE_INTEGRATED_GF_ASSET_NAME);
params.GPUContext->BindSR(preIntegratedGFRegisterIndex, PreIntegratedGF->GetTexture());
// Set local lights
data.LocalLightsCount = 0;

View File

@@ -25,10 +25,9 @@ struct ForwardShadingFeature : MaterialShaderFeature
{
enum { MaxLocalLights = 4 };
enum { SRVs = 5 };
enum { SRVs = 6 };
PACK_STRUCT(struct Data
{
PACK_STRUCT(struct Data {
ShaderLightData DirectionalLight;
ShaderLightData SkyLight;
ShaderEnvProbeData EnvironmentProbe;
@@ -76,8 +75,7 @@ struct GlobalIlluminationFeature : MaterialShaderFeature
{
enum { SRVs = 3 };
PACK_STRUCT(struct Data
{
PACK_STRUCT(struct Data {
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
});
@@ -92,13 +90,10 @@ struct SDFReflectionsFeature : MaterialShaderFeature
{
enum { SRVs = 7 };
PACK_STRUCT(struct Data
{
PACK_STRUCT(struct Data {
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
});
});
static bool Bind(MaterialShader::BindParameters& params, Span<byte>& cb, int32& srv);
#if USE_EDITOR

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@@ -76,18 +76,8 @@ float4 PS_CombinePass(Quad_VS2PS input) : SV_Target0
// Sample reflections buffer
float3 reflections = SAMPLE_RT(Reflections, input.TexCoord).rgb;
// Calculate specular color
float3 specularColor = GetSpecularColor(gBuffer);
// Calculate reflection color
float3 V = normalize(gBufferData.ViewPos - gBuffer.WorldPos);
float NoV = saturate(dot(gBuffer.Normal, V));
reflections *= EnvBRDF(PreIntegratedGF, specularColor, gBuffer.Roughness, NoV);
// Apply specular occlusion
float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
float specularOcclusion = GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
reflections *= specularOcclusion;
reflections *= GetReflectionSpecularLighting(PreIntegratedGF, gBufferData.ViewPos, gBuffer);
return float4(reflections, 0);
}

View File

@@ -4,6 +4,7 @@
#define __REFLECTIONS_COMMON__
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/BRDF.hlsl"
// Hit depth (view space) threshold to detect if sky was hit (value above it where 1.0f is default)
#define REFLECTIONS_HIT_THRESHOLD 0.9f
@@ -48,15 +49,29 @@ float4 SampleReflectionProbe(float3 viewPos, TextureCube probe, ProbeData data,
// Calculates the reflective environment lighting to multiply the raw reflection color for the specular light (eg. from Env Probe or SSR).
float3 GetReflectionSpecularLighting(float3 viewPos, GBufferSample gBuffer)
{
// Calculate reflection color
float3 specularColor = GetSpecularColor(gBuffer);
// Calculate reflection color
float3 V = normalize(viewPos - gBuffer.WorldPos);
float NoV = saturate(dot(gBuffer.Normal, V));
float3 specularColor = GetSpecularColor(gBuffer);
float3 reflections = EnvBRDFApprox(specularColor, gBuffer.Roughness, NoV);
// Apply specular occlusion
float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
reflections *= GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
// Apply specular occlusion
float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
reflections *= GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
return reflections;
}
float3 GetReflectionSpecularLighting(Texture2D preIntegratedGF, float3 viewPos, GBufferSample gBuffer)
{
// Calculate reflection color
float3 V = normalize(viewPos - gBuffer.WorldPos);
float NoV = saturate(dot(gBuffer.Normal, V));
float3 specularColor = GetSpecularColor(gBuffer);
float3 reflections = EnvBRDF(preIntegratedGF, specularColor, gBuffer.Roughness, NoV);
// Apply specular occlusion
float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
reflections *= GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
return reflections;
}

View File

@@ -81,13 +81,8 @@ float4 PS_CombinePass(Quad_VS2PS input) : SV_Target0
// Sample reflections buffer
float3 reflections = SAMPLE_RT(Texture1, input.TexCoord).rgb;
// Calculate specular color
float3 specularColor = GetSpecularColor(gBuffer);
// Calculate reflection color
float3 V = normalize(gBufferData.ViewPos - gBuffer.WorldPos);
float NoV = saturate(dot(gBuffer.Normal, V));
light.rgb += reflections * EnvBRDF(Texture2, specularColor, gBuffer.Roughness, NoV) * gBuffer.AO;
light.rgb += reflections * GetReflectionSpecularLighting(Texture2, gBufferData.ViewPos, gBuffer);
}
return light;