Fix Forward shading to match Deferred in fog and reflections rendering
#3717
This commit is contained in:
@@ -28,6 +28,7 @@ TextureCube SkyLightTexture : register(t__SRV__);
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Buffer<float4> ShadowsBuffer : register(t__SRV__);
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Texture2D<float> ShadowMap : register(t__SRV__);
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Texture3D VolumetricFogTexture : register(t__SRV__);
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Texture2D PreIntegratedGF : register(t__SRV__);
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@4// Forward Shading: Utilities
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// Public accessors for lighting data, use them as data binding might change but those methods will remain.
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LightData GetDirectionalLight() { return DirectionalLight; }
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@@ -108,7 +109,8 @@ void PS_Forward(
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// Calculate reflections
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#if USE_REFLECTIONS
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float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
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float4 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness);
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reflections.rgb *= reflections.a;
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#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
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// Screen Space Reflections
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@@ -124,7 +126,7 @@ void PS_Forward(
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if (hit.z > 0)
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{
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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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reflections.rgb = lerp(reflections.rgb, screenColor, hit.z);
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}
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// Fallback to software tracing if possible
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@@ -136,13 +138,13 @@ void PS_Forward(
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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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reflections.rgb = 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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light.rgb += reflections.rgb * GetReflectionSpecularLighting(PreIntegratedGF, ViewPos, gBuffer);
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#endif
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// Add lighting
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@@ -158,7 +160,8 @@ void PS_Forward(
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#else
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float fogSceneDistance = gBuffer.ViewPos.z;
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#endif
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, fogSceneDistance);
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float fogSkipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, fogSkipDistance, fogSceneDistance);
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if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
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{
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@@ -10,7 +10,7 @@
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/// <summary>
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/// Current materials shader version.
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/// </summary>
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#define MATERIAL_GRAPH_VERSION 179
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#define MATERIAL_GRAPH_VERSION 180
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class Material;
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class GPUShader;
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@@ -10,9 +10,11 @@
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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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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Level/Scene/Lightmap.h"
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#include "Engine/Level/Actors/EnvironmentProbe.h"
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#include "Engine/Renderer/ReflectionsPass.h"
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void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<byte>& cb, int32& srv)
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{
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@@ -26,6 +28,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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const int32 shadowsBufferRegisterIndex = srv + 2;
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const int32 shadowMapShaderRegisterIndex = srv + 3;
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const int32 volumetricFogTextureRegisterIndex = srv + 4;
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const int32 preIntegratedGFRegisterIndex = srv + 5;
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const bool canUseShadow = view.Pass != DrawPass::Depth;
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// Set fog input
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@@ -47,6 +50,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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data.ExponentialHeightFog.FogCutoffDistance = 0.1f;
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data.ExponentialHeightFog.StartDistance = 0.0f;
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data.ExponentialHeightFog.ApplyDirectionalInscattering = 0.0f;
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data.ExponentialHeightFog.VolumetricFogMaxDistance = -1.0f;
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}
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params.GPUContext->BindSR(volumetricFogTextureRegisterIndex, volumetricFogTexture);
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@@ -100,9 +104,12 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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}
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if (noEnvProbe)
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{
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data.EnvironmentProbe.Data1 = Float4::Zero;
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Platform::MemoryClear(&data.EnvironmentProbe, sizeof(data.EnvironmentProbe));
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params.GPUContext->UnBindSR(envProbeShaderRegisterIndex);
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}
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// TODO: find a better way to find this texture (eg. cache GPUTextureView* handle within ForwardShading cache for a whole frame)
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static AssetReference<Texture> PreIntegratedGF = Content::LoadAsyncInternal<Texture>(PRE_INTEGRATED_GF_ASSET_NAME);
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params.GPUContext->BindSR(preIntegratedGFRegisterIndex, PreIntegratedGF->GetTexture());
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// Set local lights
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data.LocalLightsCount = 0;
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@@ -25,10 +25,9 @@ struct ForwardShadingFeature : MaterialShaderFeature
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{
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enum { MaxLocalLights = 4 };
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enum { SRVs = 5 };
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enum { SRVs = 6 };
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PACK_STRUCT(struct Data
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{
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PACK_STRUCT(struct Data {
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ShaderLightData DirectionalLight;
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ShaderLightData SkyLight;
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ShaderEnvProbeData EnvironmentProbe;
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@@ -76,8 +75,7 @@ struct GlobalIlluminationFeature : MaterialShaderFeature
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{
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enum { SRVs = 3 };
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PACK_STRUCT(struct Data
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{
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PACK_STRUCT(struct Data {
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DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
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});
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@@ -92,13 +90,10 @@ struct SDFReflectionsFeature : MaterialShaderFeature
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{
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enum { SRVs = 7 };
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PACK_STRUCT(struct Data
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{
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PACK_STRUCT(struct Data {
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GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
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GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
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});
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});
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static bool Bind(MaterialShader::BindParameters& params, Span<byte>& cb, int32& srv);
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#if USE_EDITOR
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@@ -76,18 +76,8 @@ float4 PS_CombinePass(Quad_VS2PS input) : SV_Target0
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// Sample reflections buffer
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float3 reflections = SAMPLE_RT(Reflections, input.TexCoord).rgb;
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// Calculate specular color
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float3 specularColor = GetSpecularColor(gBuffer);
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// Calculate reflection color
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float3 V = normalize(gBufferData.ViewPos - gBuffer.WorldPos);
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float NoV = saturate(dot(gBuffer.Normal, V));
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reflections *= EnvBRDF(PreIntegratedGF, specularColor, gBuffer.Roughness, NoV);
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// Apply specular occlusion
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float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
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float specularOcclusion = GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
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reflections *= specularOcclusion;
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reflections *= GetReflectionSpecularLighting(PreIntegratedGF, gBufferData.ViewPos, gBuffer);
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return float4(reflections, 0);
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}
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@@ -4,6 +4,7 @@
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#define __REFLECTIONS_COMMON__
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#include "./Flax/GBufferCommon.hlsl"
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#include "./Flax/BRDF.hlsl"
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// Hit depth (view space) threshold to detect if sky was hit (value above it where 1.0f is default)
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#define REFLECTIONS_HIT_THRESHOLD 0.9f
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@@ -48,15 +49,29 @@ float4 SampleReflectionProbe(float3 viewPos, TextureCube probe, ProbeData data,
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// Calculates the reflective environment lighting to multiply the raw reflection color for the specular light (eg. from Env Probe or SSR).
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float3 GetReflectionSpecularLighting(float3 viewPos, GBufferSample gBuffer)
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{
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// Calculate reflection color
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float3 specularColor = GetSpecularColor(gBuffer);
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// Calculate reflection color
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float3 V = normalize(viewPos - gBuffer.WorldPos);
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float NoV = saturate(dot(gBuffer.Normal, V));
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float3 specularColor = GetSpecularColor(gBuffer);
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float3 reflections = EnvBRDFApprox(specularColor, gBuffer.Roughness, NoV);
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// Apply specular occlusion
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float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
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reflections *= GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
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// Apply specular occlusion
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float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
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reflections *= GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
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return reflections;
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}
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float3 GetReflectionSpecularLighting(Texture2D preIntegratedGF, float3 viewPos, GBufferSample gBuffer)
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{
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// Calculate reflection color
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float3 V = normalize(viewPos - gBuffer.WorldPos);
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float NoV = saturate(dot(gBuffer.Normal, V));
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float3 specularColor = GetSpecularColor(gBuffer);
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float3 reflections = EnvBRDF(preIntegratedGF, specularColor, gBuffer.Roughness, NoV);
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// Apply specular occlusion
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float roughnessSq = gBuffer.Roughness * gBuffer.Roughness;
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reflections *= GetSpecularOcclusion(NoV, roughnessSq, gBuffer.AO);
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return reflections;
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}
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@@ -81,13 +81,8 @@ float4 PS_CombinePass(Quad_VS2PS input) : SV_Target0
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// Sample reflections buffer
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float3 reflections = SAMPLE_RT(Texture1, input.TexCoord).rgb;
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// Calculate specular color
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float3 specularColor = GetSpecularColor(gBuffer);
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// Calculate reflection color
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float3 V = normalize(gBufferData.ViewPos - gBuffer.WorldPos);
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float NoV = saturate(dot(gBuffer.Normal, V));
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light.rgb += reflections * EnvBRDF(Texture2, specularColor, gBuffer.Roughness, NoV) * gBuffer.AO;
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light.rgb += reflections * GetReflectionSpecularLighting(Texture2, gBufferData.ViewPos, gBuffer);
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}
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return light;
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