Files
FlaxEngine/Source/Shaders/Lighting.hlsl
2021-01-05 01:06:42 +01:00

158 lines
5.3 KiB
HLSL

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#ifndef __LIGHTING__
#define __LIGHTING__
#if !defined(USE_GBUFFER_CUSTOM_DATA)
#error "Cannot calculate lighting without custom data in GBuffer. Define USE_GBUFFER_CUSTOM_DATA."
#endif
#include "./Flax/LightingCommon.hlsl"
ShadowData GetShadow(LightData lightData, GBufferSample gBuffer, float4 shadowMask)
{
ShadowData shadow;
shadow.SurfaceShadow = gBuffer.AO * shadowMask.r;
shadow.TransmissionShadow = shadowMask.g;
return shadow;
}
LightingData StandardShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
float3 diffuseColor = GetDiffuseColor(gBuffer);
float3 specularColor = GetSpecularColor(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));
float D = D_GGX(gBuffer.Roughness, NoH) * energy;
float Vis = Vis_SmithJointApprox(gBuffer.Roughness, NoV, NoL);
float3 F = F_Schlick(specularColor, VoH);
LightingData lighting;
lighting.Diffuse = Diffuse_Lambert(diffuseColor);
lighting.Specular = (D * Vis) * F;
lighting.Transmission = 0;
return lighting;
}
LightingData SubsurfaceShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
LightingData lighting = StandardShading(gBuffer, energy, L, V, N);
// 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;
return lighting;
}
LightingData FoliageShading(GBufferSample gBuffer, float energy, float3 L, float3 V, half3 N)
{
LightingData lighting = StandardShading(gBuffer, energy, L, V, N);
// 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);
return lighting;
}
LightingData 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 (LightingData)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;
float3 diffuseLookup = ibl.SampleLevel(SamplerLinearClamp, gBuffer.Normal, 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));
float distanceAttenuation = 1;
float lightRadiusMask = 1;
float spotAttenuation = 1;
// Calculate attenuation
if (isRadial)
{
GetRadialLightAttenuation(lightData, isSpotLight, gBuffer.WorldPos, N, 1, lightData.Direction, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation);
}
float attenuation = distanceAttenuation * lightRadiusMask * spotAttenuation;
// Calculate shadow
ShadowData shadow = GetShadow(lightData, gBuffer, shadowMask);
// Reduce shadow mapping artifacts
shadow.SurfaceShadow *= saturate(NoL * 6.0f - 0.2f);
BRANCH
if (shadow.SurfaceShadow + shadow.TransmissionShadow > 0)
{
gBuffer.Roughness = max(gBuffer.Roughness, lightData.MinRoughness);
float energy = AreaLightSpecular(lightData, gBuffer.Roughness, lightData.Direction, L, V, N);
// Calculate direct lighting
LightingData lighting = SurfaceShading(gBuffer, energy, L, V, N);
#if NO_SPECULAR
lighting.Specular = 0;
#endif
// Calculate final light color
float3 surfaceLight = (lighting.Diffuse + lighting.Specular) * (NoL * attenuation * shadow.SurfaceShadow);
float3 subsurfaceLight = lighting.Transmission * (attenuation * shadow.TransmissionShadow);
result.rgb = lightData.Color * (surfaceLight + subsurfaceLight);
result.a = 1;
}
return result;
}
#endif