Files
UnrealEngine/Engine/Shaders/Private/MegaLights/MegaLights.ush
2025-05-18 13:04:45 +08:00

390 lines
12 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
// Change this to force recompilation of all MegaLights shaders
#pragma message("UESHADERMETADATA_VERSION VE4B3E07-ACF4-2565-BF1C-747A9EA5FD52")
#include "/Engine/Shared/MegaLightsDefinitions.h"
bool IsSimpleShadingTileType(uint TileType)
{
return TileType == TILE_MODE_SIMPLE_SHADING
|| TileType == TILE_MODE_SIMPLE_SHADING_RECT
|| TileType == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED
#if SUBSTRATE_ENABLED
|| TileType == TILE_MODE_SINGLE_SHADING
|| TileType == TILE_MODE_SINGLE_SHADING_RECT
|| TileType == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED
#endif
;
}
bool IsRectLightTileType(uint TileType)
{
return TileType == TILE_MODE_SIMPLE_SHADING_RECT
|| TileType == TILE_MODE_COMPLEX_SHADING_RECT
|| TileType == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED
|| TileType == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED
#if SUBSTRATE_ENABLED
|| TileType == TILE_MODE_SINGLE_SHADING_RECT
|| TileType == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT
|| TileType == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED
|| TileType == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED
#endif
;
}
bool IsTexturedLightTileType(uint TileType)
{
return TileType == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED
|| TileType == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED
#if SUBSTRATE_ENABLED
|| TileType == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED
|| TileType == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED
#endif
;
}
#if TILE_TYPE == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED
#define USE_SOURCE_TEXTURE 1
#else
#define USE_SOURCE_TEXTURE 0
#endif
#ifndef DEBUG_MODE
#define SHADER_PRINT_ALLOW 0
#endif
#include "../LightGridCommon.ush"
#define SUPPORT_CONTACT_SHADOWS 0
#define NON_DIRECTIONAL_DIRECT_LIGHTING 0
#include "../DeferredLightingCommon.ush"
#include "../SceneData.ush"
#include "../Hash.ush"
#include "../ShaderPrint.ush"
#define FontValue FontWhite
#define FontSelected FontRed
#define FontTitle FontEmerald
#include "../Lumen/LumenPosition.ush"
#include "../HairStrands/HairStrandsEnvironmentLightingCommon.ush"
#include "../HairStrands/HairStrandsVisibilityCommon.ush"
#include "../HairStrands/HairStrandsVisibilityUtils.ush"
#include "../HairStrands/HairStrandsDeepTransmittanceCommon.ush"
// Types of input
#ifndef INPUT_TYPE
#define INPUT_TYPE 0
#endif
#define INPUT_TYPE_GBUFFER 0
#define INPUT_TYPE_HAIRSTRANDS 1
#define DEBUG_MODE_VISUALIZE_TRACING 1
#define DEBUG_MODE_VISUALIZE_SAMPLING 2
#define DEBUG_MODE_TILE_CLASSIFICATION 3
void PrintTileTypeString(inout FShaderPrintContext Context, uint TileType, FFontColor InColor = FontWhite)
{
#if DEBUG_MODE
switch (TileType)
{
case TILE_MODE_SIMPLE_SHADING: Print(Context, TEXT("Simple "), InColor); break;
case TILE_MODE_COMPLEX_SHADING: Print(Context, TEXT("Complex "), InColor); break;
case TILE_MODE_SIMPLE_SHADING_RECT: Print(Context, TEXT("Simple Rect "), InColor); break;
case TILE_MODE_COMPLEX_SHADING_RECT: Print(Context, TEXT("Complex Rect "), InColor); break;
case TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED: Print(Context, TEXT("Simple Textured Rect "), InColor); break;
case TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED: Print(Context, TEXT("Complex Textured Rect"), InColor); break;
case TILE_MODE_EMPTY: Print(Context, TEXT("Empty "), InColor); break;
#if SUBSTRATE_ENABLED
case TILE_MODE_SINGLE_SHADING: Print(Context, TEXT("Single "), InColor); break;
case TILE_MODE_COMPLEX_SPECIAL_SHADING: Print(Context, TEXT("Complex Special "), InColor); break;
case TILE_MODE_SINGLE_SHADING_RECT: Print(Context, TEXT("Single Rect "), InColor); break;
case TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT: Print(Context, TEXT("Complex Special Rect "), InColor); break;
case TILE_MODE_SINGLE_SHADING_RECT_TEXTURED: Print(Context, TEXT("Single Textured Rect "), InColor); break;
case TILE_MODE_COMPLEX_SPECIAL_SHADING_RECT_TEXTURED: Print(Context, TEXT("Complex Sp.Text. Rect"), InColor); break;
#endif
}
#endif
}
int2 DebugCursorPosition;
int2 GetDebugScreenCoord()
{
const int2 CursorPosition = all(DebugCursorPosition >= 0) ? DebugCursorPosition : View.CursorPosition * View.ViewResolutionFraction;
const int2 DebugScreenCoord = CursorPosition.x >= 0 ? View.ViewRectMin.xy + CursorPosition : -1;
return DebugScreenCoord;
}
uint DownsampleFactorMultShift;
FShaderPrintContext InitDebugContext(uint2 ScreenCoord, bool bDownsampled, float2 StartPos)
{
FShaderPrintContext DebugContext;
#if DEBUG_MODE
int2 DebugScreenCoord = GetDebugScreenCoord();
if (bDownsampled)
{
DebugScreenCoord = DebugScreenCoord >> DownsampleFactorMultShift;
}
DebugContext = InitShaderPrintContext(all(ScreenCoord == DebugScreenCoord), StartPos);
#else
DebugContext = InitShaderPrintContext(false, StartPos);
#endif
return DebugContext;
}
uint PackTile(uint2 TileCoord)
{
return TileCoord.x | (TileCoord.y << 16);
}
uint2 UnpackTile(uint PackedTile)
{
return uint2(PackedTile & 0xFFFF, PackedTile >> 16);
}
struct FLightSample
{
uint LocalLightIndex;
float Weight;
bool bVisible;
bool bGuidedAsVisible;
};
FLightSample InitLightSample()
{
FLightSample LightSample;
LightSample.LocalLightIndex = MAX_LOCAL_LIGHT_INDEX;
LightSample.Weight = 0.0f;
LightSample.bVisible = false;
LightSample.bGuidedAsVisible = false;
return LightSample;
}
uint PackLightSample(FLightSample LightSample)
{
uint PackedLightSample = LightSample.LocalLightIndex & 0xFFFF;
PackedLightSample |= (f32tof16(LightSample.Weight) & 0x7FFE) << 16;
PackedLightSample |= LightSample.bGuidedAsVisible ? 0x10000 : 0;
PackedLightSample |= LightSample.bVisible ? 0x80000000 : 0;
return PackedLightSample;
}
FLightSample UnpackLightSample(uint PackedLightSample)
{
FLightSample LightSample = InitLightSample();
LightSample.LocalLightIndex = PackedLightSample & 0xFFFF;
LightSample.Weight = f16tof32((PackedLightSample >> 16) & 0x7FFE);
LightSample.bGuidedAsVisible = PackedLightSample & 0x10000 ? true : false;
LightSample.bVisible = PackedLightSample & 0x80000000 ? true : false;
return LightSample;
}
struct FLightSampleRay
{
float RayDistance; // Distance traversed by ray
float2 UV;
bool bCompleted; // Whether tracing was completed
bool bSupportScreenTrace;
bool bBackfaceDiffuse;
};
FLightSampleRay InitLightSampleRay()
{
FLightSampleRay LightSampleRay;
LightSampleRay.UV = 0.5f;
LightSampleRay.RayDistance = 0.0f;
LightSampleRay.bCompleted = true;
LightSampleRay.bSupportScreenTrace = true;
LightSampleRay.bBackfaceDiffuse = false;
return LightSampleRay;
}
uint PackLightSampleRay(FLightSampleRay LightSampleRay)
{
uint Packed = 0;
Packed = f32tof16(LightSampleRay.RayDistance);
Packed |= LightSampleRay.bBackfaceDiffuse ? 0x8000 : 0;
Packed |= uint(LightSampleRay.UV.x * 0x7F + 0.5f) << 16;
Packed |= uint(LightSampleRay.UV.y * 0x7F + 0.5f) << 23;
Packed |= LightSampleRay.bCompleted ? 0x40000000 : 0;
Packed |= LightSampleRay.bSupportScreenTrace ? 0x80000000 : 0;
return Packed;
}
FLightSampleRay UnpackLightSampleRay(uint Packed)
{
FLightSampleRay LightSampleRay = InitLightSampleRay();
LightSampleRay.RayDistance = f16tof32(Packed & 0x7FFF);
LightSampleRay.bBackfaceDiffuse = Packed & 0x8000 ? true : false;
LightSampleRay.UV.x = ((Packed >> 16) & 0x7F) / float(0x7F);
LightSampleRay.UV.y = ((Packed >> 23) & 0x7F) / float(0x7F);
LightSampleRay.bCompleted = Packed & 0x40000000 ? true : false;
LightSampleRay.bSupportScreenTrace = Packed & 0x80000000 ? true : false;
return LightSampleRay;
}
bool GetLightVisibility(uint VisibleLightHash[VISIBLE_LIGHT_HASH_SIZE], uint PrevLocalLightIndex)
{
uint Hash = PCGHash(PrevLocalLightIndex);
uint WrappedLocalLightIndex = Hash % (4 * 32);
uint DWORDIndex = WrappedLocalLightIndex / 32;
uint BitMask = 1u << (WrappedLocalLightIndex % 32);
bool Test0 = (VisibleLightHash[DWORDIndex] & BitMask) != 0;
WrappedLocalLightIndex = (Hash >> 8) % (4 * 32);
DWORDIndex = WrappedLocalLightIndex / 32;
BitMask = 1u << (WrappedLocalLightIndex % 32);
bool Test1 = (VisibleLightHash[DWORDIndex] & BitMask) != 0;
return Test0 && Test1;
}
uint MegaLightsStateFrameIndex;
/**
* Returns sample jitter offset in the range [0, DOWNSAMPLE_FACTOR - 1]
*/
uint2 GetSampleScreenCoordJitter(uint2 DownsampledScreenCoord)
{
uint2 Jitter = 0;
if (DownsampleFactorMultShift > 0)
{
uint2 CellIndex = DownsampledScreenCoord % 2;
uint LinearIndex = CellIndex.x + CellIndex.y * 2;
LinearIndex = (LinearIndex + MegaLightsStateFrameIndex) % 4;
// 4-rooks sampling pattern
Jitter.x = LinearIndex & 0x02 ? 1 : 0;
Jitter.y = LinearIndex & 0x01 ? 0 : 1;
}
return Jitter;
}
uint2 DownsampledScreenCoordToScreenCoord(uint2 DownsampledScreenCoord)
{
return (DownsampledScreenCoord << DownsampleFactorMultShift) + GetSampleScreenCoordJitter(DownsampledScreenCoord);
}
float2 DownsampledScreenCoordToScreenUV(uint2 DownsampledScreenCoord)
{
uint2 ScreenCoord = DownsampledScreenCoordToScreenCoord(DownsampledScreenCoord);
float2 ScreenUV = (ScreenCoord + 0.5f) * View.BufferSizeAndInvSize.zw;
return ScreenUV;
}
struct FMegaLightsMaterial
{
float Depth;
float3 WorldNormal;
float3 WorldNormalForPositionBias;
float Roughness;
bool bIsValid;
bool bIsSimple;
bool bIsSingle;
bool bIsComplexSpecial;
bool bIsHair;
bool bHasBackfaceDiffuse;
bool bNeedsSeparateSubsurfaceLightAccumulation;
bool bAllowSpatialFilter;
uint LightingChannelMask; // Not loaded by default
float3 DiffuseColor;
float3 SpecularColor;
bool IsValid()
{
return bIsValid;
}
bool IsSimple()
{
return bIsSimple;
}
bool IsSingle()
{
return bIsSingle;
}
bool IsComplexSpecial()
{
return bIsComplexSpecial;
}
void SetDepth(float In)
{
Depth = In;
#if !SUBSTRATE_ENABLED || SUBTRATE_GBUFFER_FORMAT==0
GBuffer.Depth = In;
#endif
}
#if INPUT_TYPE == INPUT_TYPE_HAIRSTRANDS
FGBufferData GBuffer;
uint MacroGroupId;
#elif SUBTRATE_GBUFFER_FORMAT==1
uint ClosureIndex;
float PDF;
FSubstrateBSDF BSDF;
float3x3 BSDFTangentBasis;
float BSDFAO;
#else
FGBufferData GBuffer;
#endif
};
// Remove texture detail before denoising
void DemodulateLighting(FMegaLightsMaterial Material, float3 TranslatedWorldPosition, inout float3 DiffuseLighting, inout float3 SpecularLighting)
{
const float3 N = Material.WorldNormal;
const float3 V = normalize(View.TranslatedWorldCameraOrigin - TranslatedWorldPosition);
const float NoV = saturate(dot(N, V));
float3 SpecularEnv = EnvBRDF(Material.SpecularColor, Material.Roughness, NoV);
// Hair should technically use the follow function, but it is expansive and does not improve visuals/stability.
#if 0
if (Material.bIsHair)
{
float3 L = 0;
SpecularEnv = EvaluateEnvHair(Material.GBuffer, V, N, L /*out*/);
}
#endif
// #ml_todo: demodulate earlier during BRDF evaluation
DiffuseLighting = DiffuseLighting / max(Material.DiffuseColor, 0.001f);
SpecularLighting = SpecularLighting / max(SpecularEnv, 0.001f);
}
// Restore texture detail after denoising
void ModulateLighting(FMegaLightsMaterial Material, float3 TranslatedWorldPosition, inout float3 DiffuseLighting, inout float3 SpecularLighting)
{
const float3 N = Material.WorldNormal;
const float3 V = normalize(View.TranslatedWorldCameraOrigin - TranslatedWorldPosition);
const float NoV = saturate(dot(N, V));
float3 SpecularEnv = EnvBRDF(Material.SpecularColor, Material.Roughness, NoV);
// Hair should technically use the follow function, but it is expansive and does not improve visuals/stability.
#if 0
if (Material.bIsHair)
{
float3 L = 0;
SpecularEnv = EvaluateEnvHair(Material.GBuffer, V, N, L /*out*/);
}
#endif
// Final pass outputs composites irradiance and outputs it to scene color
DiffuseLighting = DiffuseLighting * max(Material.DiffuseColor, 0.001f);
SpecularLighting = SpecularLighting * max(SpecularEnv, 0.001f);
}