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309 lines
12 KiB
Plaintext
309 lines
12 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/**
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* TranslucentLightInjectionShaders.usf: Shaders for calculating lighting in a volume to use on translucency
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*/
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#include "Common.ush"
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#include "SHCommon.ush"
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#define TREAT_MAXDEPTH_UNSHADOWED 1
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#if INJECTION_PIXEL_SHADER
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#include "/Engine/Generated/Material.ush"
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#include "VolumeLightingCommon.ush"
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#endif
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#include "DynamicLightingCommon.ush"
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uint VolumeCascadeIndex;
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float4 SimpleLightPositionAndRadius;
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float4 SimpleLightColorAndExponent;
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#if RADIAL_ATTENUATION==0
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#define USE_CLOUD_TRANSMITTANCE 1
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#include "VolumetricCloudCommon.ush"
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uint VolumetricCloudShadowEnabled;
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#include "/Engine/Private/SkyAtmosphereCommon.ush"
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uint AtmospherePerPixelTransmittanceEnabled;
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#endif
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#if VIRTUAL_SHADOW_MAP
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#include "VirtualShadowMaps/VirtualShadowMapProjectionCommon.ush"
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#endif
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#ifndef ADAPTIVE_VOLUMETRIC_SHADOW_MAP
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#define ADAPTIVE_VOLUMETRIC_SHADOW_MAP 0
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#endif // ADAPTIVE_VOLUMETRIC_SHADOW_MAP
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#if ADAPTIVE_VOLUMETRIC_SHADOW_MAP
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#include "HeterogeneousVolumes/HeterogeneousVolumesAdaptiveVolumetricShadowMapSampling.ush"
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#endif // ADAPTIVE_VOLUMETRIC_SHADOW_MAP
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float CalcSimpleLightAttenuation(float3 TranslatedWorldPosition)
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{
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float3 WorldLightVector = SimpleLightPositionAndRadius.xyz - TranslatedWorldPosition;
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float Attenuation = 1;
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if (SimpleLightColorAndExponent.w == 0)
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{
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float DistanceSqr = dot( WorldLightVector, WorldLightVector );
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// Sphere falloff (technically just 1/d2 but this avoids inf)
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Attenuation = 1 / ( DistanceSqr + 1 );
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float LightRadiusMask = Square(saturate(1 - Square(DistanceSqr / (SimpleLightPositionAndRadius.w * SimpleLightPositionAndRadius.w))));
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Attenuation *= LightRadiusMask;
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}
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else
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{
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Attenuation = RadialAttenuation(WorldLightVector / SimpleLightPositionAndRadius.w, SimpleLightColorAndExponent.w);
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}
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return Attenuation;
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}
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/** Pixel shader that calculates direct lighting for a simple light (unshadowed point light) for all the affected voxels of a volume texture. */
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void SimpleLightInjectMainPS(
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FWriteToSliceGeometryOutput Input,
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out float4 OutColor0 : SV_Target0,
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out float4 OutColor1 : SV_Target1
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)
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{
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OutColor0 = 0;
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OutColor1 = 0;
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// compute XYZ of the position we shader
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float3 TranslatedWorldPosition;
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{
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float ZPosition = View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].z + (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
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TranslatedWorldPosition = float3(View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].xy + Input.Vertex.UV / View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].xy - .5f * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w, ZPosition);
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}
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// compute UVW of the position we shade in the volume
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float3 VolumeUVs = float3(Input.Vertex.UV, (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w);
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float3 NormalizedLightVector = normalize(SimpleLightPositionAndRadius.xyz - TranslatedWorldPosition);
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float VoxelSize = View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
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float3 TranslatedWorldPositionForLighting = TranslatedWorldPosition + 1 * GetBoxPushout(NormalizedLightVector, .5f * VoxelSize);
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float Attenuation = CalcSimpleLightAttenuation(TranslatedWorldPositionForLighting);
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float3 Lighting = SimpleLightColorAndExponent.rgb / PI * Attenuation;
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FTwoBandSHVectorRGB SHLighting = MulSH(SHBasisFunction(NormalizedLightVector), Lighting);
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OutColor0 = float4(SHLighting.R.V.x, SHLighting.G.V.x, SHLighting.B.V.x, 0);
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float3 LuminanceWeights = float3(.3, .59, .11);
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float3 Coefficient0 = float3(SHLighting.R.V.y, SHLighting.G.V.y, SHLighting.B.V.y);
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float3 Coefficient1 = float3(SHLighting.R.V.z, SHLighting.G.V.z, SHLighting.B.V.z);
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float3 Coefficient2 = float3(SHLighting.R.V.w, SHLighting.G.V.w, SHLighting.B.V.w);
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OutColor1 = float4(dot(Coefficient0, LuminanceWeights), dot(Coefficient1, LuminanceWeights), dot(Coefficient2, LuminanceWeights), 0);
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}
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#if INJECTION_PIXEL_SHADER
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#include "LightFunctionCommon.ush"
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// WorldSpace planes to clip the cascade for ShadoewMethod1
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float4 ClippingPlanes[2];
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/** 1 if the light is a spotlight, 0 otherwise. */
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float SpotlightMask;
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float GetLightFunctionShadowFactor(float3 TranslatedWorldPositionForLighting)
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{
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float ShadowFactor = 1;
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// Apply light function after edge fading, so that a black light function at the edges can cause distant translucency to also be black
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#if APPLY_LIGHT_FUNCTION
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float4 LightVector = mul(float4(TranslatedWorldPositionForLighting, 1),LightFunctionTranslatedWorldToLight);
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LightVector.xyz /= LightVector.w;
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float3 LightFunction = GetLightFunctionColor(LightVector.xyz, TranslatedWorldPositionForLighting);
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// We only suport monochrome light functions
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ShadowFactor = dot(LightFunction, .3333f).x;
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#endif
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return ShadowFactor;
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}
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int VirtualShadowMapId;
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/** Pixel shader that calculates direct lighting for all the affected voxels of a volume texture. */
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void InjectMainPS(
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FWriteToSliceGeometryOutput Input,
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out float4 OutColor0 : SV_Target0,
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out float4 OutColor1 : SV_Target1
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)
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{
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OutColor0 = 0;
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OutColor1 = 0;
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// compute XYZ of the position we want to shade
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float3 TranslatedWorldPosition;
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{
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float ZPosition = View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].z + (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
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TranslatedWorldPosition = float3(View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].xy + Input.Vertex.UV / View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].xy - .5f * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w, ZPosition);
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}
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float3 WorldPosition = TranslatedWorldPosition - DFHackToFloat(PrimaryView.PreViewTranslation);
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// compute UVW of the position we shade in the volume
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float3 VolumeUVs = float3(Input.Vertex.UV, (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w);
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// 0: no contribution, 1:full contribution
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float Masking = 1.0f;
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#if RADIAL_ATTENUATION
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{
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// cull voxels outside the light radius (value is < 0)
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float3 LightVector = DeferredLightUniforms.TranslatedWorldPosition - TranslatedWorldPosition;
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clip(1.0f / (DeferredLightUniforms.InvRadius * DeferredLightUniforms.InvRadius) - dot(LightVector, LightVector));
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}
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#else
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{
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// directional light
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float DistToNear = -dot(ClippingPlanes[0], float4(TranslatedWorldPosition, 1));
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float DistToFar = -dot(ClippingPlanes[1], float4(TranslatedWorldPosition, 1));
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// cull volumes outside the cascade (value is < 0)
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clip(DistToNear);
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clip(DistToFar);
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// fade cascade transition regions (additivebly blended so it does a cross fade)
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Masking *= saturate(DistToNear * ShadowInjectParams.x);
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Masking *= saturate(DistToFar * ShadowInjectParams.y);
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}
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#endif
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float3 NormalizedLightVector = GetNormalizedLightVector(TranslatedWorldPosition);
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float3 TranslatedWorldPositionForLighting;
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float3 WorldPositionForLighting;
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{
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float VoxelSize = View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
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float3 LightingOffset = 1 * GetBoxPushout(NormalizedLightVector, .5f * VoxelSize);
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WorldPositionForLighting = WorldPosition + LightingOffset;
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TranslatedWorldPositionForLighting = TranslatedWorldPosition + LightingOffset;
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}
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{
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float3 WorldLightVector;
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// Calculate radial attenuation using the same biased position used for shadowing
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// Anything else would cause the extents of the shadowmap to not match up with the cone falloff on a spotlight
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float Attenuation = CalcLightAttenuation(TranslatedWorldPositionForLighting, WorldLightVector);
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bool bPointLight = false;
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bool bSpotLight = false;
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#if RADIAL_ATTENUATION
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bPointLight = SpotlightMask < 1;
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bSpotLight = SpotlightMask >= 1;
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#endif
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bool bUnused = false;
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float ShadowFactor = ComputeVolumeShadowing(TranslatedWorldPositionForLighting, bPointLight, bSpotLight, bUnused);
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#if VIRTUAL_SHADOW_MAP
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FVirtualShadowMapSampleResult VirtualShadowMapSample = SampleVirtualShadowMapTranslatedWorld(VirtualShadowMapId, TranslatedWorldPositionForLighting);
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ShadowFactor *= VirtualShadowMapSample.ShadowFactor;
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#endif
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#if ADAPTIVE_VOLUMETRIC_SHADOW_MAP
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ShadowFactor *= AVSM_SampleTransmittance(TranslatedWorldPositionForLighting, DeferredLightUniforms.TranslatedWorldPosition);
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#endif // ADAPTIVE_VOLUMETRIC_SHADOW_MAP
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// Apply light function (it will also fade out at the edge of the volume so overall dimming of light using light function is not a recommended workflow)
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ShadowFactor *= GetLightFunctionShadowFactor(TranslatedWorldPositionForLighting);
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#if RADIAL_ATTENUATION==0
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// Apply cloud shadow for atmosphere directional lights only if needed
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if (VolumetricCloudShadowEnabled > 0)
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{
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float OutOpticalDepth = 0.0f;
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ShadowFactor *= lerp(1.0f, GetCloudVolumetricShadow(TranslatedWorldPositionForLighting, CloudShadowmapTranslatedWorldToLightClipMatrix, CloudShadowmapFarDepthKm, CloudShadowmapTexture, CloudShadowmapSampler, OutOpticalDepth), CloudShadowmapStrength);
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}
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#endif
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if (VolumeCascadeIndex == 1)
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{
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// Larger values result in a shorter transition distance
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float TransitionScale = 10;
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// Rescale the UVs to make the fade go to 0 before the edge of the volume
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float3 FadeUVs = VolumeUVs * (1 + 4 * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w) - 2 * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w;
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// Setup a 3d lerp factor going to 0 near the edge of the outer volume
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float3 LerpFactors = saturate((.5f - abs(FadeUVs - .5f)) * TransitionScale);
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float FinalLerpFactor = LerpFactors.x * LerpFactors.y * LerpFactors.z;
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#if RADIAL_ATTENUATION
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// For local lights, fade attenuation to 0 for the border voxels
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Attenuation = lerp(0, Attenuation, FinalLerpFactor);
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ShadowFactor = lerp(0.0f, ShadowFactor, FinalLerpFactor);
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#else
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// Fade out shadowing for the border voxels
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// The border voxels are used to light all translucency outside of both lighting volumes
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ShadowFactor = lerp(1.0f, ShadowFactor, FinalLerpFactor);
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#endif
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}
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float3 Lighting = DeferredLightUniforms.Color / PI * Attenuation * ShadowFactor;
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#if RADIAL_ATTENUATION==0
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// Apply color atmosphere transmittance for atmosphere directional lights only if ndeeded
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if (AtmospherePerPixelTransmittanceEnabled > 0)
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{
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const float3 TranslatedWorldPlanetCenterToPos = (TranslatedWorldPositionForLighting - View.SkyPlanetTranslatedWorldCenterAndViewHeight.xyz) * CM_TO_SKY_UNIT;
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Lighting *= GetAtmosphereTransmittance(TranslatedWorldPlanetCenterToPos, NormalizedLightVector, View.SkyAtmosphereBottomRadiusKm, View.SkyAtmosphereTopRadiusKm, View.TransmittanceLutTexture, View.TransmittanceLutTextureSampler);
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}
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#endif
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FTwoBandSHVectorRGB SHLighting = MulSH(SHBasisFunction(NormalizedLightVector), Lighting);
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float DirectionalLightContribution = 0;
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#if !RADIAL_ATTENUATION
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DirectionalLightContribution = Attenuation * ShadowFactor;
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#endif
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// Directional light contribution in w
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OutColor0 = float4(SHLighting.R.V.x, SHLighting.G.V.x, SHLighting.B.V.x, DirectionalLightContribution);
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float3 LuminanceWeights = float3(.3, .59, .11);
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float3 Coefficient0 = float3(SHLighting.R.V.y, SHLighting.G.V.y, SHLighting.B.V.y);
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float3 Coefficient1 = float3(SHLighting.R.V.z, SHLighting.G.V.z, SHLighting.B.V.z);
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float3 Coefficient2 = float3(SHLighting.R.V.w, SHLighting.G.V.w, SHLighting.B.V.w);
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OutColor1 = float4(dot(Coefficient0, LuminanceWeights), dot(Coefficient1, LuminanceWeights), dot(Coefficient2, LuminanceWeights), 0);
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}
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// debug, make inner cascase green
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// if(VolumeCascadeIndex == 0) OutColor0 = float4(0,1,0,1);
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OutColor0 *= Masking;
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OutColor1 *= Masking;
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}
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#endif // #if INJECTION_PIXEL_SHADER
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#if CLEAR_COMPUTE_SHADER
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RWTexture3D<float4> RWAmbient0;
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RWTexture3D<float4> RWDirectional0;
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RWTexture3D<float4> RWAmbient1;
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RWTexture3D<float4> RWDirectional1;
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[numthreads(CLEAR_BLOCK_SIZE, CLEAR_BLOCK_SIZE, CLEAR_BLOCK_SIZE)]
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void ClearTranslucentLightingVolumeCS(
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uint3 GroupId : SV_GroupID,
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uint3 DispatchThreadId : SV_DispatchThreadID,
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uint3 GroupThreadId : SV_GroupThreadID)
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{
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uint3 Index = uint3(GroupId.x * CLEAR_BLOCK_SIZE + GroupThreadId.x, GroupId.y * CLEAR_BLOCK_SIZE + GroupThreadId.y, GroupId.z * CLEAR_BLOCK_SIZE + GroupThreadId.z);
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RWAmbient0[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
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RWDirectional0[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
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RWAmbient1[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
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RWDirectional1[Index.xyz] = float4(0.0, 0.0, 0.0, 0.0);
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}
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#endif |