1229 lines
42 KiB
HLSL
1229 lines
42 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
DeferredShadingCommon.usf: Common definitions for deferred shading.
|
|
=============================================================================*/
|
|
|
|
#pragma once
|
|
|
|
#include "ShadingCommon.ush"
|
|
#include "LightAccumulator.ush"
|
|
#include "SceneTexturesCommon.ush"
|
|
#include "MonteCarlo.ush"
|
|
#include "OctahedralCommon.ush"
|
|
|
|
// if this is zero, use the new autogenerated GBuffer encode/decode functions
|
|
#ifndef GBUFFER_REFACTOR
|
|
#define GBUFFER_REFACTOR 0
|
|
#endif
|
|
|
|
#ifndef ALLOW_SSS_MATERIAL_OVERRIDE
|
|
#define ALLOW_SSS_MATERIAL_OVERRIDE 1
|
|
#endif
|
|
|
|
#if SHADING_PATH_DEFERRED
|
|
|
|
#if !SUPPORTS_INDEPENDENT_SAMPLERS
|
|
#error Scene textures may only be used on platforms which support independent samplers.
|
|
#endif
|
|
|
|
uint bSceneLightingChannelsValid;
|
|
|
|
// Matches FSceneTextureParameters
|
|
Texture2D SceneDepthTexture;
|
|
Texture2D<uint2> SceneStencilTexture;
|
|
Texture2D GBufferATexture;
|
|
Texture2D GBufferBTexture;
|
|
Texture2D GBufferCTexture;
|
|
Texture2D GBufferDTexture;
|
|
Texture2D GBufferETexture;
|
|
Texture2D GBufferVelocityTexture;
|
|
Texture2D GBufferFTexture;
|
|
Texture2D<uint> SceneLightingChannels;
|
|
|
|
#define SceneDepthTextureSampler GlobalPointClampedSampler
|
|
#define GBufferATextureSampler GlobalPointClampedSampler
|
|
#define GBufferBTextureSampler GlobalPointClampedSampler
|
|
#define GBufferCTextureSampler GlobalPointClampedSampler
|
|
#define GBufferDTextureSampler GlobalPointClampedSampler
|
|
#define GBufferETextureSampler GlobalPointClampedSampler
|
|
#define GBufferFTextureSampler GlobalPointClampedSampler
|
|
#define GBufferVelocityTextureSampler GlobalPointClampedSampler
|
|
|
|
float SampleDeviceZFromSceneTextures(float2 UV)
|
|
{
|
|
return SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;
|
|
}
|
|
|
|
#endif
|
|
|
|
// TODO: for CustomGBufferResolvePS() MSAA_SAMPLE_COUNT is defined by C++ code as 2 or 4
|
|
// bot not for any other shaders!
|
|
#ifndef MSAA_SAMPLE_COUNT
|
|
#define MSAA_SAMPLE_COUNT 2
|
|
#endif
|
|
|
|
float3 RGBToYCoCg( float3 RGB )
|
|
{
|
|
float Y = dot( RGB, float3( 1, 2, 1 ) ) * 0.25;
|
|
float Co = dot( RGB, float3( 2, 0, -2 ) ) * 0.25 + ( 0.5 * 256.0 / 255.0 );
|
|
float Cg = dot( RGB, float3( -1, 2, -1 ) ) * 0.25 + ( 0.5 * 256.0 / 255.0 );
|
|
|
|
float3 YCoCg = float3( Y, Co, Cg );
|
|
return YCoCg;
|
|
}
|
|
|
|
float3 YCoCgToRGB( float3 YCoCg )
|
|
{
|
|
float Y = YCoCg.x;
|
|
float Co = YCoCg.y - ( 0.5 * 256.0 / 255.0 );
|
|
float Cg = YCoCg.z - ( 0.5 * 256.0 / 255.0 );
|
|
|
|
float R = Y + Co - Cg;
|
|
float G = Y + Cg;
|
|
float B = Y - Co - Cg;
|
|
|
|
float3 RGB = float3( R, G, B );
|
|
return RGB;
|
|
}
|
|
|
|
float3 Pack1212To888( float2 x )
|
|
{
|
|
// Pack 12:12 to 8:8:8
|
|
#if 0
|
|
uint2 x1212 = (uint2)( x * 4095.0 );
|
|
uint2 High = x1212 >> 8;
|
|
uint2 Low = x1212 & 255;
|
|
uint3 x888 = uint3( Low, High.x | (High.y << 4) );
|
|
return x888 / 255.0;
|
|
#else
|
|
float2 x1212 = floor( x * 4095 );
|
|
float2 High = floor( x1212 / 256 ); // x1212 >> 8
|
|
float2 Low = x1212 - High * 256; // x1212 & 255
|
|
float3 x888 = float3( Low, High.x + High.y * 16 );
|
|
return saturate( x888 / 255 );
|
|
#endif
|
|
}
|
|
|
|
float2 Pack888To1212( float3 x )
|
|
{
|
|
// Pack 8:8:8 to 12:12
|
|
#if 0
|
|
uint3 x888 = (uint3)( x * 255.0 );
|
|
uint High = x888.z >> 4;
|
|
uint Low = x888.z & 15;
|
|
uint2 x1212 = x888.xy | uint2( Low << 8, High << 8 );
|
|
return x1212 / 4095.0;
|
|
#else
|
|
float3 x888 = floor( x * 255 );
|
|
float High = floor( x888.z / 16 ); // x888.z >> 4
|
|
float Low = x888.z - High * 16; // x888.z & 15
|
|
float2 x1212 = x888.xy + float2( Low, High ) * 256;
|
|
return saturate( x1212 / 4095 );
|
|
#endif
|
|
}
|
|
|
|
float3 EncodeNormal( float3 N )
|
|
{
|
|
return N * 0.5 + 0.5;
|
|
//return Pack1212To888( UnitVectorToOctahedron( N ) * 0.5 + 0.5 );
|
|
}
|
|
|
|
float3 DecodeNormal( float3 N )
|
|
{
|
|
return N * 2 - 1;
|
|
//return OctahedronToUnitVector( Pack888To1212( N ) * 2 - 1 );
|
|
}
|
|
|
|
void EncodeNormal( inout float3 N, out uint Face )
|
|
{
|
|
#if 1
|
|
uint Axis = 2;
|
|
if( abs(N.x) >= abs(N.y) && abs(N.x) >= abs(N.z) )
|
|
{
|
|
Axis = 0;
|
|
}
|
|
else if( abs(N.y) > abs(N.z) )
|
|
{
|
|
Axis = 1;
|
|
}
|
|
Face = Axis * 2;
|
|
#else
|
|
// TODO GCN
|
|
Face = v_cubeid_f32( N );
|
|
uint Axis = Face >> 1;
|
|
#endif
|
|
|
|
N = Axis == 0 ? N.yzx : N;
|
|
N = Axis == 1 ? N.xzy : N;
|
|
|
|
float MaxAbs = 1.0 / sqrt(2.0);
|
|
|
|
Face += N.z > 0 ? 0 : 1;
|
|
N.xy *= N.z > 0 ? 1 : -1;
|
|
N.xy = N.xy * (0.5 / MaxAbs) + 0.5;
|
|
}
|
|
|
|
void DecodeNormal( inout float3 N, in uint Face )
|
|
{
|
|
uint Axis = Face >> 1;
|
|
|
|
float MaxAbs = 1.0 / sqrt(2.0);
|
|
|
|
N.xy = N.xy * (2 * MaxAbs) - (1 * MaxAbs);
|
|
N.z = sqrt( 1 - dot( N.xy, N.xy ) );
|
|
|
|
N = Axis == 0 ? N.zxy : N;
|
|
N = Axis == 1 ? N.xzy : N;
|
|
N *= (Face & 1) ? -1 : 1;
|
|
}
|
|
|
|
float3 EncodeBaseColor(float3 BaseColor)
|
|
{
|
|
// we use sRGB on the render target to give more precision to the darks
|
|
return BaseColor;
|
|
}
|
|
|
|
float3 DecodeBaseColor(float3 BaseColor)
|
|
{
|
|
// we use sRGB on the render target to give more precision to the darks
|
|
return BaseColor;
|
|
}
|
|
|
|
float3 EncodeSubsurfaceColor(float3 SubsurfaceColor)
|
|
{
|
|
return sqrt(saturate(SubsurfaceColor));
|
|
}
|
|
|
|
// @param SubsurfaceProfile 0..1, SubsurfaceProfileId = int(x * 255)
|
|
float3 EncodeSubsurfaceProfile(float SubsurfaceProfile)
|
|
{
|
|
return float3(SubsurfaceProfile, 0, 0);
|
|
}
|
|
|
|
// Derive density from a heuristic using opacity, tweaked for useful falloff ranges and to give a linear depth falloff with opacity
|
|
float SubsurfaceDensityFromOpacity(float Opacity)
|
|
{
|
|
return (-0.05f * log(1.0f - min(Opacity, 0.99f)));
|
|
}
|
|
|
|
float EncodeIndirectIrradiance(float IndirectIrradiance)
|
|
{
|
|
float L = IndirectIrradiance;
|
|
L *= View.PreExposure; // Apply pre-exposure as a mean to prevent compression overflow.
|
|
const float LogBlackPoint = 0.00390625; // exp2(-8);
|
|
return log2( L + LogBlackPoint ) / 16 + 0.5;
|
|
}
|
|
|
|
float DecodeIndirectIrradiance(float IndirectIrradiance)
|
|
{
|
|
// LogL -> L
|
|
float LogL = IndirectIrradiance;
|
|
const float LogBlackPoint = 0.00390625; // exp2(-8);
|
|
return View.OneOverPreExposure * (exp2( LogL * 16 - 8 ) - LogBlackPoint); // 1 exp2, 1 smad, 1 ssub
|
|
}
|
|
|
|
float4 EncodeWorldTangentAndAnisotropy(float3 WorldTangent, float Anisotropy)
|
|
{
|
|
return float4(
|
|
EncodeNormal(WorldTangent),
|
|
Anisotropy * 0.5f + 0.5f
|
|
);
|
|
}
|
|
|
|
float ComputeAngleFromRoughness( float Roughness, const float Threshold = 0.04f )
|
|
{
|
|
#if 1
|
|
float Angle = 3 * Square( Roughness );
|
|
#else
|
|
const float LogThreshold = log2( Threshold );
|
|
float Power = 0.5 / pow( Roughness, 4 ) - 0.5;
|
|
float Angle = acos( exp2( LogThreshold / Power ) );
|
|
#endif
|
|
return Angle;
|
|
}
|
|
|
|
float ComputeRoughnessFromAngle( float Angle, const float Threshold = 0.04f )
|
|
{
|
|
#if 1
|
|
float Roughness = sqrt( 0.33333 * Angle );
|
|
#else
|
|
const float LogThreshold = log2( Threshold );
|
|
float Power = LogThreshold / log2( cos( Angle ) );
|
|
float Roughness = sqrt( sqrt( 2 / (Power * 4 + 2) ) );
|
|
#endif
|
|
return Roughness;
|
|
}
|
|
|
|
float AddAngleToRoughness( float Angle, float Roughness )
|
|
{
|
|
return saturate( sqrt( Square( Roughness ) + 0.33333 * Angle ) );
|
|
}
|
|
|
|
// @param Scalar clamped in 0..1 range
|
|
// @param Mask 0..1
|
|
// @return 8bit in range 0..1
|
|
float Encode71(float Scalar, uint Mask)
|
|
{
|
|
return
|
|
127.0f / 255.0f * saturate(Scalar) +
|
|
128.0f / 255.0f * Mask;
|
|
}
|
|
|
|
// 8bit reinterpretation as 7bit,1bit
|
|
// @param Scalar 0..1
|
|
// @param Mask 0..1
|
|
// @return 7bit in 0.1
|
|
float Decode71(float Scalar, out uint Mask)
|
|
{
|
|
Mask = (uint)(Scalar > 0.5f);
|
|
|
|
return (Scalar - 0.5f * Mask) * 2.0f;
|
|
}
|
|
|
|
float EncodeShadingModelIdAndSelectiveOutputMask(uint ShadingModelId, uint SelectiveOutputMask)
|
|
{
|
|
uint Value = (ShadingModelId & SHADINGMODELID_MASK) | SelectiveOutputMask;
|
|
return (float)Value / (float)0xFF;
|
|
}
|
|
|
|
uint DecodeShadingModelId(float InPackedChannel)
|
|
{
|
|
return ((uint)round(InPackedChannel * (float)0xFF)) & SHADINGMODELID_MASK;
|
|
}
|
|
|
|
uint DecodeSelectiveOutputMask(float InPackedChannel)
|
|
{
|
|
return ((uint)round(InPackedChannel * (float)0xFF)) & ~SHADINGMODELID_MASK;
|
|
}
|
|
|
|
bool IsSubsurfaceModel(int ShadingModel)
|
|
{
|
|
return ShadingModel == SHADINGMODELID_SUBSURFACE
|
|
|| ShadingModel == SHADINGMODELID_PREINTEGRATED_SKIN
|
|
|| ShadingModel == SHADINGMODELID_SUBSURFACE_PROFILE
|
|
|| ShadingModel == SHADINGMODELID_TWOSIDED_FOLIAGE
|
|
|| ShadingModel == SHADINGMODELID_HAIR
|
|
|| ShadingModel == SHADINGMODELID_EYE;
|
|
}
|
|
|
|
bool UseSubsurfaceProfile(int ShadingModel)
|
|
{
|
|
return ShadingModel == SHADINGMODELID_SUBSURFACE_PROFILE || ShadingModel == SHADINGMODELID_EYE;
|
|
}
|
|
|
|
bool HasCustomGBufferData(int ShadingModelID)
|
|
{
|
|
return ShadingModelID == SHADINGMODELID_SUBSURFACE
|
|
|| ShadingModelID == SHADINGMODELID_PREINTEGRATED_SKIN
|
|
|| ShadingModelID == SHADINGMODELID_CLEAR_COAT
|
|
|| ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE
|
|
|| ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE
|
|
|| ShadingModelID == SHADINGMODELID_HAIR
|
|
|| ShadingModelID == SHADINGMODELID_CLOTH
|
|
|| ShadingModelID == SHADINGMODELID_EYE;
|
|
}
|
|
|
|
bool HasAnisotropy(int SelectiveOutputMask)
|
|
{
|
|
return (SelectiveOutputMask & HAS_ANISOTROPY_MASK) != 0;
|
|
}
|
|
|
|
// all values that are output by the forward rendering pass
|
|
struct FGBufferData
|
|
{
|
|
// normalized
|
|
half3 WorldNormal;
|
|
// normalized, only valid if HAS_ANISOTROPY_MASK in SelectiveOutputMask
|
|
half3 WorldTangent;
|
|
// 0..1 (derived from BaseColor, Metalness, Specular)
|
|
half3 DiffuseColor;
|
|
// 0..1 (derived from BaseColor, Metalness, Specular)
|
|
half3 SpecularColor;
|
|
// 0..1, white for SHADINGMODELID_SUBSURFACE_PROFILE and SHADINGMODELID_EYE (apply BaseColor after scattering is more correct and less blurry)
|
|
half3 BaseColor;
|
|
// 0..1
|
|
half Metallic;
|
|
// 0..1
|
|
half Specular;
|
|
// 0..1
|
|
float4 CustomData;
|
|
// AO utility value
|
|
half GenericAO;
|
|
// Indirect irradiance luma
|
|
half IndirectIrradiance;
|
|
// Static shadow factors for channels assigned by Lightmass
|
|
// Lights using static shadowing will pick up the appropriate channel in their deferred pass
|
|
half4 PrecomputedShadowFactors;
|
|
// 0..1
|
|
half Roughness;
|
|
// -1..1, only valid if only valid if HAS_ANISOTROPY_MASK in SelectiveOutputMask
|
|
half Anisotropy;
|
|
// 0..1 ambient occlusion e.g.SSAO, wet surface mask, skylight mask, ...
|
|
half GBufferAO;
|
|
// Bit mask for occlusion of the diffuse indirect samples
|
|
uint DiffuseIndirectSampleOcclusion;
|
|
// 0..255
|
|
uint ShadingModelID;
|
|
// 0..255
|
|
uint SelectiveOutputMask;
|
|
// 0..1, 2 bits, use CastContactShadow(GBuffer) or HasDynamicIndirectShadowCasterRepresentation(GBuffer) to extract
|
|
half PerObjectGBufferData;
|
|
// in world units
|
|
float CustomDepth;
|
|
// Custom depth stencil value
|
|
uint CustomStencil;
|
|
// in unreal units (linear), can be used to reconstruct world position,
|
|
// only valid when decoding the GBuffer as the value gets reconstructed from the Z buffer
|
|
float Depth;
|
|
// Velocity for motion blur (only used when WRITES_VELOCITY_TO_GBUFFER is enabled)
|
|
half4 Velocity;
|
|
|
|
// 0..1, only needed by SHADINGMODELID_SUBSURFACE_PROFILE and SHADINGMODELID_EYE which apply BaseColor later
|
|
half3 StoredBaseColor;
|
|
// 0..1, only needed by SHADINGMODELID_SUBSURFACE_PROFILE and SHADINGMODELID_EYE which apply Specular later
|
|
half StoredSpecular;
|
|
// 0..1, only needed by SHADINGMODELID_EYE which encodes Iris Distance inside Metallic
|
|
half StoredMetallic;
|
|
|
|
// Curvature for mobile subsurface profile
|
|
half Curvature;
|
|
};
|
|
|
|
bool CastContactShadow(FGBufferData GBufferData)
|
|
{
|
|
uint PackedAlpha = (uint)(GBufferData.PerObjectGBufferData * 3.999f);
|
|
bool bCastContactShadowBit = PackedAlpha & 1;
|
|
// Exclude eye materials from ever casting contact shadows
|
|
bool bShadingModelCastContactShadows = (GBufferData.ShadingModelID != SHADINGMODELID_EYE);
|
|
return bCastContactShadowBit && bShadingModelCastContactShadows;
|
|
}
|
|
|
|
bool HasDynamicIndirectShadowCasterRepresentation(FGBufferData GBufferData)
|
|
{
|
|
uint PackedAlpha = (uint)(GBufferData.PerObjectGBufferData * 3.999f);
|
|
return (PackedAlpha & 2) != 0;
|
|
}
|
|
|
|
bool IsFirstPerson(FGBufferData GBufferData)
|
|
{
|
|
#if !ALLOW_STATIC_LIGHTING
|
|
return (GBufferData.SelectiveOutputMask & IS_FIRST_PERSON_MASK) != 0;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// High frequency Checkerboard pattern
|
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
|
// @return true/false, todo: profile if float 0/1 would be better (need to make sure it's 100% the same)
|
|
bool CheckerFromPixelPos(uint2 PixelPos)
|
|
{
|
|
// todo: Index is float and by staying float we can optimize this
|
|
// We alternate the pattern to get 2x supersampling on the lower res data to get more near to full res
|
|
uint TemporalAASampleIndex = uint(View.TemporalAAParams.x);
|
|
|
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM4
|
|
return (PixelPos.x + PixelPos.y + TemporalAASampleIndex) % 2;
|
|
#else
|
|
return (uint)(fmod(PixelPos.x + PixelPos.y + TemporalAASampleIndex, 2)) != 0;
|
|
#endif
|
|
}
|
|
|
|
// High frequency Checkerboard pattern
|
|
// @param UVSceneColor at pixel center
|
|
// @return true/false, todo: profile if float 0/1 would be better (need to make sure it's 100% the same)
|
|
bool CheckerFromSceneColorUV(float2 UVSceneColor)
|
|
{
|
|
// relative to left top of the rendertarget (not viewport)
|
|
uint2 PixelPos = uint2(UVSceneColor * View.BufferSizeAndInvSize.xy);
|
|
|
|
return CheckerFromPixelPos(PixelPos);
|
|
}
|
|
|
|
#if GBUFFER_REFACTOR
|
|
#include "GBufferHelpers.ush"
|
|
#if FEATURE_LEVEL > FEATURE_LEVEL_ES3_1
|
|
#include "/Engine/Generated/ShaderAutogen/AutogenShaderHeaders.ush"
|
|
#endif
|
|
#endif
|
|
|
|
struct FScreenSpaceData
|
|
{
|
|
// GBuffer (material attributes from forward rendering pass)
|
|
FGBufferData GBuffer;
|
|
// 0..1, only valid in some passes, 1 if off
|
|
float AmbientOcclusion;
|
|
};
|
|
|
|
/** Sets up the Gbuffer for an unlit material. */
|
|
void SetGBufferForUnlit(out float4 OutGBufferB)
|
|
{
|
|
OutGBufferB = 0;
|
|
OutGBufferB.a = EncodeShadingModelIdAndSelectiveOutputMask(SHADINGMODELID_UNLIT, 0);
|
|
}
|
|
|
|
#define INDIRECT_SAMPLE_COUNT 8
|
|
|
|
float4 ComputeIndirectLightingSampleE(uint2 TracingPixelCoord, uint TracingRayIndex, uint TracingRayCount)
|
|
{
|
|
// Shader compiler code is pretty good at moving this out of any for loops.
|
|
uint2 Seed0 = Rand3DPCG16(int3(TracingPixelCoord, View.StateFrameIndexMod8)).xy;
|
|
uint2 Seed1 = Rand3DPCG16(int3(TracingPixelCoord + 17, View.StateFrameIndexMod8)).xy;
|
|
|
|
return float4(
|
|
Hammersley16(TracingRayIndex, TracingRayCount, Seed0),
|
|
Hammersley16(TracingRayIndex, TracingRayCount, Seed1));
|
|
}
|
|
|
|
#if SHADING_PATH_MOBILE
|
|
|
|
#ifndef ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED
|
|
#define ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED 0
|
|
#endif
|
|
|
|
#define MOBILE_SHADINGMODEL_SUPPORT (!MOBILE_DEFERRED_SHADING || ENABLE_SHADINGMODEL_SUPPORT_MOBILE_DEFERRED)
|
|
|
|
float MobileEncodeIdAndColorChannel(uint Id, float Color, bool b10Bits)
|
|
{
|
|
if (b10Bits)
|
|
{
|
|
uint ColorValue = (uint)round(clamp(Color, 0.0, 1.0) * 63.0) << 4; // 6bit color
|
|
return (float)(ColorValue | (Id & 0x0F)) / 1023.0;
|
|
}
|
|
else // 8 bits
|
|
{
|
|
uint ColorValue = (uint)round(clamp(Color, 0.0, 1.0) * 31.0) << 3; // 5bit color
|
|
return (float)(ColorValue | (Id & 0x07)) / 255.0;
|
|
}
|
|
}
|
|
|
|
uint MobileDecodeId(float InPackedChannel, bool b10Bits)
|
|
{
|
|
if (b10Bits)
|
|
{
|
|
return ((uint)round(InPackedChannel * 1023.0)) & 0x0F;
|
|
}
|
|
else // 8 bits
|
|
{
|
|
return ((uint)round(InPackedChannel * 255.0)) & 0x07;
|
|
}
|
|
}
|
|
|
|
float MobileDecodeColorChannel(float InPackedChannel, bool b10Bits)
|
|
{
|
|
if (b10Bits)
|
|
{
|
|
return ((uint)(InPackedChannel * 1023.0) >> 4) / 63.0;
|
|
}
|
|
else // 8 bits
|
|
{
|
|
return ((uint)(InPackedChannel * 255.0) >> 3) / 31.0;
|
|
}
|
|
}
|
|
|
|
/** Mobile specific encoding of GBuffer data */
|
|
void MobileEncodeGBuffer(
|
|
FGBufferData GBuffer,
|
|
out half4 OutGBufferA,
|
|
out half4 OutGBufferB,
|
|
out half4 OutGBufferC,
|
|
out half4 OutGBufferD
|
|
)
|
|
{
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_UNLIT)
|
|
{
|
|
OutGBufferA = 0;
|
|
OutGBufferB = 0;
|
|
OutGBufferC = 0;
|
|
OutGBufferD = 0;
|
|
}
|
|
else
|
|
{
|
|
OutGBufferA.rg = UnitVectorToOctahedron( normalize(GBuffer.WorldNormal) ) * 0.5f + 0.5f;
|
|
#if ALLOW_STATIC_LIGHTING
|
|
OutGBufferA.b = EncodeIndirectIrradiance(GBuffer.IndirectIrradiance);
|
|
#else
|
|
OutGBufferA.b = 1;
|
|
#endif
|
|
OutGBufferA.a = GBuffer.PerObjectGBufferData;
|
|
|
|
OutGBufferB.r = GBuffer.Metallic;
|
|
OutGBufferB.g = GBuffer.Specular;
|
|
OutGBufferB.b = GBuffer.Roughness;
|
|
OutGBufferB.a = GBuffer.ShadingModelID / 255.0;
|
|
|
|
OutGBufferC.rgb = EncodeBaseColor( GBuffer.BaseColor );
|
|
#if ALLOW_STATIC_LIGHTING
|
|
OutGBufferC.a = GBuffer.PrecomputedShadowFactors.x;
|
|
#else
|
|
OutGBufferC.a = GBuffer.GBufferAO;
|
|
#endif
|
|
OutGBufferD = GBuffer.CustomData;
|
|
|
|
#if MOBILE_SHADINGMODEL_SUPPORT
|
|
#if MOBILE_EXTENDED_GBUFFER
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_EYE)
|
|
{
|
|
// encode Curvature into 5 bits and 3 bits for SubsurfaceProfile
|
|
OutGBufferD.x = MobileEncodeIdAndColorChannel(GBuffer.CustomData.x, GBuffer.Curvature, false);
|
|
}
|
|
#else
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE ||
|
|
GBuffer.ShadingModelID == SHADINGMODELID_PREINTEGRATED_SKIN)
|
|
{
|
|
// encode Opacity into 6 bits and 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, GBuffer.CustomData.a, true);
|
|
OutGBufferB.a = GBuffer.CustomData.r; // SubsurfaceColor.R
|
|
OutGBufferC.a = GBuffer.CustomData.g; // SubsurfaceColor.G
|
|
OutGBufferB.r = GBuffer.CustomData.b; // SubsurfaceColor.B
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT)
|
|
{
|
|
// encode 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, 0, true);
|
|
OutGBufferB.a = GBuffer.CustomData.x; // ClearCoat
|
|
OutGBufferC.a = GBuffer.CustomData.y; // ClearCoatRoughness
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE)
|
|
{
|
|
// encode Opacity into 6 bits and 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, GBuffer.CustomData.a, true);
|
|
OutGBufferB.a = GBuffer.CustomData.r; // SubsurfaceProfile
|
|
OutGBufferC.a = GBuffer.Curvature; // Curvature
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_HAIR)
|
|
{
|
|
// encode Backlit into 6 bits and 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, GBuffer.CustomData.z, true);
|
|
OutGBufferB.a = GBuffer.CustomData.x; //
|
|
OutGBufferC.a = GBuffer.CustomData.y; //
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE)
|
|
{
|
|
// encode 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, 0, true);
|
|
OutGBufferB.a = GBuffer.CustomData.r; // SubsurfaceColor.R
|
|
OutGBufferC.a = GBuffer.CustomData.g; // SubsurfaceColor.G
|
|
OutGBufferB.r = GBuffer.CustomData.b; // SubsurfaceColor.B
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_CLOTH)
|
|
{
|
|
// encode Cloth into 6 bits and 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, GBuffer.CustomData.a, true);
|
|
OutGBufferB.a = GBuffer.CustomData.r; // SubsurfaceColor.R
|
|
OutGBufferC.a = GBuffer.CustomData.g; // SubsurfaceColor.G
|
|
OutGBufferB.r = GBuffer.CustomData.b; // SubsurfaceColor.B
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_EYE)
|
|
{
|
|
// encode IrisMask into 6 bits and 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, GBuffer.CustomData.w, true);
|
|
// encode Curvature into 5 bits and 3 bits for SubsurfaceProfile
|
|
OutGBufferB.a = MobileEncodeIdAndColorChannel(GBuffer.CustomData.x, GBuffer.Curvature, false);
|
|
OutGBufferC.a = GBuffer.CustomData.y; // IrisNormal_Oct.x
|
|
OutGBufferB.g = GBuffer.CustomData.z; // IrisNormal_Oct.y
|
|
}
|
|
else
|
|
{
|
|
// encode 4 bits for shading model
|
|
OutGBufferA.b = MobileEncodeIdAndColorChannel(GBuffer.ShadingModelID, 0, true);
|
|
}
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
|
|
FGBufferData MobileDecodeGBuffer(half4 InGBufferA, half4 InGBufferB, half4 InGBufferC, half4 InGBufferD)
|
|
{
|
|
FGBufferData GBuffer = (FGBufferData)0;
|
|
GBuffer.WorldNormal = OctahedronToUnitVector(InGBufferA.xy * 2.0f - 1.0f);
|
|
#if ALLOW_STATIC_LIGHTING
|
|
GBuffer.IndirectIrradiance = DecodeIndirectIrradiance(InGBufferA.z);
|
|
#else
|
|
GBuffer.IndirectIrradiance = 1;
|
|
#endif
|
|
GBuffer.PerObjectGBufferData = InGBufferA.a;
|
|
|
|
GBuffer.Metallic = InGBufferB.r;
|
|
GBuffer.Specular = InGBufferB.g;
|
|
GBuffer.Roughness = InGBufferB.b;
|
|
// Note: must match GetShadingModelId standalone function logic
|
|
// Also Note: SimpleElementPixelShader directly sets SV_Target2 ( GBufferB ) to indicate unlit.
|
|
// An update there will be required if this layout changes.
|
|
GBuffer.ShadingModelID = MOBILE_SHADINGMODEL_SUPPORT ? (uint)round(InGBufferB.a * 255.0f) : SHADINGMODELID_DEFAULT_LIT;
|
|
GBuffer.SelectiveOutputMask = 0;
|
|
GBuffer.BaseColor = DecodeBaseColor(InGBufferC.rgb);
|
|
#if ALLOW_STATIC_LIGHTING
|
|
GBuffer.GBufferAO = 1;
|
|
GBuffer.PrecomputedShadowFactors = half4(InGBufferC.a, 1, 1, 1);
|
|
#else
|
|
GBuffer.GBufferAO = InGBufferC.a;
|
|
GBuffer.PrecomputedShadowFactors = 1.0;
|
|
#endif
|
|
|
|
GBuffer.StoredBaseColor = GBuffer.BaseColor;
|
|
GBuffer.StoredMetallic = GBuffer.Metallic;
|
|
GBuffer.StoredSpecular = GBuffer.Specular;
|
|
|
|
#if MOBILE_SHADINGMODEL_SUPPORT
|
|
#if MOBILE_EXTENDED_GBUFFER
|
|
GBuffer.CustomData = HasCustomGBufferData(GBuffer.ShadingModelID) ? InGBufferD : 0;
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_EYE)
|
|
{
|
|
GBuffer.Curvature = MobileDecodeColorChannel(InGBufferD.x, false); // Curvature
|
|
}
|
|
#else
|
|
GBuffer.ShadingModelID = MobileDecodeId(InGBufferA.b, true);
|
|
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE ||
|
|
GBuffer.ShadingModelID == SHADINGMODELID_PREINTEGRATED_SKIN)
|
|
{
|
|
GBuffer.CustomData.a = MobileDecodeColorChannel(InGBufferA.b, true); // Opacity
|
|
GBuffer.CustomData.r = InGBufferB.a; // SubsurfaceColor.R
|
|
GBuffer.CustomData.g = InGBufferC.a; // SubsurfaceColor.G
|
|
GBuffer.CustomData.b = InGBufferB.r; // SubsurfaceColor.B
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
GBuffer.Metallic = 0; // no space for Metallic
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT)
|
|
{
|
|
GBuffer.CustomData.x = InGBufferB.a; // ClearCoat
|
|
GBuffer.CustomData.y = InGBufferC.a; // ClearCoatRoughness
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE)
|
|
{
|
|
GBuffer.CustomData.a = MobileDecodeColorChannel(InGBufferA.b, true); // Opacity
|
|
GBuffer.CustomData.r = InGBufferB.a; // SubsurfaceProfile
|
|
GBuffer.Curvature = InGBufferC.a; // Curvature
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_HAIR)
|
|
{
|
|
GBuffer.CustomData.z = MobileDecodeColorChannel(InGBufferA.b, true); // Backlit
|
|
GBuffer.CustomData.x = InGBufferB.a; //
|
|
GBuffer.CustomData.y = InGBufferC.a; //
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE)
|
|
{
|
|
GBuffer.CustomData.r = InGBufferB.a; // SubsurfaceColor.R
|
|
GBuffer.CustomData.g = InGBufferC.a; // SubsurfaceColor.G
|
|
GBuffer.CustomData.b = InGBufferB.r; // SubsurfaceColor.B
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
GBuffer.Metallic = 0; // no space for Metallic
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_CLOTH)
|
|
{
|
|
GBuffer.CustomData.a = MobileDecodeColorChannel(InGBufferA.b, true); // Cloth
|
|
GBuffer.CustomData.r = InGBufferB.a; // SubsurfaceColor.R
|
|
GBuffer.CustomData.g = InGBufferC.a; // SubsurfaceColor.G
|
|
GBuffer.CustomData.b = InGBufferB.r; // SubsurfaceColor.B
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
GBuffer.Metallic = 0; // no space for Metallic
|
|
}
|
|
else if (GBuffer.ShadingModelID == SHADINGMODELID_EYE)
|
|
{
|
|
GBuffer.CustomData.w = MobileDecodeColorChannel(InGBufferA.b, true); // IrisMask
|
|
GBuffer.CustomData.x = MobileDecodeId(InGBufferB.a, false); // SubsurfaceProfile
|
|
GBuffer.CustomData.y = InGBufferC.a; // IrisNormal_Oct.x
|
|
GBuffer.CustomData.z = InGBufferB.g; // IrisNormal_Oct.y
|
|
GBuffer.Curvature = MobileDecodeColorChannel(InGBufferB.a, false); // Curvature
|
|
|
|
GBuffer.GBufferAO = 1; // no space for AO
|
|
GBuffer.Specular = 0.5f; // no space for Specular
|
|
}
|
|
#endif
|
|
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_EYE)
|
|
{
|
|
GBuffer.Metallic = 0.0;
|
|
#if IRIS_NORMAL
|
|
GBuffer.Specular = 0.25;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
// derived from BaseColor, Metalness, Specular
|
|
{
|
|
GBuffer.SpecularColor = ComputeF0(GBuffer.Specular, GBuffer.BaseColor, GBuffer.Metallic);
|
|
GBuffer.DiffuseColor = GBuffer.BaseColor - GBuffer.BaseColor * GBuffer.Metallic;
|
|
}
|
|
return GBuffer;
|
|
}
|
|
|
|
#if MOBILE_DEFERRED_SHADING
|
|
|
|
#define FRAMEBUFFER_FETCH_ACCESS (IS_MOBILE_DEFERREDSHADING_SUBPASS && PIXELSHADER && ALLOW_FRAMEBUFFER_FETCH)
|
|
|
|
#if (METAL_ES3_1_PROFILE && FRAMEBUFFER_FETCH_ACCESS)
|
|
#include "/Engine/Public/Platform/Metal/MetalSubpassSupport.ush"
|
|
#elif (VULKAN_PROFILE && FRAMEBUFFER_FETCH_ACCESS)
|
|
#include "/Engine/Public/Platform/Vulkan/VulkanSubpassSupport.ush"
|
|
#elif (USE_GLES_FBF_DEFERRED && FRAMEBUFFER_FETCH_ACCESS)
|
|
#include "/Engine/Public/Platform/GL/GLSubpassSupport.ush"
|
|
#endif
|
|
|
|
void MobileFetchGBuffer(in float2 UV, out half4 GBufferA, out half4 GBufferB, out half4 GBufferC, out half4 GBufferD, out float SceneDepth)
|
|
{
|
|
#if (VULKAN_PROFILE && FRAMEBUFFER_FETCH_ACCESS)
|
|
GBufferA = VulkanSubpassFetch1();
|
|
GBufferB = VulkanSubpassFetch2();
|
|
GBufferC = VulkanSubpassFetch3();
|
|
#if MOBILE_EXTENDED_GBUFFER
|
|
GBufferD = VulkanSubpassFetch4();
|
|
#endif
|
|
#elif (METAL_ES3_1_PROFILE && !MAC && FRAMEBUFFER_FETCH_ACCESS)
|
|
GBufferA = SubpassFetchRGBA_1();
|
|
GBufferB = SubpassFetchRGBA_2();
|
|
GBufferC = SubpassFetchRGBA_3();
|
|
#if MOBILE_EXTENDED_GBUFFER
|
|
GBufferD = SubpassFetchRGBA_4();
|
|
#endif
|
|
#elif (USE_GLES_FBF_DEFERRED && FRAMEBUFFER_FETCH_ACCESS)
|
|
GBufferA = GLSubpassFetch1();
|
|
GBufferB = GLSubpassFetch2();
|
|
GBufferC = GLSubpassFetch3();
|
|
GBufferD = 0; // PLS is limited to 128bits
|
|
#else
|
|
GBufferA = Texture2DSampleLevel(MobileSceneTextures.GBufferATexture, MobileSceneTextures.GBufferATextureSampler, UV, 0);
|
|
GBufferB = Texture2DSampleLevel(MobileSceneTextures.GBufferBTexture, MobileSceneTextures.GBufferBTextureSampler, UV, 0);
|
|
GBufferC = Texture2DSampleLevel(MobileSceneTextures.GBufferCTexture, MobileSceneTextures.GBufferCTextureSampler, UV, 0);
|
|
#if MOBILE_EXTENDED_GBUFFER
|
|
GBufferD = Texture2DSampleLevel(MobileSceneTextures.GBufferDTexture, MobileSceneTextures.GBufferDTextureSampler, UV, 0);
|
|
#endif
|
|
#endif
|
|
|
|
#if (FRAMEBUFFER_FETCH_ACCESS && VULKAN_PROFILE)
|
|
SceneDepth = ConvertFromDeviceZ(VulkanSubpassDepthFetch());
|
|
#elif (FRAMEBUFFER_FETCH_ACCESS && !MAC && (USE_SCENE_DEPTH_AUX || USE_GLES_FBF_DEFERRED))
|
|
SceneDepth = ConvertFromDeviceZ(DepthbufferFetchES2());
|
|
#else
|
|
SceneDepth = ConvertFromDeviceZ(Texture2DSampleLevel(MobileSceneTextures.SceneDepthTexture, MobileSceneTextures.SceneDepthTextureSampler, UV, 0).r);
|
|
#endif
|
|
}
|
|
#endif //MOBILE_DEFERRED_SHADING
|
|
|
|
FGBufferData MobileFetchAndDecodeGBuffer(in float2 UV, in float2 PixelPos, uint ViewId)
|
|
{
|
|
FGBufferData GBuffer = (FGBufferData)0;
|
|
#if MOBILE_DEFERRED_SHADING
|
|
float SceneDepth = 0;
|
|
half4 GBufferA = 0;
|
|
half4 GBufferB = 0;
|
|
half4 GBufferC = 0;
|
|
half4 GBufferD = 0;
|
|
MobileFetchGBuffer(UV, GBufferA, GBufferB, GBufferC, GBufferD, SceneDepth);
|
|
GBuffer = MobileDecodeGBuffer(GBufferA, GBufferB, GBufferC, GBufferD);
|
|
GBuffer.Depth = SceneDepth;
|
|
#else
|
|
GBuffer.Depth = CalcSceneDepth(UV);
|
|
#endif
|
|
#if MOBILE_MULTI_VIEW
|
|
GBuffer.CustomDepth = ConvertFromDeviceZ(Texture2DArraySample(MobileSceneTextures.CustomDepthTextureArray, MobileSceneTextures.CustomDepthTextureSampler, float3(UV, ViewId)).r);
|
|
GBuffer.CustomStencil = MobileSceneTextures.CustomStencilTextureArray.Load(int4(PixelPos.xy, ViewId, 0)) STENCIL_COMPONENT_SWIZZLE;
|
|
#else
|
|
GBuffer.CustomDepth = ConvertFromDeviceZ(Texture2DSample(MobileSceneTextures.CustomDepthTexture, MobileSceneTextures.CustomDepthTextureSampler, float3(UV, ViewId)).r);
|
|
GBuffer.CustomStencil = MobileSceneTextures.CustomStencilTexture.Load(int3(PixelPos.xy, 0)) STENCIL_COMPONENT_SWIZZLE;
|
|
#endif
|
|
|
|
|
|
return GBuffer;
|
|
}
|
|
|
|
FGBufferData MobileFetchAndDecodeGBuffer(in float2 UV, in float2 PixelPos)
|
|
{
|
|
return MobileFetchAndDecodeGBuffer(UV, PixelPos, 0);
|
|
}
|
|
|
|
#endif //SHADING_PATH_MOBILE
|
|
|
|
/** Populates OutGBufferA, B and C */
|
|
void EncodeGBuffer(
|
|
FGBufferData GBuffer,
|
|
out float4 OutGBufferA,
|
|
out float4 OutGBufferB,
|
|
out float4 OutGBufferC,
|
|
out float4 OutGBufferD,
|
|
out float4 OutGBufferE,
|
|
out float4 OutGBufferVelocity,
|
|
float QuantizationBias = 0 // -0.5 to 0.5 random float. Used to bias quantization.
|
|
)
|
|
{
|
|
#if SHADING_PATH_MOBILE
|
|
MobileEncodeGBuffer(GBuffer, OutGBufferA, OutGBufferB, OutGBufferC, OutGBufferD);
|
|
OutGBufferE = 0;
|
|
OutGBufferVelocity = 0;
|
|
#else
|
|
if (GBuffer.ShadingModelID == SHADINGMODELID_UNLIT)
|
|
{
|
|
OutGBufferA = 0;
|
|
SetGBufferForUnlit(OutGBufferB);
|
|
OutGBufferC = 0;
|
|
OutGBufferD = 0;
|
|
OutGBufferE = 0;
|
|
}
|
|
else
|
|
{
|
|
#if 1
|
|
OutGBufferA.rgb = EncodeNormal( GBuffer.WorldNormal );
|
|
OutGBufferA.a = GBuffer.PerObjectGBufferData;
|
|
#else
|
|
float3 Normal = GBuffer.WorldNormal;
|
|
uint NormalFace = 0;
|
|
EncodeNormal( Normal, NormalFace );
|
|
|
|
OutGBufferA.rg = Normal.xy;
|
|
OutGBufferA.b = 0;
|
|
OutGBufferA.a = GBuffer.PerObjectGBufferData;
|
|
#endif
|
|
|
|
OutGBufferB.r = GBuffer.Metallic;
|
|
OutGBufferB.g = GBuffer.Specular;
|
|
OutGBufferB.b = GBuffer.Roughness;
|
|
OutGBufferB.a = EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
|
|
|
|
OutGBufferC.rgb = EncodeBaseColor( GBuffer.BaseColor );
|
|
|
|
#if GBUFFER_HAS_DIFFUSE_SAMPLE_OCCLUSION
|
|
OutGBufferC.a = float(GBuffer.DiffuseIndirectSampleOcclusion) * (1.0f / 255.0f);
|
|
#elif ALLOW_STATIC_LIGHTING
|
|
// No space for AO. Multiply IndirectIrradiance by AO instead of storing.
|
|
OutGBufferC.a = EncodeIndirectIrradiance(GBuffer.IndirectIrradiance * GBuffer.GBufferAO) + QuantizationBias * (1.0 / 255.0);
|
|
#else
|
|
OutGBufferC.a = GBuffer.GBufferAO;
|
|
#endif
|
|
|
|
OutGBufferD = GBuffer.CustomData;
|
|
OutGBufferE = GBuffer.PrecomputedShadowFactors;
|
|
}
|
|
|
|
#if WRITES_VELOCITY_TO_GBUFFER
|
|
OutGBufferVelocity = GBuffer.Velocity;
|
|
#else
|
|
OutGBufferVelocity = 0;
|
|
#endif
|
|
#endif// SHADING_PATH_MOBILE
|
|
}
|
|
|
|
// SubsurfaceProfile does deferred lighting with a checker board pixel pattern
|
|
// we separate the view from the non view dependent lighting and later recombine the two color constributions in a postprocess
|
|
// We have the option to apply the BaseColor/Specular in the base pass or do it later in the postprocess (has implications to texture detail, fresnel and performance)
|
|
bool AdjustBaseColorAndSpecularColorForSubsurfaceProfileLighting(inout float3 BaseColor, inout float Specular, bool bChecker)
|
|
{
|
|
#if SUBSURFACE_CHANNEL_MODE == 0
|
|
// If SUBSURFACE_CHANNEL_MODE is 0, we can't support full-resolution lighting, so we
|
|
// ignore View.bCheckerboardSubsurfaceProfileRendering
|
|
const bool bCheckerboardRequired = View.bSubsurfacePostprocessEnabled > 0;
|
|
#else
|
|
const bool bCheckerboardRequired = View.bSubsurfacePostprocessEnabled > 0 && View.bCheckerboardSubsurfaceProfileRendering > 0;
|
|
BaseColor = (ALLOW_SSS_MATERIAL_OVERRIDE && View.bSubsurfacePostprocessEnabled) ? float3(1, 1, 1) : BaseColor;
|
|
#endif
|
|
if (bCheckerboardRequired && ALLOW_SSS_MATERIAL_OVERRIDE)
|
|
{
|
|
// because we adjust the BaseColor here, we need StoredBaseColor
|
|
// we apply the base color later in SubsurfaceRecombinePS()
|
|
BaseColor = bChecker;
|
|
Specular *= !bChecker;
|
|
}
|
|
return bCheckerboardRequired;
|
|
}
|
|
void AdjustBaseColorAndSpecularColorForSubsurfaceProfileLighting(inout float3 BaseColor, inout float3 SpecularColor, inout float Specular, bool bChecker)
|
|
{
|
|
// If this function is called in translucent pass, we should not modify the BaseColor, instead directly read the base color as it is.
|
|
// The translucent pass is called after the main post process subsurface scattering pass, it will not affect previous logic.
|
|
#if MATERIALBLENDING_TRANSLUCENT || !ALLOW_SSS_MATERIAL_OVERRIDE
|
|
return;
|
|
#else
|
|
const bool bCheckerboardRequired = AdjustBaseColorAndSpecularColorForSubsurfaceProfileLighting(BaseColor, Specular, bChecker);
|
|
if (bCheckerboardRequired)
|
|
{
|
|
// in SubsurfaceRecombinePS() does not multiply with Specular so we do it here
|
|
SpecularColor *= !bChecker;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/** Populates FGBufferData */
|
|
// @param bChecker High frequency Checkerboard pattern computed with one of the CheckerFrom.. functions, todo: profile if float 0/1 would be better (need to make sure it's 100% the same)
|
|
FGBufferData DecodeGBufferData(
|
|
float4 InGBufferA,
|
|
float4 InGBufferB,
|
|
float4 InGBufferC,
|
|
float4 InGBufferD,
|
|
float4 InGBufferE,
|
|
float4 InGBufferF,
|
|
float4 InGBufferVelocity,
|
|
float CustomNativeDepth,
|
|
uint CustomStencil,
|
|
float SceneDepth,
|
|
bool bGetNormalizedNormal,
|
|
bool bChecker)
|
|
{
|
|
FGBufferData GBuffer;
|
|
|
|
GBuffer.WorldNormal = DecodeNormal( InGBufferA.xyz );
|
|
if(bGetNormalizedNormal)
|
|
{
|
|
GBuffer.WorldNormal = normalize(GBuffer.WorldNormal);
|
|
}
|
|
|
|
GBuffer.PerObjectGBufferData = InGBufferA.a;
|
|
GBuffer.Metallic = InGBufferB.r;
|
|
GBuffer.Specular = InGBufferB.g;
|
|
GBuffer.Roughness = InGBufferB.b;
|
|
// Note: must match GetShadingModelId standalone function logic
|
|
// Also Note: SimpleElementPixelShader directly sets SV_Target2 ( GBufferB ) to indicate unlit.
|
|
// An update there will be required if this layout changes.
|
|
GBuffer.ShadingModelID = DecodeShadingModelId(InGBufferB.a);
|
|
GBuffer.SelectiveOutputMask = DecodeSelectiveOutputMask(InGBufferB.a);
|
|
|
|
GBuffer.BaseColor = DecodeBaseColor(InGBufferC.rgb);
|
|
|
|
#if GBUFFER_HAS_DIFFUSE_SAMPLE_OCCLUSION
|
|
GBuffer.DiffuseIndirectSampleOcclusion = 255 * InGBufferC.a;
|
|
GBuffer.GBufferAO = saturate(1.0 - float(countbits(GBuffer.DiffuseIndirectSampleOcclusion)) * rcp(float(INDIRECT_SAMPLE_COUNT)));
|
|
GBuffer.IndirectIrradiance = 1;
|
|
#elif ALLOW_STATIC_LIGHTING
|
|
GBuffer.GBufferAO = 1;
|
|
GBuffer.DiffuseIndirectSampleOcclusion = 0x0;
|
|
GBuffer.IndirectIrradiance = DecodeIndirectIrradiance(InGBufferC.a);
|
|
#else
|
|
GBuffer.GBufferAO = InGBufferC.a;
|
|
GBuffer.DiffuseIndirectSampleOcclusion = 0x0;
|
|
GBuffer.IndirectIrradiance = 1;
|
|
#endif
|
|
|
|
GBuffer.CustomData = HasCustomGBufferData(GBuffer.ShadingModelID) ? InGBufferD : 0;
|
|
|
|
// FirstPerson uses a bit in SelectiveOutputMask that is aliased with ZERO_PRECSHADOW_MASK when !ALLOW_STATIC_LIGHTING, so we explicitly skip this logic here.
|
|
#if ALLOW_STATIC_LIGHTING
|
|
GBuffer.PrecomputedShadowFactors = !(GBuffer.SelectiveOutputMask & SKIP_PRECSHADOW_MASK) ? InGBufferE : ((GBuffer.SelectiveOutputMask & ZERO_PRECSHADOW_MASK) ? 0 : 1);
|
|
#else
|
|
GBuffer.PrecomputedShadowFactors = half(1.0f);
|
|
#endif
|
|
GBuffer.CustomDepth = ConvertFromDeviceZ(CustomNativeDepth);
|
|
GBuffer.CustomStencil = CustomStencil;
|
|
GBuffer.Depth = SceneDepth;
|
|
|
|
GBuffer.StoredBaseColor = GBuffer.BaseColor;
|
|
GBuffer.StoredMetallic = GBuffer.Metallic;
|
|
GBuffer.StoredSpecular = GBuffer.Specular;
|
|
|
|
FLATTEN
|
|
if( GBuffer.ShadingModelID == SHADINGMODELID_EYE )
|
|
{
|
|
GBuffer.Metallic = 0.0;
|
|
#if IRIS_NORMAL
|
|
GBuffer.Specular = 0.25;
|
|
#endif
|
|
}
|
|
|
|
// derived from BaseColor, Metalness, Specular
|
|
{
|
|
GBuffer.SpecularColor = ComputeF0(GBuffer.Specular, GBuffer.BaseColor, GBuffer.Metallic);
|
|
|
|
if (UseSubsurfaceProfile(GBuffer.ShadingModelID))
|
|
{
|
|
AdjustBaseColorAndSpecularColorForSubsurfaceProfileLighting(GBuffer.BaseColor, GBuffer.SpecularColor, GBuffer.Specular, bChecker);
|
|
}
|
|
|
|
GBuffer.DiffuseColor = GBuffer.BaseColor - GBuffer.BaseColor * GBuffer.Metallic;
|
|
|
|
#if USE_DEVELOPMENT_SHADERS
|
|
{
|
|
// this feature is only needed for development/editor - we can compile it out for a shipping build (see r.CompileShadersForDevelopment cvar help)
|
|
GBuffer.DiffuseColor = GBuffer.DiffuseColor * View.DiffuseOverrideParameter.www + View.DiffuseOverrideParameter.xyz;
|
|
GBuffer.SpecularColor = GBuffer.SpecularColor * View.SpecularOverrideParameter.w + View.SpecularOverrideParameter.xyz;
|
|
}
|
|
#endif //USE_DEVELOPMENT_SHADERS
|
|
}
|
|
|
|
{
|
|
bool bHasAnisoProp = HasAnisotropy(GBuffer.SelectiveOutputMask);
|
|
|
|
GBuffer.WorldTangent = bHasAnisoProp ? DecodeNormal(InGBufferF.rgb) : 0;
|
|
GBuffer.Anisotropy = bHasAnisoProp ? InGBufferF.a * 2.0f - 1.0f : 0;
|
|
|
|
if (bGetNormalizedNormal && bHasAnisoProp)
|
|
{
|
|
GBuffer.WorldTangent = normalize(GBuffer.WorldTangent);
|
|
}
|
|
}
|
|
|
|
GBuffer.Velocity = !(GBuffer.SelectiveOutputMask & SKIP_VELOCITY_MASK) ? InGBufferVelocity : 0;
|
|
|
|
return GBuffer;
|
|
}
|
|
|
|
float3 ExtractSubsurfaceColor(FGBufferData BufferData)
|
|
{
|
|
return Square(BufferData.CustomData.rgb);
|
|
}
|
|
|
|
uint ExtractSubsurfaceProfileInt(float ProfileNormFloat)
|
|
{
|
|
return uint(ProfileNormFloat * 255.0f + 0.5f);
|
|
}
|
|
|
|
uint ExtractSubsurfaceProfileInt(FGBufferData BufferData)
|
|
{
|
|
return ExtractSubsurfaceProfileInt(BufferData.CustomData.r);
|
|
}
|
|
|
|
#if SHADING_PATH_DEFERRED
|
|
|
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
|
FGBufferData GetGBufferDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
|
|
{
|
|
#if GBUFFER_REFACTOR
|
|
return DecodeGBufferDataUint(PixelPos,bGetNormalizedNormal);
|
|
#else
|
|
float4 GBufferA = SceneTexturesStruct.GBufferATexture.Load(int3(PixelPos, 0));
|
|
float4 GBufferB = SceneTexturesStruct.GBufferBTexture.Load(int3(PixelPos, 0));
|
|
float4 GBufferC = SceneTexturesStruct.GBufferCTexture.Load(int3(PixelPos, 0));
|
|
float4 GBufferD = SceneTexturesStruct.GBufferDTexture.Load(int3(PixelPos, 0));
|
|
float CustomNativeDepth = SceneTexturesStruct.CustomDepthTexture.Load(int3(PixelPos, 0)).r;
|
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(PixelPos, 0)) STENCIL_COMPONENT_SWIZZLE;
|
|
|
|
#if ALLOW_STATIC_LIGHTING
|
|
float4 GBufferE = SceneTexturesStruct.GBufferETexture.Load(int3(PixelPos, 0));
|
|
#else
|
|
float4 GBufferE = 1;
|
|
#endif
|
|
|
|
float4 GBufferF = SceneTexturesStruct.GBufferFTexture.Load(int3(PixelPos, 0));
|
|
|
|
#if WRITES_VELOCITY_TO_GBUFFER
|
|
float4 GBufferVelocity = SceneTexturesStruct.GBufferVelocityTexture.Load(int3(PixelPos, 0));
|
|
#else
|
|
float4 GBufferVelocity = 0;
|
|
#endif
|
|
|
|
float SceneDepth = CalcSceneDepth(PixelPos);
|
|
|
|
return DecodeGBufferData(GBufferA, GBufferB, GBufferC, GBufferD, GBufferE, GBufferF, GBufferVelocity, CustomNativeDepth, CustomStencil, SceneDepth, bGetNormalizedNormal, CheckerFromPixelPos(PixelPos));
|
|
#endif
|
|
}
|
|
|
|
// @param PixelPos relative to left top of the rendertarget (not viewport)
|
|
FScreenSpaceData GetScreenSpaceDataUint(uint2 PixelPos, bool bGetNormalizedNormal = true)
|
|
{
|
|
FScreenSpaceData Out;
|
|
|
|
Out.GBuffer = GetGBufferDataUint(PixelPos, bGetNormalizedNormal);
|
|
|
|
float4 ScreenSpaceAO = Texture2DSampleLevel(SceneTexturesStruct.ScreenSpaceAOTexture, SceneTexturesStruct_ScreenSpaceAOTextureSampler, (PixelPos + 0.5f) * View.BufferSizeAndInvSize.zw, 0);
|
|
Out.AmbientOcclusion = ScreenSpaceAO.r;
|
|
|
|
return Out;
|
|
}
|
|
#endif
|
|
|
|
// @param UV - UV space in the GBuffer textures (BufferSize resolution)
|
|
// TOOD: need to find a way to make this more convenient.
|
|
FGBufferData GetGBufferDataFromSceneTextures(float2 UV, bool bGetNormalizedNormal = true)
|
|
{
|
|
#if GBUFFER_REFACTOR
|
|
return DecodeGBufferDataSceneTextures(UV,bGetNormalizedNormal);
|
|
#else
|
|
float4 GBufferA = GBufferATexture.SampleLevel(GBufferATextureSampler, UV, 0);
|
|
float4 GBufferB = GBufferBTexture.SampleLevel(GBufferBTextureSampler, UV, 0);
|
|
float4 GBufferC = GBufferCTexture.SampleLevel(GBufferCTextureSampler, UV, 0);
|
|
float4 GBufferD = GBufferDTexture.SampleLevel(GBufferDTextureSampler, UV, 0);
|
|
float4 GBufferE = GBufferETexture.SampleLevel(GBufferETextureSampler, UV, 0);
|
|
float4 GBufferF = GBufferFTexture.SampleLevel(GBufferFTextureSampler, UV, 0);
|
|
float4 GBufferVelocity = GBufferVelocityTexture.SampleLevel(GBufferVelocityTextureSampler, UV, 0);
|
|
|
|
uint CustomStencil = 0;
|
|
float CustomNativeDepth = 0;
|
|
|
|
float DeviceZ = SampleDeviceZFromSceneTextures(UV);
|
|
|
|
float SceneDepth = ConvertFromDeviceZ(DeviceZ);
|
|
|
|
return DecodeGBufferData(GBufferA, GBufferB, GBufferC, GBufferD, GBufferE, GBufferF, GBufferVelocity, CustomNativeDepth, CustomStencil, SceneDepth, bGetNormalizedNormal, CheckerFromSceneColorUV(UV));
|
|
#endif
|
|
}
|
|
|
|
/** Returns the light channel mask that should be executed for this pixel. */
|
|
uint GetSceneLightingChannel(uint2 PixelCoord)
|
|
{
|
|
BRANCH
|
|
if (bSceneLightingChannelsValid)
|
|
{
|
|
return SceneLightingChannels.Load(uint3(PixelCoord, 0)).x;
|
|
}
|
|
return ~0;
|
|
}
|
|
|
|
// @param UV - UV space in the GBuffer textures (BufferSize resolution)
|
|
FGBufferData GetGBufferData(float2 UV, bool bGetNormalizedNormal = true)
|
|
{
|
|
#if GBUFFER_REFACTOR
|
|
return DecodeGBufferDataUV(UV,bGetNormalizedNormal);
|
|
#else
|
|
float4 GBufferA = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0);
|
|
float4 GBufferB = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0);
|
|
float4 GBufferC = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0);
|
|
float4 GBufferD = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0);
|
|
float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r;
|
|
|
|
// BufferToSceneTextureScale is necessary when translucent materials are rendered in a render target
|
|
// that has a different resolution than the scene color textures, e.g. r.SeparateTranslucencyScreenPercentage < 100.
|
|
int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy);
|
|
uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE;
|
|
|
|
#if ALLOW_STATIC_LIGHTING
|
|
float4 GBufferE = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0);
|
|
#else
|
|
float4 GBufferE = 1;
|
|
#endif
|
|
|
|
float4 GBufferF = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0);
|
|
|
|
#if WRITES_VELOCITY_TO_GBUFFER
|
|
float4 GBufferVelocity = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0);
|
|
#else
|
|
float4 GBufferVelocity = 0;
|
|
#endif
|
|
|
|
float SceneDepth = CalcSceneDepth(UV);
|
|
|
|
return DecodeGBufferData(GBufferA, GBufferB, GBufferC, GBufferD, GBufferE, GBufferF, GBufferVelocity, CustomNativeDepth, CustomStencil, SceneDepth, bGetNormalizedNormal, CheckerFromSceneColorUV(UV));
|
|
#endif
|
|
}
|
|
|
|
// Minimal path for just the lighting model, used to branch around unlit pixels (skybox)
|
|
uint GetShadingModelId(float2 UV)
|
|
{
|
|
return DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a);
|
|
}
|
|
|
|
// @param UV - UV space in the GBuffer textures (BufferSize resolution)
|
|
FScreenSpaceData GetScreenSpaceData(float2 UV, bool bGetNormalizedNormal = true)
|
|
{
|
|
FScreenSpaceData Out;
|
|
|
|
Out.GBuffer = GetGBufferData(UV, bGetNormalizedNormal);
|
|
float4 ScreenSpaceAO = Texture2DSampleLevel(SceneTexturesStruct.ScreenSpaceAOTexture, SceneTexturesStruct_ScreenSpaceAOTextureSampler, UV, 0);
|
|
|
|
Out.AmbientOcclusion = ScreenSpaceAO.r;
|
|
|
|
return Out;
|
|
}
|
|
|
|
#endif
|
|
// [ Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion" ]
|
|
half3 AOMultiBounce(half3 BaseColor, half AO)
|
|
{
|
|
half3 a = 2.0404 * BaseColor - 0.3324;
|
|
half3 b = -4.7951 * BaseColor + 0.6417;
|
|
half3 c = 2.7552 * BaseColor + 0.6903;
|
|
return max(AO, ((AO * a + b) * AO + c) * AO);
|
|
}
|
|
|
|
#define LIGHTING_CHANNELS_TEXTURE_DISTANCE_FIELD_REPRESENTATION_BIT 3
|