Commit Graph

34 Commits

Author SHA1 Message Date
Ben Ingram
db3c205204 Use explicit 'float' types for FVirtualShadowMapProjectionShaderData, as it is memcpied to the GPU directly
#rb none
#jira UE-117476

[CL 16690517 by Ben Ingram in ue5-main branch]
2021-06-16 12:31:07 -04:00
andrew lauritzen
93dd5946b6 Re-implement debug output visualization for VSM projection
Use actor label for light identification/selection in editor; fall back on component name (UUID) temporarily until this data is made available outside the editor as well
Collect debug data in RayState for SMRT and return the last valid sample data
- Alternative is to always generate debug data based on just a single VSM sample even when SMRT is enabled, but it's useful to have a debug output path for the true SMRT data, even if a bit more complex
Move some common visualization utilities to /Visualization.ush
Implement but disable backface culling for shadow evaluation pending change that handles various SHADINGMODEL's properly

#rb graham.wihlidal, ola.olsson

#ROBOMERGE-SOURCE: CL 16407102 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228)

[CL 16412421 by andrew lauritzen in ue5-main branch]
2021-05-20 19:32:20 -04:00
andrew lauritzen
07c2fd9238 Treat stationary lights as movable for the purposes of shadowing when Non-Nanite VSMs are enabled.
Remove VirtualShadowMapConfig.h which is no longer necessary.

#ROBOMERGE-SOURCE: CL 15919666 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15921215 by andrew lauritzen in ue5-main branch]
2021-04-05 15:05:40 -04:00
andrew lauritzen
b3d0079200 Better naming for different HZBs.
Clean up VSM HZB by moving to previous frame data and removing redundantly exported previous frame page table.
For view contexts with VSM caching "show flag" disabled, also disable HZB so we aren't leaking HZB references out of these graphs either.

#rb graham.wihlidal
[FYI] brian.karis

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15826082 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)
#ROBOMERGE-CONFLICT from-shelf

[CL 15833868 by andrew lauritzen in ue5-main branch]
2021-03-25 18:19:54 -04:00
andrew lauritzen
2e95eb31b4 Add cvar for resizing the virtual shadow map physical page pool
Refactoring to clean up some cross-frame resource references and enable more explicit allocations if needed
Allow nanite to take an external depth buffer to write to instead of creating one internally.

#rb ola.olsson

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15781280 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf

[CL 15789787 by andrew lauritzen in ue5-main branch]
2021-03-23 21:23:57 -04:00
andrew lauritzen
92b07781d7 Always use compute shader for VSM projection
- Adaptive ray counts for SMRT now work even with pass per light
- Removes a few divergences between the logic in the two paths

Remove debug projection stuff for now; will reimplement with a separate UAV write later

Remove temporal filtering for denoiser (it was broken and would need to be implemented slightly differently with the new path anyways)

Split cvar to allow separate denoiser toggle for directional (default on) and local (default off) lights

Enable SMRT for local lights and VSM caching by default

#rb brian.karis

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15707229 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15708180 by andrew lauritzen in ue5-main branch]
2021-03-15 22:06:28 -04:00
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
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
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
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
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
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
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
andrew lauritzen
fb0b1d790b Initial shadow map ray tracing support for directional lights
- Disabled by defaul to start. Enable with r.Shadow.v.SMRT.RayCountDirectional 1
- Denoiser will now use temporal reprojection when SMRT is enabled (disable with r.Shadow.v.Denoiser.Temporal 0)
- Variety of fixes and refactors to existing VSM and projection code
- Still a few edge cases that will be improved in future around screen space trace and similar, but working fairly robustly for reasonable light source size settings

#rb ola.olsson
#fyi brian.karis

[CL 14942586 by andrew lauritzen in ue5-main branch]
2020-12-16 17:57:13 -04:00
Krzysztof Narkowicz
f484d3a594 Lumen - implemented virtual shadow map support for shadowing Lumen's surface cache.
#jira none
#rb Andrew.Lauritzen

[CL 14915815 by Krzysztof Narkowicz in ue5-main branch]
2020-12-14 14:39:11 -04:00