Commit Graph

69 Commits

Author SHA1 Message Date
andrew lauritzen
9b0a6fab9d Remove complete shadow maps and replace with direct VSM sampling
- Move VSM parameters into a single uniform buffer; required for base pass rendering.
  - SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling.
  - Make names and usage more consistent with other UB bindings in mesh passes
- Direct injection of VSM into translucent volume and fog
- Support VSM sampling in forward lighting shaders
  - Enabled and bound currently for translucent forward and single pass water meshes
- Support VSM sampling in sky atmosphere and cloud rendering
  - NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit.

#rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15650486 by andrew lauritzen in ue5-main branch]
2021-03-08 23:14:54 -04:00
Charles deRousiers
600160e3eb Simplify hair resources binding for virtual shadow map.
#rb andrew.lauritzen
#jira none

[CL 15622753 by Charles deRousiers in ue5-main branch]
2021-03-05 05:14:13 -04:00
charles derousiers
5cfef59875 Add support for virtual shadowing for hair strands.
#rb andrew.lauritzen

#ROBOMERGE-SOURCE: CL 15580360 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v776-15580269)

[CL 15580380 by charles derousiers in ue5-main branch]
2021-03-03 06:14:14 -04:00
ola olsson
09532969fe Added (read only) cvar r.Shadow.Virtual.NonNaniteVSM to toggle non-nanite VSM support
#rb Brian.Karis,Andrew.Lauritzen

#ROBOMERGE-SOURCE: CL 15526905 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15526909 by ola olsson in ue5-main branch]
2021-02-25 05:03:27 -04:00
brian karis
43ca1bf181 VSM atomic depth writes
#rb ola.olsson, andrew.lauritzen

#ROBOMERGE-SOURCE: CL 15492121 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15492123 by brian karis in ue5-main branch]
2021-02-22 14:47:36 -04:00
ola olsson
669e1e6623 Misc Non-Nanite VSM and GPU-Scene instance culling fixes.
- Fix ordering issue in virtual shadow map setup (need to commit and upload dynamic primitive data before building rendering commands).
- Workaround for incorrect culling of late (shadow view) dynamic primitives.
- Mark local lights as rendered.

#rb Brian.Karis

#ROBOMERGE-SOURCE: CL 15470869 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15470873 by ola olsson in ue5-main branch]
2021-02-19 06:38:56 -04:00
andrew lauritzen
ceabdff2a2 - Add support to mark coarse pages in mips/clipmap levels
- Fix optimal plane bias with clipmap LOD fallback
- Clean up and optimize some of the clipmap level offset math
- Rename some fields to make the resuse between clipmaps/mips clear

#rb brian.karis, ola.olsson

#ROBOMERGE-SOURCE: CL 15466663 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15466676 by andrew lauritzen in ue5-main branch]
2021-02-18 21:09:05 -04:00
graham wihlidal
200151a3bc Renamed r.Shadow.v.* cvars to r.Shadow.Virtual.* to be more obvious, and also renamed VSM.* resource prefixes to Shadow.Virtual.*
#rb brian.karis
[FYI] ola.olsson, andrew.lauritzen

#ROBOMERGE-SOURCE: CL 15450709 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15454805 by graham wihlidal in ue5-main branch]
2021-02-18 13:44:36 -04:00
graham wihlidal
579f03fbaa Prefixed Nanite and VSM resources so that RDG filtering works nicely.
#rb trivial
[FYI] brian.karis, zach.bethel

#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 15449112 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15454700 by graham wihlidal in ue5-main branch]
2021-02-18 13:40:42 -04:00
ola olsson
f7822cb8c5 Enable caching for Non-Nanite VSM
- added a path to propagate and cache whether material modifies position (WPO) to enable invalidating cached pages (touches whole mesh command pipeline).
- added pixel shader verision of page copying & clearing.
- also added flag for whether cached the mesh draw command supports primitive id (which enables checing this earlier).

#rb andrew.lauritzen,brian.karis,graham.wihlidal,Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 15436539 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15441336 by ola olsson in ue5-main branch]
2021-02-17 15:32:52 -04:00
brian karis
10ccb264da Fixed AllocatePagesUsingRects with Nanite
#rb none
[FYI] ola.olsson

#ROBOMERGE-SOURCE: CL 15400374 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15400383 by brian karis in ue5-main branch]
2021-02-12 21:06:10 -04:00
andrew lauritzen
c9627e03e2 Rearrage clipmaps so that their snapping aligns more across levels
- Levels are now strictly pow2 sizes and snap to half their size (instead of internal page boundaries).
- Propogate mips propgates along clipmap levels instead of mips for directional lights
- Provide a O(1) lookup for clipmaps as well that will fall back to coarser data. Do not use it by default for current opaque shading where we know by construction where the mapped pages are.
Still some minor cleanup and optimization possible to come in a future commit.

#ROBOMERGE-SOURCE: CL 15399904 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15399908 by andrew lauritzen in ue5-main branch]
2021-02-12 19:00:35 -04:00
brian karis
7743e10ae8 Fixed cubemap shadows being inverted and flipped cull winding for !Nanite VSM.
#ROBOMERGE-SOURCE: CL 15347635 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15359404 by brian karis in ue5-main branch]
2021-02-08 15:59:44 -04:00
brian karis
c002e016e3 Spot and point light !nanite VSM support.
#rb ola.olsson

#ROBOMERGE-SOURCE: CL 15341855 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15341864 by brian karis in ue5-main branch]
2021-02-05 16:37:17 -04:00
andrew lauritzen
eb93f3b0c8 Grab bag of virtual shadow fixes:
- Fix SMRT with non-nanite geometry (wasn't sampling the second map)
- Fix toggling distance field shadow cascade on when VSMs are enabled (trying to create a distance field complete shadow map)
  - This is a bit of a questionable case, but at least does not crash now
- Remove dependence of clipmap max distance on shadow cascade distance and replace with a cvar
  - Will likely want to do something similar for far culling distance for non-nanite stuff, but TBD
  - May eventually want a parameter back on the light, but for now just having a cvar set high is good as there is little overhead with Nanite meshes
- Add some debug output for SMRT spot lights

#jira UERNDR-682
#rb brian.karis
#fyi ola.olsson

[CL 15215315 by andrew lauritzen in ue5-main branch]
2021-01-27 01:49:27 -04:00
Brian Karis
c69a8a42cc One pass VSM projection, culled by the light grid.
Major SMRT optimization. Adaptive 7 rays per light with rough penumbra detection. Quality appears to surpass 1rpp with denoising.

#rb andrew.lauritzen

[CL 15190972 by Brian Karis in ue5-main branch]
2021-01-25 18:20:37 -04:00
andrew lauritzen
d45623ceed - Add pass to propogated mapped page information down the page table to enable O(1) lookups of any mapped page at the leaves
- Move some functions in PageManagement.usf to avoid confusing global resource scopes

#rb brian.karis
#fyi ola.olsson

[CL 15169596 by andrew lauritzen in ue5-main branch]
2021-01-22 23:23:16 -04:00
Ola Olsson
75247deb28 Hook up render state recreate to VSM Cvar (r.Shadow.v.Enable)
- needed to handle z-order change in cached render commands.

#rb andrew.lauritzen
#fyi graham.wihlidal

[CL 15162791 by Ola Olsson in ue5-main branch]
2021-01-22 04:59:02 -04:00
andrew lauritzen
a380d97b0e More non-Nanite VSM fixes
#rb graham.wihlidal
#fyi ola.olsson

[CL 15161956 by andrew lauritzen in ue5-main branch]
2021-01-21 23:47:09 -04:00
andrew lauritzen
e0478fe99c - Enable SMRT for spot lights (still a few minor issues but mostly working well)
- Change VSM page table to single packed uint with a field to allow single-lookup to find any mapped MIP
- Page table lookups go through helper function to encode/decode
- Remove some unused shadow emit code

#rb brian.karis
#fyi ola.olsson

[CL 15160590 by andrew lauritzen in ue5-main branch]
2021-01-21 19:15:53 -04:00
Ola Olsson
876ee313e1 Non-Nanite directional light VSM Prototype (disabled, depends on instance culling)
- All non-nanite VSM code is wrapped in ENABLE_NON_NANITE_VSM define (on by default if GPUCULL_TODO is on)
- Added FProjectedShadowInfo with setup to gather primitives for clipmap VSM
- Added RenderVirtualShadowMapsHw to FVirtualShadowMapArray to draw into the VSM
- Shadow depth Vertex shader contains logic to route the instances to pages and uses clip distance to clip to page boundary
- Added culling shaders to replicate instances for each overlapped page

#rb rune.stubbe
#fyi graham.wihlidal,brian.karis,andrew.lauritzen

[CL 15144144 by Ola Olsson in ue5-main branch]
2021-01-20 08:46:15 -04:00
Ola Olsson
3b528bb5d5 Move Virtual SM common parameters to a uniform buffer to resolve shader name class issues.
#rb andrew.lauritzen

[CL 15135494 by Ola Olsson in ue5-main branch]
2021-01-19 10:17:05 -04:00
Brian Karis
baed699817 Point light VSM
#rb andrew.lauritzen

[CL 15133841 by Brian Karis in ue5-main branch]
2021-01-18 22:44:41 -04:00
andrew lauritzen
bd45865fd2 Fix toggling nanite off/on and nanite viewflags off by centralizing the location from which we decide on whether we're using Virtual Shadow Maps or not (top of Render()).
Centralize VSM enable CVar.

#rb ola.olsson

[CL 15052915 by andrew lauritzen in ue5-main branch]
2021-01-12 14:40:19 -04:00
zach bethel
c6cb1e82be Deprecated and gutted FSceneRenderTargets. Moved all textures over to FSceneTextures. Refactored the renderer to use RDG textures from FSceneTextures instead.
#rb arne.schober, luke.thatcher, christopher.waters, kenzo.terelst

[CL 15040082 by zach bethel in ue5-main branch]
2021-01-11 14:49:16 -04:00