389 lines
12 KiB
GLSL
389 lines
12 KiB
GLSL
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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// Implementation based on:
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// "Volumetric fog: Unified, compute shader based solution to atmospheric scattering" - Bart Wronski at Siggraph 2014
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// and
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// "Physically Based and Unified Volumetric Rendering in Frostbite" - Sebastien Hillaire at Siggraph 2015
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#define NO_GBUFFER_SAMPLING
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#define LIGHTING_NO_DIRECTIONAL 1
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#define LIGHTING_NO_SPECULAR 0
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#define SHADOWS_QUALITY 0
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// Debug voxels world space positions
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#define DEBUG_VOXEL_WS_POS 0
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// Debug voxels so CS_FinalIntegration will just copy data without modifications
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#define DEBUG_VOXELS 0
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#include "./Flax/Common.hlsl"
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#include "./Flax/LightingCommon.hlsl"
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#include "./Flax/ShadowsSampling.hlsl"
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#include "./Flax/GBuffer.hlsl"
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#include "./Flax/GI/DDGI.hlsl"
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struct SkyLightData
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{
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float3 MultiplyColor;
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float VolumetricScatteringIntensity;
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float3 AdditiveColor;
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float Dummy0;
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};
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META_CB_BEGIN(0, Data)
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GBufferData GBuffer;
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float3 GlobalAlbedo;
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float GlobalExtinctionScale;
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float3 GlobalEmissive;
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float HistoryWeight;
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float3 GridSize;
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uint MissedHistorySamplesCount;
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uint3 GridSizeInt;
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float PhaseG;
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float2 Dummy0;
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float VolumetricFogMaxDistance;
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float InverseSquaredLightDistanceBiasScale;
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float4 FogParameters;
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float4x4 PrevWorldToClip;
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float4 FrameJitterOffsets[8];
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LightData DirectionalLight;
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SkyLightData SkyLight;
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DDGIData DDGI;
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META_CB_END
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META_CB_BEGIN(2, PerLight)
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float2 SliceToDepth;
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int MinZ;
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float LocalLightScatteringIntensity;
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float4 ViewSpaceBoundingSphere;
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float4x4 ViewToVolumeClip;
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LightData LocalLight;
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META_CB_END
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// The Henyey-Greenstein phase function
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// [Henyey and Greenstein 1941, https://www.astro.umd.edu/~jph/HG_note.pdf]
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float HenyeyGreensteinPhase(float g, float cosTheta)
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{
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return (1 - g * g) / (4 * PI * pow(1 + g * g + 2 * g * cosTheta, 1.5f));
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}
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float GetPhase(float g, float cosTheta)
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{
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return HenyeyGreensteinPhase(g, cosTheta);
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}
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float GetSliceDepth(float zSlice)
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{
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return (zSlice / GridSize.z) * VolumetricFogMaxDistance;
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}
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float3 GetCellPositionWS(uint3 gridCoordinate, float3 cellOffset, out float sceneDepth)
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{
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float2 volumeUV = (gridCoordinate.xy + cellOffset.xy) / GridSize.xy;
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sceneDepth = GetSliceDepth(gridCoordinate.z + cellOffset.z) / GBuffer.ViewFar;
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float deviceDepth = LinearZ2DeviceDepth(GBuffer, sceneDepth);
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return GetWorldPos(GBuffer, volumeUV, deviceDepth);
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}
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float3 GetCellPositionWS(uint3 gridCoordinate, float3 cellOffset)
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{
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float temp;
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return GetCellPositionWS(gridCoordinate, cellOffset, temp);
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}
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float3 GetVolumeUV(float3 worldPosition, float4x4 worldToClip)
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{
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float4 ndcPosition = mul(float4(worldPosition, 1), worldToClip);
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ndcPosition.xy /= ndcPosition.w;
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return float3(ndcPosition.xy * float2(0.5f, -0.5f) + 0.5f, ndcPosition.w / VolumetricFogMaxDistance);
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}
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// Vertex shader that writes to a range of slices of a volume texture
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META_VS(true, FEATURE_LEVEL_SM5)
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META_FLAG(VertexToGeometryShader)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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Quad_VS2GS VS_WriteToSlice(float2 TexCoord : TEXCOORD0, uint LayerIndex : SV_InstanceID)
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{
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Quad_VS2GS output;
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uint slice = LayerIndex + MinZ;
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float depth = (slice / SliceToDepth.x) * SliceToDepth.y;
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float depthOffset = abs(depth - ViewSpaceBoundingSphere.z);
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if (depthOffset < ViewSpaceBoundingSphere.w)
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{
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float radius = sqrt(ViewSpaceBoundingSphere.w * ViewSpaceBoundingSphere.w - depthOffset * depthOffset);
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float3 positionVS = float3(ViewSpaceBoundingSphere.xy + (TexCoord * 2 - 1) * radius, depth);
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output.Vertex.Position = mul(float4(positionVS, 1), ViewToVolumeClip);
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}
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else
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{
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output.Vertex.Position = float4(0, 0, 0, 0);
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}
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output.Vertex.TexCoord = TexCoord;
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output.LayerIndex = slice;
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return output;
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}
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// Geometry shader that writes to a range of slices of a volume texture
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META_GS(true, FEATURE_LEVEL_SM5)
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[maxvertexcount(3)]
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void GS_WriteToSlice(triangle Quad_VS2GS input[3], inout TriangleStream<Quad_GS2PS> stream)
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{
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Quad_GS2PS vertex;
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vertex.Vertex = input[0].Vertex;
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vertex.LayerIndex = input[0].LayerIndex;
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stream.Append(vertex);
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vertex.Vertex = input[1].Vertex;
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vertex.LayerIndex = input[1].LayerIndex;
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stream.Append(vertex);
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vertex.Vertex = input[2].Vertex;
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vertex.LayerIndex = input[2].LayerIndex;
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stream.Append(vertex);
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}
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#if USE_SHADOW
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Texture2D<float> ShadowMap : register(t0);
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Buffer<float4> ShadowsBuffer : register(t1);
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#endif
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META_PS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(USE_SHADOW=0)
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META_PERMUTATION_1(USE_SHADOW=1)
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float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0
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{
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uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
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// Prevent from shading locations outside the volume
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if (!all(gridCoordinate < GridSizeInt))
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return 0;
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float3 historyUV = GetVolumeUV(GetCellPositionWS(gridCoordinate, 0.5f), PrevWorldToClip);
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float historyAlpha = HistoryWeight;
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FLATTEN
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if (any(historyUV < 0) || any(historyUV > 1))
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historyAlpha = 0;
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uint samplesCount = historyAlpha < 0.001f ? MissedHistorySamplesCount : 1;
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float NoL = 0;
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bool isSpotLight = LocalLight.SpotAngles.x > -2.0f;
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float4 scattering = 0;
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for (uint sampleIndex = 0; sampleIndex < samplesCount; sampleIndex++)
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{
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float3 cellOffset = FrameJitterOffsets[sampleIndex].xyz;
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//float cellOffset = 0.5f;
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float3 positionWS = GetCellPositionWS(gridCoordinate, cellOffset);
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float3 cameraVector = normalize(positionWS - GBuffer.ViewPos);
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float cellRadius = length(positionWS - GetCellPositionWS(gridCoordinate + uint3(1, 1, 1), cellOffset));
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float distanceBias = max(cellRadius * InverseSquaredLightDistanceBiasScale, 1);
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float3 toLight = LocalLight.Position - positionWS;
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float distanceSqr = dot(toLight, toLight);
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float3 L = toLight * rsqrt(distanceSqr);
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// Calculate the light attenuation
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float attenuation = 1;
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GetRadialLightAttenuation(LocalLight, isSpotLight, float3(0, 0, 1), distanceSqr, distanceBias * distanceBias, toLight, L, NoL, attenuation);
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// Peek the shadow
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float shadow = 1.0f;
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#if USE_SHADOW
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if (attenuation > 0)
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{
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if (isSpotLight)
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{
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shadow = SampleSpotLightShadow(LocalLight, ShadowsBuffer, ShadowMap, positionWS).SurfaceShadow;
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}
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else
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{
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shadow = SamplePointLightShadow(LocalLight, ShadowsBuffer, ShadowMap, positionWS).SurfaceShadow;
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}
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}
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#endif
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scattering.rgb += LocalLight.Color * (GetPhase(PhaseG, dot(L, -cameraVector)) * attenuation * shadow * LocalLightScatteringIntensity);
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}
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scattering.rgb /= (float)samplesCount;
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return scattering;
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}
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#if defined(_CS_Initialize)
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RWTexture3D<float4> RWVBufferA : register(u0);
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RWTexture3D<float4> RWVBufferB : register(u1);
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(4, 4, 4)]
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void CS_Initialize(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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{
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uint3 gridCoordinate = DispatchThreadId;
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float voxelOffset = 0.5f;
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float3 positionWS = GetCellPositionWS(gridCoordinate, voxelOffset);
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// Unpack the fog parameters (packing done in C++ ExponentialHeightFog::GetVolumetricFogOptions)
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float fogDensity = FogParameters.x;
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float fogHeight = FogParameters.y;
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float fogHeightFalloff = FogParameters.z;
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// Calculate the global fog density that matches the exponential height fog density
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float globalDensity = fogDensity * exp2(-fogHeightFalloff * (positionWS.y - fogHeight));
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float extinction = max(0.0f, globalDensity * GlobalExtinctionScale * 0.24f);
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float3 scattering = GlobalAlbedo * extinction;
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float absorption = max(0.0f, extinction - Luminance(scattering));
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if (all(gridCoordinate < GridSizeInt))
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{
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RWVBufferA[gridCoordinate] = float4(scattering, absorption);
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RWVBufferB[gridCoordinate] = float4(GlobalEmissive, 0);
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}
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}
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#elif defined(_CS_LightScattering)
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RWTexture3D<float4> RWLightScattering : register(u0);
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Texture3D<float4> VBufferA : register(t0);
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Texture3D<float4> VBufferB : register(t1);
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Texture3D<float4> LightScatteringHistory : register(t2);
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Texture3D<float4> LocalShadowedLightScattering : register(t3);
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Texture2D<float> ShadowMap : register(t4);
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Buffer<float4> ShadowsBuffer : register(t5);
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#if USE_DDGI
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Texture2D<snorm float4> ProbesData : register(t6);
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Texture2D<float4> ProbesDistance : register(t7);
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Texture2D<float4> ProbesIrradiance : register(t8);
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#else
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TextureCube SkyLightImage : register(t6);
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#endif
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META_CS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(USE_DDGI=0)
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META_PERMUTATION_1(USE_DDGI=1)
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[numthreads(4, 4, 4)]
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void CS_LightScattering(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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{
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uint3 gridCoordinate = DispatchThreadId;
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float3 lightScattering = 0;
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uint samplesCount = 1;
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float3 historyUV = GetVolumeUV(GetCellPositionWS(gridCoordinate, 0.5f), PrevWorldToClip);
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float historyAlpha = HistoryWeight;
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FLATTEN
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if (any(historyUV < 0) || any(historyUV > 1))
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historyAlpha = 0;
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samplesCount = historyAlpha < 0.001f && all(gridCoordinate < GridSizeInt) ? MissedHistorySamplesCount : 1;
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for (uint sampleIndex = 0; sampleIndex < samplesCount; sampleIndex++)
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{
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float3 cellOffset = FrameJitterOffsets[sampleIndex].xyz;
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//float3 cellOffset = 0.5f;
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float sceneDepth;
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float3 positionWS = GetCellPositionWS(gridCoordinate, cellOffset, sceneDepth);
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float3 cameraVector = positionWS - GBuffer.ViewPos;
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float cameraVectorLength = length(cameraVector);
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float3 cameraVectorNormalized = cameraVector / cameraVectorLength;
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// Directional light
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{
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float shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, positionWS, cameraVectorLength).SurfaceShadow;
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lightScattering += DirectionalLight.Color * (8 * shadow * GetPhase(PhaseG, dot(DirectionalLight.Direction, cameraVectorNormalized)));
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}
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#if USE_DDGI
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// Dynamic Diffuse Global Illumination
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float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesData, ProbesDistance, ProbesIrradiance, positionWS, cameraVectorNormalized, 0.0f, cellOffset.x);
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lightScattering += float4(irradiance, 1);
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#else
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// Sky light
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if (SkyLight.VolumetricScatteringIntensity > 0)
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{
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float3 skyLighting = SkyLightImage.SampleLevel(SamplerLinearClamp, float3(0, 0, 0), 10000).rgb;
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skyLighting = skyLighting * SkyLight.MultiplyColor + SkyLight.AdditiveColor;
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lightScattering += skyLighting * SkyLight.VolumetricScatteringIntensity;
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}
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#endif
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}
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lightScattering /= (float)samplesCount;
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// Apply scattering from the point and spot lights
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lightScattering += LocalShadowedLightScattering[gridCoordinate].rgb;
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float4 materialScatteringAndAbsorption = VBufferA[gridCoordinate];
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float extinction = materialScatteringAndAbsorption.w + Luminance(materialScatteringAndAbsorption.xyz);
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float3 materialEmissive = VBufferB[gridCoordinate].xyz;
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float4 scatteringAndExtinction = float4(lightScattering * materialScatteringAndAbsorption.xyz + materialEmissive, extinction);
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BRANCH
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if (historyAlpha > 0)
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{
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float4 historyScatteringAndExtinction = LightScatteringHistory.SampleLevel(SamplerLinearClamp, historyUV, 0);
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scatteringAndExtinction = lerp(scatteringAndExtinction, historyScatteringAndExtinction, historyAlpha);
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}
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if (all(gridCoordinate < GridSizeInt))
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{
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scatteringAndExtinction = isnan(scatteringAndExtinction) || isinf(scatteringAndExtinction) ? 0 : scatteringAndExtinction;
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RWLightScattering[gridCoordinate] = max(scatteringAndExtinction, 0);
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}
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}
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#elif defined(_CS_FinalIntegration)
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RWTexture3D<float4> RWIntegratedLightScattering : register(u0);
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Texture3D<float4> LightScattering : register(t0);
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(8, 8, 1)]
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void CS_FinalIntegration(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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{
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uint3 gridCoordinate = DispatchThreadId;
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float4 acc = float4(0, 0, 0, 1);
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float3 prevPositionWS = GBuffer.ViewPos;
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for (uint layerIndex = 0; layerIndex < GridSizeInt.z; layerIndex++)
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{
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uint3 coords = uint3(gridCoordinate.xy, layerIndex);
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float4 scatteringExtinction = LightScattering[coords];
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float3 positionWS = GetCellPositionWS(coords, 0.5f);
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// Ref: "Physically Based and Unified Volumetric Rendering in Frostbite"
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float transmittance = exp(-scatteringExtinction.w * length(positionWS - prevPositionWS));
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float3 scatteringIntegratedOverSlice = (scatteringExtinction.rgb - scatteringExtinction.rgb * transmittance) / max(scatteringExtinction.w, 0.00001f);
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acc.rgb += scatteringIntegratedOverSlice * acc.a;
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acc.a *= transmittance;
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#if DEBUG_VOXELS
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RWIntegratedLightScattering[coords] = float4(scatteringExtinction.rgb, 1.0f);
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#elif DEBUG_VOXEL_WS_POS
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RWIntegratedLightScattering[coords] = float4(positionWS.rgb, 1.0f);
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#else
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RWIntegratedLightScattering[coords] = acc;
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#endif
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prevPositionWS = positionWS;
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}
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}
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#endif
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