// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #ifndef __REFLECTIONS_COMMON__ #define __REFLECTIONS_COMMON__ #include "./Flax/GBufferCommon.hlsl" float GetSpecularOcclusion(float NoV, float roughnessSq, float ao) { return saturate(pow(NoV + ao, roughnessSq) - 1 + ao); } float4 SampleReflectionProbe(float3 viewPos, TextureCube probe, ProbeData data, float3 positionWS, float3 normal, float roughness) { // Calculate distance from probe to the pixel float3 captureVector = positionWS - data.ProbePos; float captureVectorLength = length(captureVector); // Check if cannot light pixel // TODO: maybe remove this check?? - test it out with dozens of probes BRANCH if (captureVectorLength >= data.ProbeRadius) { // End return 0; } // Fade out based on distance to capture float normalizedDistanceToCapture = saturate(captureVectorLength * data.ProbeInvRadius); float distanceAlpha = 1.0 - smoothstep(0.7, 1, normalizedDistanceToCapture); float fade = distanceAlpha * data.ProbeBrightness; // Calculate reflection vector float3 V = normalize(positionWS - viewPos); float3 R = reflect(V, normal); float3 D = data.ProbeInvRadius * captureVector + R; // Sample probe at valid mip level based on surface roughness value half mip = ProbeMipFromRoughness(roughness); float4 probeSample = probe.SampleLevel(SamplerLinearClamp, D, mip); return probeSample * fade; } // 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) { float3 specularColor = GetSpecularColor(gBuffer); float3 V = normalize(viewPos - gBuffer.WorldPos); float NoV = saturate(dot(gBuffer.Normal, V)); return EnvBRDFApprox(specularColor, gBuffer.Roughness, NoV); } #endif