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FlaxEngine/Source/Shaders/Lighting.hlsl

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HLSL

// Copyright (c) Wojciech Figat. All rights reserved.
#ifndef __LIGHTING__
#define __LIGHTING__
#include "./Flax/LightingCommon.hlsl"
ShadowSample GetShadow(LightData lightData, GBufferSample gBuffer, float4 shadowMask)
{
ShadowSample shadow;
shadow.SurfaceShadow = gBuffer.AO * shadowMask.r;
shadow.TransmissionShadow = shadowMask.g;
return shadow;
}
LightSample StandardShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
float3 diffuseColor = GetDiffuseColor(gBuffer);
float3 H = normalize(V + L);
float NoL = saturate(dot(N, L));
float NoV = max(dot(N, V), 1e-5);
float NoH = saturate(dot(N, H));
float VoH = saturate(dot(V, H));
LightSample lighting;
lighting.Diffuse = Diffuse_Lambert(diffuseColor);
#if LIGHTING_NO_SPECULAR
lighting.Specular = 0;
#else
float3 specularColor = GetSpecularColor(gBuffer);
float3 F = F_Schlick(specularColor, VoH);
float D = D_GGX(gBuffer.Roughness, NoH) * energy;
float Vis = Vis_SmithJointApprox(gBuffer.Roughness, NoV, NoL);
// TODO: apply energy compensation to specular (1.0 + specularColor * (1.0 / PreIntegratedGF.y - 1.0))
lighting.Specular = (D * Vis) * F;
#endif
lighting.Transmission = 0;
return lighting;
}
LightSample SubsurfaceShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
LightSample lighting = StandardShading(gBuffer, energy, L, V, N);
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Fake effect of the light going through the material
float3 subsurfaceColor = gBuffer.CustomData.rgb;
float opacity = gBuffer.CustomData.a;
float3 H = normalize(V + L);
float inscatter = pow(saturate(dot(L, -V)), 12.1f) * lerp(3, 0.1f, opacity);
float normalContribution = saturate(dot(N, H) * opacity + 1.0f - opacity);
float backScatter = gBuffer.AO * normalContribution / (PI * 2.0f);
lighting.Transmission = lerp(backScatter, 1, inscatter) * subsurfaceColor;
#endif
return lighting;
}
LightSample FoliageShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
LightSample lighting = StandardShading(gBuffer, energy, L, V, N);
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Fake effect of the light going through the thin foliage
float3 subsurfaceColor = gBuffer.CustomData.rgb;
float wrapNoL = saturate((-dot(N, L) + 0.5f) / 2.25);
float VoL = dot(V, L);
float scatter = D_GGX(0.36, saturate(-VoL));
lighting.Transmission = subsurfaceColor * (wrapNoL * scatter);
#endif
return lighting;
}
LightSample SurfaceShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
switch (gBuffer.ShadingModel)
{
case SHADING_MODEL_UNLIT:
case SHADING_MODEL_LIT:
return StandardShading(gBuffer, energy, L, V, N);
case SHADING_MODEL_SUBSURFACE:
return SubsurfaceShading(gBuffer, energy, L, V, N);
case SHADING_MODEL_FOLIAGE:
return FoliageShading(gBuffer, energy, L, V, N);
default:
return (LightSample)0;
}
}
float4 GetSkyLightLighting(LightData lightData, GBufferSample gBuffer, TextureCube ibl)
{
// Get material diffuse color
float3 diffuseColor = GetDiffuseColor(gBuffer);
// Compute the preconvolved incoming lighting with the normal direction (apply ambient color)
// Some data is packed, see C++ RendererSkyLightData::SetupLightData
float mip = lightData.SourceLength;
#if LIGHTING_NO_DIRECTIONAL
float3 uvw = float3(0, 0, 0);
#else
float3 uvw = gBuffer.Normal;
#endif
float3 diffuseLookup = ibl.SampleLevel(SamplerLinearClamp, uvw, mip).rgb * lightData.Color.rgb;
diffuseLookup += float3(lightData.SpotAngles.rg, lightData.SourceRadius);
// Fade out based on distance to capture
float3 captureVector = gBuffer.WorldPos - lightData.Position;
float captureVectorLength = length(captureVector);
float normalizedDistanceToCapture = saturate(captureVectorLength / lightData.Radius);
float distanceAlpha = 1.0 - smoothstep(0.6, 1, normalizedDistanceToCapture);
// Calculate final light
float3 color = diffuseLookup * diffuseColor;
float luminance = Luminance(diffuseLookup);
return float4(color, luminance) * (distanceAlpha * gBuffer.AO);
}
float4 GetLighting(float3 viewPos, LightData lightData, GBufferSample gBuffer, float4 shadowMask, bool isRadial, bool isSpotLight)
{
float4 result = 0;
float3 V = normalize(viewPos - gBuffer.WorldPos);
float3 N = gBuffer.Normal;
float3 L = lightData.Direction; // no need to normalize
float NoL = saturate(dot(N, L));
float3 toLight = lightData.Direction;
// Calculate shadow
ShadowSample shadow = GetShadow(lightData, gBuffer, shadowMask);
// Calculate attenuation
if (isRadial)
{
toLight = lightData.Position - gBuffer.WorldPos;
float distanceSqr = dot(toLight, toLight);
L = toLight * rsqrt(distanceSqr);
float attenuation = 1;
GetRadialLightAttenuation(lightData, isSpotLight, N, distanceSqr, 1, toLight, L, NoL, attenuation);
shadow.SurfaceShadow *= attenuation;
shadow.TransmissionShadow *= attenuation;
}
#if !LIGHTING_NO_DIRECTIONAL
// Directional shadowing
shadow.SurfaceShadow *= NoL;
#endif
BRANCH
if (shadow.SurfaceShadow + shadow.TransmissionShadow > 0)
{
gBuffer.Roughness = max(gBuffer.Roughness, lightData.MinRoughness);
float energy = AreaLightSpecular(lightData, gBuffer.Roughness, toLight, L, V, N);
// Calculate direct lighting
LightSample lighting = SurfaceShading(gBuffer, energy, L, V, N);
// Calculate final light color
float3 surfaceLight = (lighting.Diffuse + lighting.Specular) * shadow.SurfaceShadow;
float3 subsurfaceLight = lighting.Transmission * shadow.TransmissionShadow;
result.rgb = lightData.Color * (surfaceLight + subsurfaceLight);
result.a = 1;
}
return result;
}
#endif