// Copyright Epic Games, Inc. All Rights Reserved. #include "/Engine/Private/Common.ush" #include "/Engine/Private/DeferredShadingCommon.ush" #if defined(SHADER_DEBUGSUBSTRATETREE_PS) || defined(SHADER_DEBUGSUBSTRATETREE_CS) #define SUBSTRATE_INLINE_SHADING 1 #else #define SUBSTRATE_INLINE_SHADING 0 #endif #define SUBSTRATE_VISUALIZATION_SOURCE 1 #define SUBSTRATE_SSS_MATERIAL_OVERRIDE 0 #define SUBSTRATE_SSS_TRANSMISSION 0 // Disable for now, as the SSS profile texture need to be bound #define SUBSTRATE_COMPLEXSPECIALPATH 1 // Allow to read data from complex special path #include "/Engine/Private/Substrate/SubstrateEvaluation.ush" #include "/Engine/Private/Substrate/SubstrateTile.ush" #include "/Engine/Shared/SubstrateVisualizeDefinitions.h" #if SUBSTRATE_INLINE_SHADING == 0 #include "/Engine/Private/Substrate/SubstrateVisualizeCommon.ush" #endif #include "/Engine/Private/ShaderPrint.ush" #include "../ColorMap.ush" uint bOverrideCursorPosition; int2 GetCursorPosition() { const int2 OverrideCursorPosition = (View.ViewSizeAndInvSize.xy + View.ViewRectMin.xy) / 2; return bOverrideCursorPosition > 0 ? OverrideCursorPosition : View.CursorPosition; } /////////////////////////////////////////////////////////////////////////////////////////////////// // Material Print #if SHADER_MATERIALPRINT float3 GetWorldPositionFromPixelPos(uint2 PixelPos) { const float2 BufferUV = SvPositionToBufferUV(float4(PixelPos + 0.5f, 0, 0)); const float2 ScreenPosition = SvPositionToScreenPosition(float4(PixelPos, 0.5f, 1)).xy; const float DeviceZ = SampleDeviceZFromSceneTextures(BufferUV); const float SceneDepth = ConvertFromDeviceZ(DeviceZ); const float3 WorldPosition = mul(float4(GetScreenPositionForProjectionType(ScreenPosition, SceneDepth), SceneDepth, 1), PrimaryView.ScreenToTranslatedWorld).xyz; return WorldPosition; } [numthreads(1, 1, 1)] void MaterialPrintInfoCS(uint3 DispatchThreadId : SV_DispatchThreadID) { const uint2 PixelPos = (float2(GetCursorPosition()) * View.ViewResolutionFraction); const float3 WorldPosition = GetWorldPositionFromPixelPos(PixelPos); const float3 V = -GetCameraVectorFromTranslatedWorldPosition(WorldPosition); FShaderPrintContext Context = InitShaderPrintContext(true, uint2(50, 50)); #if SUBTRATE_GBUFFER_FORMAT==0 SerializeNullPixelDebugDataEntry(); Context = InitShaderPrintContext(true, uint2(50, 25)); Print(Context, TEXT("Blendable GBuffer does not support pixel inspection yet."), FontOrange); #else // Print pixel material properties. Simple print for simple compilers such as dx11/fxc which cannot handle loop... #if SUBSTRATE_MAX_CLOSURE_COUNT!= 8 #error Unsupported SUBSTRATE_MAX_CLOSURE_COUNT in visualisation shader. #endif SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 0); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 1); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 2); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 3); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 4); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 5); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 6); SubstratePrintMaterialProperties(Context, PixelPos, WorldPosition, V, 7); // Serialise out to buffer for print. // Temporarely disable data serialization on PSSL due to internal shader compilation #if !COMPILER_PSSL SerializeSubstratePixelDebugDataEntry(PixelPos, PrimaryView.FrameNumber); #endif #endif // Print pixel footprint const float3 WorldPositionX = GetWorldPositionFromPixelPos(PixelPos + uint2(1, 0)); const float3 WorldPositionY = GetWorldPositionFromPixelPos(PixelPos + uint2(0, 1)); const float3 dPdx = WorldPositionX - WorldPosition; const float3 dPdy = WorldPositionY - WorldPosition; DrawPixelFootprint(WorldPosition, dPdx, dPdy, PixelPos); // When overriding cursor position (on platform without mouse), display a small rect to show the pointing position if (bOverrideCursorPosition) { const uint2 CursorPosition = GetCursorPosition(); FShaderPrintContext Ctx = InitShaderPrintContext(true, uint2(0, 0)); AddQuadSS(Ctx, float2(CursorPosition) - float2(1, 1), float2(CursorPosition) + float2(1, 1), ColorYellow); } } #endif // SHADER_MATERIALPRINT /////////////////////////////////////////////////////////////////////////////////////////////////// // Material Visualize #if SHADER_MATERIALCOUNT uint ViewMode; uint bRealTimeUpdate; float3 BytePerPixelToColor(uint In) { float3 Out = 0; // 16->32 : Blue -> green // 32->64 : Green -> Orange // 64->128 : Orange -> Red if (In < 32) { Out = ColorMapTurbo(saturate((In-16.f) / 32.f) * 0.25f + 0.25f); } else if (In < 64) { Out = ColorMapTurbo(saturate((In-32.f) / 32.f) * 0.25f + 0.5f); } else { Out = ColorMapTurbo(saturate((In-64.f) / 64.f) * 0.25f + 0.75f); } return Out; } void VisualizeMaterialPS( float4 SVPos : SV_POSITION, out float4 OutColor : SV_Target0) { const uint2 PixelPosDynRes = uint2(float2(SVPos.xy) * (bRealTimeUpdate > 0 ? View.ViewResolutionFraction : 1.0f)); float2 BufferUV = SvPositionToBufferUV(float4(PixelPosDynRes, SVPos.zw)); const float2 ScreenPosition = SvPositionToScreenPosition(SVPos).xy; const float2 ScreenMaterialPosition = SvPositionToScreenPosition(float4(PixelPosDynRes, 0.5f, 1)).xy; float DeviceZ = SampleDeviceZFromSceneTextures(BufferUV); float SceneDepth = ConvertFromDeviceZ(DeviceZ); const float3 WorldPosition = mul(float4(ScreenMaterialPosition * SceneDepth, SceneDepth, 1), PrimaryView.ScreenToTranslatedWorld).xyz; const float3 V = -GetCameraVectorFromTranslatedWorldPosition(WorldPosition); #if SUBTRATE_GBUFFER_FORMAT==1 FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset(PixelPosDynRes, uint2(View.BufferSizeAndInvSize.xy), Substrate.MaxBytesPerPixel); FSubstratePixelHeader Header = UnpackSubstrateHeaderIn(Substrate.MaterialTextureArray, SubstrateAddressing, Substrate.TopLayerTexture); #endif OutColor = 0; OutColor.w = 0.1f; if (ViewMode == 2) { // BSDF count const float MaxClosureCount = SUBSTRATE_MAX_CLOSURE_COUNT; #if SUBTRATE_GBUFFER_FORMAT==1 if (Header.ClosureCount > 0) { const float BSDFCost = saturate(float(Header.ClosureCount) / MaxClosureCount); OutColor.xyz = ColorMapTurbo(BSDFCost); } #else const float BSDFCost = saturate(1.0f / MaxClosureCount); OutColor.xyz = ColorMapTurbo(BSDFCost); #endif // Print Legend if (all(uint2(SVPos.xy) == uint2(0,0))) { FShaderPrintContext Context = InitShaderPrintContext(true, uint2(50, 50)); Print(Context, TEXT("1 BSDF"), InitFontColor(ColorMapTurbo(1 / MaxClosureCount))); Newline(Context); Print(Context, TEXT("2 BSDF"), InitFontColor(ColorMapTurbo(2 / MaxClosureCount))); Newline(Context); Print(Context, TEXT("3 BSDF"), InitFontColor(ColorMapTurbo(3 / MaxClosureCount))); Newline(Context); Print(Context, TEXT("4 BSDF"), InitFontColor(ColorMapTurbo(4 / MaxClosureCount))); Newline(Context); } } else if (ViewMode == 3) { uint MaterialBytePerPixel = 0; #if SUBTRATE_GBUFFER_FORMAT==1 Substrate_for (uint ClosureIndex = 0, ClosureIndex < Header.ClosureCount, ++ClosureIndex) { // Unpack BSDF data FSubstrateBSDF BSDF = UnpackSubstrateBSDF(Substrate.MaterialTextureArray, SubstrateAddressing, Header); MaterialBytePerPixel = SubstrateAddressing.ReadBytes; } if (MaterialBytePerPixel > 0) { OutColor.xyz = BytePerPixelToColor(MaterialBytePerPixel); } #else MaterialBytePerPixel = 4 * 4; // 4 32bits gbuffer OutColor.xyz = BytePerPixelToColor(MaterialBytePerPixel); #endif // Print Legend if (all(uint2(SVPos.xy) == uint2(0,0))) { FShaderPrintContext Context = InitShaderPrintContext(true, uint2(50, 50)); Print(Context, TEXT("16 Bytes"), InitFontColor(BytePerPixelToColor(16))); Newline(Context); Print(Context, TEXT("32 Bytes"), InitFontColor(BytePerPixelToColor(32))); Newline(Context); Print(Context, TEXT("64 Bytes"), InitFontColor(BytePerPixelToColor(64))); Newline(Context); Print(Context, TEXT("96 Bytes"), InitFontColor(BytePerPixelToColor(96))); Newline(Context); Print(Context, TEXT("128 Bytes"), InitFontColor(BytePerPixelToColor(128))); Newline(Context); } // Cursor if (all(PixelPosDynRes == GetCursorPosition())) { FShaderPrintContext Context = InitShaderPrintContext(true, uint2(250, 50)); Print(Context, MaterialBytePerPixel, InitFontColor(BytePerPixelToColor(MaterialBytePerPixel)), 3, 0); Print(Context, TEXT("/"), FontWhite); Print(Context, Substrate.MaxBytesPerPixel, FontYellow, 3, 0); Print(Context, TEXT(" Bytes"), FontWhite); } } } #endif // SHADER_MATERIALCOUNT /////////////////////////////////////////////////////////////////////////////////////////////////// // Advanced Material Visualize #define BSDF_ELEMENT_SIZE 210 #define BSDF_ELEMENT_STARTX 100.0f + 450.0f #define BSDF_ELEMENT_STARTY 100 #if SHADER_DEBUGSUBSTRATETREE_PS || SHADER_DEBUGSUBSTRATETREE_CS #define TREE_MAX_DEPTH 4 #define TREE_START_POS float2(1300, 350) #define TREE_BRANCH float2(100, 75) #define TREE_COLOR float4(0.8, 0.8, 0.8, 1.0) #define TREE_NODE_RADIUS 20.0 float2 GetBranchOffset(FSubstrateOperator Op, bool bIsLeft) { if (Op.Type == SUBSTRATE_OPERATOR_WEIGHT) { return float2(0, TREE_BRANCH.y); } return TREE_BRANCH * (bIsLeft ? float2(-1, 1) : float2(1, 1)); } #endif // SHADER_DEBUGSUBSTRATETREE_PS || SHADER_DEBUGSUBSTRATETREE_CS #if SHADER_DEBUGSUBSTRATETREE_CS [numthreads(1, 1, 1)] void MaterialDebugSubstrateTreeCS(uint3 DispatchThreadId : SV_DispatchThreadID) { // UE-194712 - Temporary workaround with Vulkan shader compilation #if !COMPILER_VULKAN && !COMPILER_FXC const uint2 PixelPos = (float2(GetCursorPosition()) * View.ViewResolutionFraction); FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset(PixelPos, uint2(View.BufferSizeAndInvSize.xy), Substrate.MaxBytesPerPixel); FSubstratePixelHeader Header = UnpackSubstrateHeaderIn(Substrate.MaterialTextureArray, SubstrateAddressing, Substrate.TopLayerTexture); if (Header.ClosureCount > 0) { const int SliceStoringDebugSubstrateTreeData = Substrate.SliceStoringDebugSubstrateTreeData; FSubstrateTreeHeader SubstrateTreeHeader = (FSubstrateTreeHeader)0; SubstrateUnpackInSubstrateTreeHeader( Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); FShaderPrintContext Context; Context = InitShaderPrintContext(true, uint2(50, 50)); const int BSDFCount = SubstrateTreeHeader.BSDFCount; Print(Context, BSDFCount, FontYellow, 2, 0); Print(Context, TEXT("BSDFs"), FontYellow); if (SubstrateTreeHeader.ConvertedFromLegacy) { Print(Context, TEXT(" (Converted from legacy material)"), FontOrange); } Newline(Context); Print(Context, SubstrateTreeHeader.OperatorCount, FontWhite, 2, 0); Print(Context, TEXT("Operators"), FontWhite); #define MAX_LAYER_COUNT 4 float LayerAccCoverage[MAX_LAYER_COUNT]; { for (int i = 0; i < MAX_LAYER_COUNT; ++i) { LayerAccCoverage[i] = 0.0f; } } Context = InitShaderPrintContext(true, uint2(50, BSDF_ELEMENT_STARTY)); { SubstrateTreeHeader.OperatorCount = min(SubstrateTreeHeader.OperatorCount, 2); SUBSTRATE_UNROLL_N(2) for (int i = 0; i < SubstrateTreeHeader.OperatorCount; i++) { FSubstrateOperator Op = SubstrateUnpackInSubstrateTreeOperator( i, Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); Print(Context, TEXT("OperatorIndex = "), FontCyan); Print(Context, i, FontCyan, 2, 0); Newline(Context); Print(Context, TEXT("ParentIndex = "), FontWhite); Print(Context, Op.ParentIndex, FontWhite, 2, 0); Newline(Context); Print(Context, TEXT("LayerDepth = "), FontWhite); Print(Context, Op.LayerDepth, FontWhite, 2, 0); Newline(Context); Print(Context, TEXT("MaxDistanceFromLeaves = "), FontWhite); Print(Context, Op.MaxDistanceFromLeaves, FontWhite, 2, 0); Newline(Context); Print(Context, TEXT("Type = "), FontWhite); if (Op.Type == SUBSTRATE_OPERATOR_WEIGHT) { Print(Context, TEXT("WEIGHT"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_VERTICAL) { Print(Context, TEXT("VERTICAL"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_HORIZONTAL) { Print(Context, TEXT("HORIZONTAL"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_ADD) { Print(Context, TEXT("ADD"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_BSDF) { Print(Context, TEXT("BSDF"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_BSDF_LEGACY) { Print(Context, TEXT("BSDF_LEGACY"), FontWhite); } else { Print(Context, TEXT("UNKOWN"), FontWhite); } Newline(Context); if (Op.Type == SUBSTRATE_OPERATOR_BSDF) { Print(Context, TEXT("BSDFIndex = "), FontYellow); Print(Context, Op.LeftIndex, FontYellow, 2, 0); } else { Print(Context, TEXT("LeftIndex = "), FontWhite); Print(Context, Op.LeftIndex, FontWhite, 2, 0); } Newline(Context); Print(Context, TEXT("RightIndex = "), FontWhite); Print(Context, Op.RightIndex, FontWhite, 2, 0); Newline(Context); Print(Context, TEXT("Weight = "), FontWhite); Print(Context, Op.Weight, FontWhite, 5, 2); Newline(Context); Print(Context, TEXT("Coverage = "), FontWhite); Print(Context, Op.Coverage, FontWhite, 5, 2); Newline(Context); Newline(Context); } } { SubstrateTreeHeader.BSDFCount = min(SubstrateTreeHeader.BSDFCount, 2); SUBSTRATE_UNROLL_N(2) for (int i = 0; i < SubstrateTreeHeader.BSDFCount; i++) { FSubstrateBSDF BSDF = SubstrateUnpackInSubstrateTreeBSDF( i, Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); const bool bActive = any(BSDF.LuminanceWeightV > 0.0); FFontColor BSDFFont = FontDarkRed; Context = InitShaderPrintContext(true, uint2(300, BSDF_ELEMENT_STARTY + BSDF_ELEMENT_SIZE * i)); Print(Context, TEXT("BSDFIndex = "), FontYellow); Print(Context, i, FontYellow, 2, 0); if (!bActive) { Print(Context, TEXT("DISABLED"), FontDarkRed); } else { BSDFFont = FontWhite; } Newline(Context); Print(Context, TEXT("OperatorIndex = "), FontCyan); Print(Context, BSDF.OperatorIndex, FontCyan, 2, 0); Newline(Context); Print(Context, TEXT("Coverage = "), BSDFFont); Print(Context, BSDF.Coverage, BSDFFont, 5, 2); Newline(Context); Print(Context, TEXT("LumWghtV = "), BSDFFont); Print(Context, BSDF.LuminanceWeightV.r, FontLightRed, 5, 2); Print(Context, BSDF.LuminanceWeightV.g, FontLightGreen, 5, 2); Print(Context, BSDF.LuminanceWeightV.b, FontLightBlue, 5, 2); Newline(Context); Print(Context, TEXT("TopTrans = "), BSDFFont); Print(Context, BSDF.TransmittanceAboveAlongN.r, FontLightRed, 5, 2); Print(Context, BSDF.TransmittanceAboveAlongN.g, FontLightGreen, 5, 2); Print(Context, BSDF.TransmittanceAboveAlongN.b, FontLightBlue, 5, 2); Newline(Context); Print(Context, TEXT("TopCover = "), BSDFFont); Print(Context, BSDF.CoverageAboveAlongN, FontLightRed, 5, 2); Newline(Context); Newline(Context); Print(Context, TEXT("Diffuse = "), BSDFFont); const float3 BSDFDiffuse = SubstrateGetBSDFDiffuseColor(BSDF); Print(Context, BSDFDiffuse.r, FontLightRed, 5, 2); Print(Context, BSDFDiffuse.g, FontLightGreen, 5, 2); Print(Context, BSDFDiffuse.b, FontLightBlue, 5, 2); Newline(Context); } } Context = InitShaderPrintContext(true, uint2(675, BSDF_ELEMENT_STARTY - 50)); Print(Context, TEXT("BSDF visualization"), FontWhite); Context = InitShaderPrintContext(true, uint2(1165, BSDF_ELEMENT_STARTY - 50)); Print(Context, TEXT("Topology"), FontWhite); // Debug print the Substrate tree only for DXC for the sake of compilation performance. #if SUBSTRATE_COMPILER uint NodeIndexStack[TREE_MAX_DEPTH]; uint ChildrenVisitedStack[TREE_MAX_DEPTH]; // 0:none, 1:left, 2:left&right float2 PrintPosStack[TREE_MAX_DEPTH]; int StackPtr = 0; NodeIndexStack[StackPtr] = SubstrateTreeHeader.RootOperatorIndex; ChildrenVisitedStack[StackPtr] = 0; PrintPosStack[StackPtr] = TREE_START_POS; while (StackPtr >= 0) { uint OperatorIndex = NodeIndexStack[StackPtr]; FSubstrateOperator Op = SubstrateUnpackInSubstrateTreeOperator( OperatorIndex, Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); Context = InitShaderPrintContext(true, uint2(PrintPosStack[StackPtr])); if (Op.Type == SUBSTRATE_OPERATOR_WEIGHT) { Print(Context, TEXT("W"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_VERTICAL) { Print(Context, TEXT("V"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_HORIZONTAL) { Print(Context, TEXT("H"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_ADD) { Print(Context, TEXT("A"), FontWhite); } else if (Op.Type == SUBSTRATE_OPERATOR_BSDF) { Context = InitShaderPrintContext(true, uint2(PrintPosStack[StackPtr]) - uint2(3,0)); Print(Context, TEXT("B"), FontYellow); Print(Context, Op.LeftIndex, FontYellow); } else if (Op.Type == SUBSTRATE_OPERATOR_BSDF_LEGACY) { Print(Context, TEXT("BL"), FontWhite); } else { Print(Context, TEXT("UNKOWN"), FontWhite); } const float2 ParentPrintPos = PrintPosStack[StackPtr]; AddCircleSS(Context, ParentPrintPos, TREE_NODE_RADIUS, TREE_COLOR); if (Op.LayerDepth == TREE_MAX_DEPTH - 1 || Op.Type == SUBSTRATE_OPERATOR_BSDF || Op.Type == SUBSTRATE_OPERATOR_BSDF_LEGACY) { StackPtr--; continue; } if (ChildrenVisitedStack[StackPtr] == 0) { if (Op.LeftIndex >= 0) { ChildrenVisitedStack[StackPtr] = 1; StackPtr++; NodeIndexStack[StackPtr] = Op.LeftIndex; ChildrenVisitedStack[StackPtr] = 0; const float2 BranchOffset = GetBranchOffset(Op, true); const float2 BranchOffsetNorm = normalize(BranchOffset); PrintPosStack[StackPtr] = ParentPrintPos + BranchOffset; AddLineSS(Context, ParentPrintPos + TREE_NODE_RADIUS * BranchOffsetNorm, PrintPosStack[StackPtr] - TREE_NODE_RADIUS * BranchOffsetNorm, TREE_COLOR); } else if (Op.RightIndex >= 0) { ChildrenVisitedStack[StackPtr] = 2; StackPtr++; NodeIndexStack[StackPtr] = Op.RightIndex; ChildrenVisitedStack[StackPtr] = 0; const float2 BranchOffset = GetBranchOffset(Op, false); const float2 BranchOffsetNorm = normalize(BranchOffset); PrintPosStack[StackPtr] = ParentPrintPos + BranchOffset; AddLineSS(Context, ParentPrintPos + TREE_NODE_RADIUS * BranchOffsetNorm, PrintPosStack[StackPtr] - TREE_NODE_RADIUS * BranchOffsetNorm, TREE_COLOR); } else { StackPtr--; } } else if (ChildrenVisitedStack[StackPtr] == 1) { if (Op.RightIndex >= 0) { ChildrenVisitedStack[StackPtr] = 2; StackPtr++; NodeIndexStack[StackPtr] = Op.RightIndex; ChildrenVisitedStack[StackPtr] = 0; const float2 BranchOffset = GetBranchOffset(Op, false); const float2 BranchOffsetNorm = normalize(BranchOffset); PrintPosStack[StackPtr] = ParentPrintPos + BranchOffset; AddLineSS(Context, ParentPrintPos + TREE_NODE_RADIUS * BranchOffsetNorm, PrintPosStack[StackPtr] - TREE_NODE_RADIUS * BranchOffsetNorm, TREE_COLOR); } else { StackPtr--; } } else { StackPtr--; } } #endif // SUBSTRATE_COMPILER } #endif } #endif // SHADER_DEBUGSUBSTRATETREE_CS #if SHADER_DEBUGSUBSTRATETREE_PS #include "../DeferredShadingCommon.ush" #define SUPPORT_CONTACT_SHADOWS 0 #include "../DeferredLightingCommon.ush" #include "SubstrateEvaluation.ush" // These defines are needed for environment lighting in SubstrateLightingCommon #define ENABLE_DYNAMIC_SKY_LIGHT 1 #define ENABLE_SKY_LIGHT 1 #define SUPPORT_DFAO_INDIRECT_OCCLUSION 0 #define SUBSTRATE_FASTPATH 0 #define REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES 0 #include "../ReflectionEnvironmentShared.ush" #include "../SkyLightingDiffuseShared.ush" #include "../ReflectionEnvironmentComposite.ush" #define USE_SUBSTRATE_ENV_LIGHTING_COMMON 1 #define USE_SUBSTRATE_FORWARD_LIGHTING_COMMON 1 #include "SubstrateLightingCommon.ush" float4 GetBackgroundCheckboardColor(float2 UV) { const float Count = 16.0f; uint2 UVi = uint2(UV * Count); bool bIsBlack = (UVi.x % 2) > 0 ? true : false; bIsBlack = (UVi.y % 2) > 0 ? !bIsBlack : bIsBlack; const float3 Color = (bIsBlack ? 0.04 : 0.18); return float4(Color, 0.0); } // Updated from http://jcgt.org/published/0007/03/04/ bool slabs(float3 p0, float3 p1, float3 rayOrigin, float3 invRaydir, out float outTMin, out float outTMax) { float3 t0 = (p0 - rayOrigin) * invRaydir; float3 t1 = (p1 - rayOrigin) * invRaydir; float3 tmin = min(t0, t1), tmax = max(t0, t1); float maxtmin = max(max(tmin.x, tmin.y), tmin.z); float mintmax = min(min(tmax.x, tmax.y), tmax.z); outTMin = maxtmin; outTMax = mintmax; return maxtmin <= mintmax; } void EvaluateLighting( in FSubstrateBSDF BSDF, in float3 V, in float3x3 TangentBasis, in float ThicknessRatio, inout float4 OutColor) { float3 TranslatedWorldPosition = PrimaryView.TranslatedWorldCameraOrigin; float SceneDepth = 0.0; const float3 N = TangentBasis[2]; if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_SIMPLEVOLUME) { // Apply transmittance on the background float3 DiffuseColor = SLAB_DIFFUSEALBEDO(BSDF); FParticipatingMedia PM = SubstrateSlabCreateParticipatingMedia(DiffuseColor, SLAB_SSSMFP(BSDF)); const float3 Transmittance = IsotropicMediumSlabTransmittance(PM, ThicknessRatio * SUBSTRATE_SIMPLEVOLUME_THICKNESS_M, 1.f); OutColor.rgb *= Transmittance * BSDF.Coverage + (1.0f - BSDF.Coverage); } else { OutColor.rgb *= 0.0f; } // Patch the BSDF to appear as a top layer BSDF.LuminanceWeightV = 1.0f; BSDF.TransmittanceAboveAlongN = 1.0f; BSDF.bIsBottom = true; BSDF.bIsTop = true; BSDF.Coverage = 1.0f; // Create a head that will map to a single BSDF FSubstratePixelHeader SubstratePixelHeader = InitialiseSubstratePixelHeader(); SubstratePixelHeader.ClosureCount = 1; FSubstrateIntegrationSettings Settings = InitSubstrateIntegrationSettings(); FSubstrateAddressing NullSubstrateAddressing = (FSubstrateAddressing)0; // Apply emissive OutColor.rgb += BSDF_GETEMISSIVE(BSDF) * View.PreExposure; // Apply a white directional light if (ForwardLightStruct.HasDirectionalLight) { FDeferredLightData DirLightData = (FDeferredLightData)0; DirLightData.Color = ForwardLightStruct.DirectionalLightColor; DirLightData.FalloffExponent = 0; DirLightData.Direction = ForwardLightStruct.DirectionalLightDirection; DirLightData.DistanceFadeMAD = ForwardLightStruct.DirectionalLightDistanceFadeMAD; DirLightData.bRadialLight = false; DirLightData.SpecularScale = ForwardLightStruct.DirectionalLightSpecularScale; DirLightData.DiffuseScale = ForwardLightStruct.DirectionalLightDiffuseScale; float4 DirLightAttenuation = float4(1, 1, 1, 1); DirLightData.ShadowedBits = 1; DirLightData.ShadowMapChannelMask.x = 1; DirLightData.HairTransmittance = InitHairTransmittanceData(); float Dither = 0.0f; float3 ToLight = DirLightData.Direction; float LightMask = 1.0f; FRectTexture RectTexture = InitRectTexture(); uint LightChannelMask = 0xFFFFFFFF; uint PrimitiveLightingChannelMask = LightChannelMask; half4 PrecomputedShadowFactors = 1; float3 BSDFColoredVisibility = 1.0f; FSubstrateBSDFContext SubstrateBSDFContext = SubstrateCreateBSDFContext(TangentBasis, BSDF, V, ToLight); FSubstrateEvaluateResult BSDFEvaluate = (FSubstrateEvaluateResult)0; float3 DirLightLuminance = SubstrateForwardLightingCommon( Dither, Settings, DirLightData, ToLight, LightMask, DirLightAttenuation, RectTexture, LightChannelMask, PrimitiveLightingChannelMask, PrecomputedShadowFactors, TranslatedWorldPosition, SceneDepth, BSDFColoredVisibility, SubstratePixelHeader, SubstrateBSDFContext, BSDFEvaluate); OutColor.rgb += DirLightLuminance * View.PreExposure; } // Apply the sky box { float3 ToLight = V; FSubstrateBSDFContext SubstrateBSDFContext = SubstrateCreateBSDFContext(TangentBasis, BSDF, V, ToLight); const bool bEnableSpecular = ReflectionStruct.SkyLightParameters.y > 0.0f; FSubstrateEnvLightResult SubstrateEnvLight = SubstrateEvaluateForEnvLight(SubstrateBSDFContext, bEnableSpecular, Settings); float3 DiffuseLighting = 0.0; float3 SpecularLighting = 0.0; SubstrateEnvLightingCommon( SubstrateEnvLight, SubstratePixelHeader, SubstrateBSDFContext, BSDF, N, //in float3 BentNormal, 1.0,//in float3 BSDFThroughput, 0, //in uint CaptureDataStartIndex, 0, //in uint NumCulledReflectionCaptures, 1.0,//in float ScreenAmbientOcclusion, 1.0,//in float CloudVolumetricAOShadow, 1.0,//in float TopLayerSpecularContributionFactor, TranslatedWorldPosition, 1.0,//in float CombinedScreenAndMaterialAO, DiffuseLighting, SpecularLighting); OutColor.rgb += (DiffuseLighting + SpecularLighting) * View.PreExposure;; } } void GetMaterialOnCube( in float4 SVPos, in float2 Pos, in float Size, in FSubstrateBSDF BSDF, inout float4 OutColor) { const float2 PixelPos = SVPos.xy; if (BSDF_GETTYPE(BSDF) == SUBSTRATE_BSDF_TYPE_SLAB && all(PixelPos > Pos) && all(PixelPos < (Pos + Size))) { const float2 UV = (PixelPos - Pos) / Size; OutColor = GetBackgroundCheckboardColor(UV); const float3 RayO = -View.ViewForward*1.2; const float3 RayD = View.ViewForward + 1.0 * (UV.x - 0.5) * View.ViewRight - 1.0 * (UV.y - 0.5) * View.ViewUp; float3 V = -RayD; float2 Hit; const float CubeSize = 0.25; bool bIntersection = slabs(-CubeSize, CubeSize, RayO, 1/RayD, Hit.x, Hit.y); if (bIntersection) { float3 P = RayO + RayD * Hit.x; float3 N = normalize(P); float3 AbsN = abs(N); N = AbsN.x > AbsN.y && AbsN.x > AbsN.z ? float3(1 * sign(N.x), 0, 0) : N; N = AbsN.y > AbsN.z && AbsN.y > AbsN.x ? float3(0, 1 * sign(N.y), 0) : N; N = AbsN.z > AbsN.x && AbsN.z > AbsN.y ? float3(0, 0, 1 * sign(N.z)) : N; const float ThicknessRatio = abs(Hit.y - Hit.x) / CubeSize; float3x3 TangentBasis; TangentBasis[2] = N; TangentBasis[0] = AbsN.x > AbsN.y && AbsN.x > AbsN.z ? float3(0, 1, 0) : (AbsN.y > AbsN.z && AbsN.y > AbsN.x ? float3(0, 0, 1) : float3(1, 0, 0)); TangentBasis[1] = AbsN.x > AbsN.y && AbsN.x > AbsN.z ? float3(0, 0, 1) : (AbsN.y > AbsN.z && AbsN.y > AbsN.x ? float3(1, 0, 0) : float3(0, 1, 0)); EvaluateLighting( BSDF, V, TangentBasis, ThicknessRatio, OutColor); } } } void GetMaterialOnSphere( in float4 SVPos, in float2 Pos, in float Size, in FSubstrateBSDF BSDF, inout float4 OutColor) { const float2 PixelPos = SVPos.xy; if (BSDF_GETTYPE(BSDF) == SUBSTRATE_BSDF_TYPE_SLAB && all(PixelPos > Pos) && all(PixelPos < (Pos + Size))) { const float2 UV = (PixelPos - Pos) / Size; OutColor = GetBackgroundCheckboardColor(UV); float3 V = -View.ViewForward; const float3 RayO = V + (UV.x-0.5) * View.ViewRight + -(UV.y-0.5) * View.ViewUp; const float3 RayD = -V; const float4 Sphere = float4(0.0f, 0.0f, 0.f, 0.48); const float2 Hit = RayIntersectSphere(RayO, RayD, Sphere); if (Hit.x >= 0) { float3 P = RayO + RayD * Hit.x; float3 N = normalize(P - Sphere.xyz); const float ThicknessRatio = (Hit.y - Hit.x) / Sphere.w; float3x3 TangentBasis; TangentBasis[2] = N; TangentBasis[0] = normalize(N * float3(1, 0, 0)); TangentBasis[1] = cross(N, TangentBasis[0]); TangentBasis[0] = -cross(N, TangentBasis[1]); EvaluateLighting( BSDF, V, TangentBasis, ThicknessRatio, OutColor); } } } void GetMaterialSlice( in float4 SVPos, in float2 Pos, in float2 Size, in FSubstrateBSDF BSDF, inout float4 OutColor) { const float2 PixelPos = SVPos.xy; if (BSDF_GETTYPE(BSDF) == SUBSTRATE_BSDF_TYPE_SLAB && all(int2(PixelPos) > int2(Pos)) && all(int2(PixelPos) < int2(Pos + Size))) { const float2 UV = (PixelPos - Pos) / Size; OutColor = GetBackgroundCheckboardColor((PixelPos - Pos) / Size.x); // View and normal along up. float3 V = float3(0, 0, 1); float3 N = float3(0, 0, 1); const float ThicknessRatio = 1.0; float3x3 TangentBasis; TangentBasis[2] = N; TangentBasis[0] = float3(1, 0, 0); TangentBasis[1] = float3(0, 1, 0); EvaluateLighting( BSDF, V, TangentBasis, ThicknessRatio, OutColor); } else { OutColor = 0; } } void MaterialDebugSubstrateTreePS( float4 SVPos : SV_POSITION, out float4 OutColor : SV_Target0) { OutColor = float4(0.0f, 0.0f, 0.0f, 1.0f); // Workaround on Vulkan where this shader does not compile correctly #if !VULKAN_PROFILE & !VULKAN_PROFILE_SM5 && !VULKAN_PROFILE_SM6 && !COMPILER_FXC FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset((float2(GetCursorPosition()) * View.ViewResolutionFraction), uint2(View.BufferSizeAndInvSize.xy), Substrate.MaxBytesPerPixel); FSubstratePixelHeader Header = UnpackSubstrateHeaderIn(Substrate.MaterialTextureArray, SubstrateAddressing, Substrate.TopLayerTexture); if (Header.ClosureCount > 0) { const float2 PixelPos = SVPos.xy; OutColor = float4(0.0f, 0.0f, 0.0f, PixelPos.x < 540.0f ? 0.5f : 1.0f); // Background if (int(PixelPos.x) == 280 && int(PixelPos.y) > 90) { OutColor = float4(1.0f, 1.0f, 1.0f, 0.5f); // Operator/BSDF separator } const int SliceStoringDebugSubstrateTreeData = Substrate.SliceStoringDebugSubstrateTreeData; FSubstrateTreeHeader SubstrateTreeHeader = (FSubstrateTreeHeader)0; SubstrateUnpackInSubstrateTreeHeader( Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); float2 Pos = float2(BSDF_ELEMENT_STARTX, BSDF_ELEMENT_STARTY); const float MaterialPanelSize = 200.0f; // SUBSTRATE_TODO: read BSDF and Operators "on the fly". { SubstrateTreeHeader.BSDFCount = min(SubstrateTreeHeader.BSDFCount, 2); SUBSTRATE_UNROLL_N(2) for (int i = 0; i < SubstrateTreeHeader.BSDFCount; i++) { FSubstrateBSDF BSDF = SubstrateUnpackInSubstrateTreeBSDF( i, Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); //if (BSDF.Coverage > 0.0f) { GetMaterialOnSphere( SVPos, Pos, MaterialPanelSize, BSDF, OutColor); GetMaterialOnCube( SVPos, Pos + float2(MaterialPanelSize + 10.0f, 0.0f), MaterialPanelSize, BSDF, OutColor); Pos.y += MaterialPanelSize + 10.0f; } } } #define MAX_LAYER_COUNT 4 float LayerAccCoverage[MAX_LAYER_COUNT]; { for (int i = 0; i < MAX_LAYER_COUNT; ++i) { LayerAccCoverage[i] = 0.0f; } } float2 MatTopOrigin = float2(BSDF_ELEMENT_STARTX + 450, BSDF_ELEMENT_STARTY);// float2(BSDF_ELEMENT_STARTX, 550); float2 MatTopLayerSize = float2(410, 100); // This is a really basic material topology debug. SUBSTRATE_TODO would be to draw the material graph itself with anottation { SubstrateTreeHeader.BSDFCount = min(SubstrateTreeHeader.BSDFCount, 2); SUBSTRATE_UNROLL_N(2) for (int i = 0; i < SubstrateTreeHeader.BSDFCount; i++) { FSubstrateBSDF BSDF = SubstrateUnpackInSubstrateTreeBSDF( i, Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); FSubstrateOperator Op = SubstrateUnpackInSubstrateTreeOperator( BSDF.OperatorIndex, Substrate.MaterialTextureArray, SubstrateTreeHeader, SliceStoringDebugSubstrateTreeData); const uint LayerDepth = Op.LayerDepth; if (LayerDepth < MAX_LAYER_COUNT) { // Draw the slab information float2 LayerOrigin = MatTopOrigin + MatTopLayerSize.xy * float2(LayerAccCoverage[LayerDepth], LayerDepth); float2 SlabSize = MatTopLayerSize.xy * float2(BSDF.Coverage, 1.0); if (BSDF_GETTYPE(BSDF) == SUBSTRATE_BSDF_TYPE_SLAB && all(int2(PixelPos) >= int2(LayerOrigin)) && all(int2(PixelPos) <= int2(LayerOrigin + SlabSize))) { GetMaterialSlice( SVPos, LayerOrigin, SlabSize, BSDF, OutColor); } LayerAccCoverage[LayerDepth] += BSDF.Coverage; } } } } OutColor = float4(pow(OutColor.rgb, 1.0 / 2.2), OutColor.a); #endif } #endif // SHADER_DEBUGSUBSTRATETREE_PS /////////////////////////////////////////////////////////////////////////////////////////////////// // Material Print #if SHADER_SYSTEMINFO Buffer ClassificationTileDrawIndirectBuffer; uint GetTileCount(uint InType) { return ClassificationTileDrawIndirectBuffer[InType * 4 + 1]; } [numthreads(1, 1, 1)] void MainCS(uint3 DispatchThreadId : SV_DispatchThreadID) { if (all(DispatchThreadId == 0)) { ConvertToSerializableSubstratePixelDebugData(); } } #endif // SHADER_SYSTEMINFO