Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/FogRendering.cpp
Sebastien Hillaire 44ad15e40d Clean up of shader parameter from 16546528.
#rb none

[CL 16547171 by Sebastien Hillaire in ue5-main branch]
2021-06-03 10:19:26 -04:00

601 lines
27 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "FogRendering.h"
#include "DeferredShadingRenderer.h"
#include "ScenePrivate.h"
#include "Engine/TextureCube.h"
#include "PipelineStateCache.h"
#include "SingleLayerWaterRendering.h"
DECLARE_GPU_STAT(Fog);
#if UE_ENABLE_DEBUG_DRAWING
static TAutoConsoleVariable<float> CVarFogStartDistance(
TEXT("r.FogStartDistance"),
-1.0f,
TEXT("Allows to override the FogStartDistance setting (needs ExponentialFog in the level).\n")
TEXT(" <0: use default settings (default: -1)\n")
TEXT(">=0: override settings by the given value (in world units)"),
ECVF_Cheat | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarFogDensity(
TEXT("r.FogDensity"),
-1.0f,
TEXT("Allows to override the FogDensity setting (needs ExponentialFog in the level).\n")
TEXT("Using a strong value allows to quickly see which pixel are affected by fog.\n")
TEXT("Using a start distance allows to cull pixels are can speed up rendering.\n")
TEXT(" <0: use default settings (default: -1)\n")
TEXT(">=0: override settings by the given value (0:off, 1=very dense fog)"),
ECVF_Cheat | ECVF_RenderThreadSafe);
#endif
static TAutoConsoleVariable<int32> CVarFog(
TEXT("r.Fog"),
1,
TEXT(" 0: disabled\n")
TEXT(" 1: enabled (default)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<bool> CVarFogUseDepthBounds(
TEXT("r.FogUseDepthBounds"),
true,
TEXT("Allows enable depth bounds optimization on fog full screen pass.\n")
TEXT(" false: disabled\n")
TEXT(" true: enabled (default)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarUpsampleJitterMultiplier(
TEXT("r.VolumetricFog.UpsampleJitterMultiplier"),
0.0f,
TEXT("Multiplier for random offset value used to jitter the sample position of the 3D fog volume to hide fog pixelization due to sampling from a lower resolution texture."),
ECVF_RenderThreadSafe | ECVF_Scalability);
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FFogUniformParameters, "FogStruct");
struct FHeightFogRenderingParameters
{
FRHITexture* LightShaftOcclusionRHI = nullptr;
FRHITexture* LinearDepthTextureRHI = nullptr;
FIntRect ViewRect;
float LinearDepthReadScale = 1.0f;
FVector4 LinearDepthMinMaxUV;
};
void SetupFogUniformParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FFogUniformParameters& OutParameters)
{
// Exponential Height Fog
{
const FTexture* Cubemap = GWhiteTextureCube;
if (View.FogInscatteringColorCubemap)
{
Cubemap = View.FogInscatteringColorCubemap->GetResource();
}
OutParameters.ExponentialFogParameters = View.ExponentialFogParameters;
OutParameters.ExponentialFogColorParameter = FVector4(View.ExponentialFogColor, 1.0f - View.FogMaxOpacity);
OutParameters.ExponentialFogParameters2 = View.ExponentialFogParameters2;
OutParameters.ExponentialFogParameters3 = View.ExponentialFogParameters3;
OutParameters.SinCosInscatteringColorCubemapRotation = View.SinCosInscatteringColorCubemapRotation;
OutParameters.FogInscatteringTextureParameters = View.FogInscatteringTextureParameters;
OutParameters.InscatteringLightDirection = View.InscatteringLightDirection;
OutParameters.InscatteringLightDirection.W = View.bUseDirectionalInscattering ? FMath::Max(0.f, View.DirectionalInscatteringStartDistance) : -1.f;
OutParameters.DirectionalInscatteringColor = FVector4(FVector(View.DirectionalInscatteringColor), FMath::Clamp(View.DirectionalInscatteringExponent, 0.000001f, 1000.0f));
OutParameters.FogInscatteringColorCubemap = Cubemap->TextureRHI;
OutParameters.FogInscatteringColorSampler = TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
// Volumetric Fog
{
if (View.VolumetricFogResources.IntegratedLightScatteringTexture)
{
OutParameters.IntegratedLightScattering = View.VolumetricFogResources.IntegratedLightScatteringTexture;
OutParameters.ApplyVolumetricFog = 1.0f;
}
else
{
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
OutParameters.IntegratedLightScattering = SystemTextures.VolumetricBlackAlphaOne;
OutParameters.ApplyVolumetricFog = 0.0f;
}
OutParameters.IntegratedLightScatteringSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
}
TRDGUniformBufferRef<FFogUniformParameters> CreateFogUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View)
{
auto* FogStruct = GraphBuilder.AllocParameters<FFogUniformParameters>();
SetupFogUniformParameters(GraphBuilder, View, *FogStruct);
return GraphBuilder.CreateUniformBuffer(FogStruct);
}
/** A vertex shader for rendering height fog. */
class FHeightFogVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FHeightFogVS,Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
FHeightFogVS( ) { }
FHeightFogVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
FogStartZ.Bind(Initializer.ParameterMap,TEXT("FogStartZ"));
}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
{
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, RHICmdList.GetBoundVertexShader(), View.ViewUniformBuffer);
{
// The fog can be set to start at a certain euclidean distance.
// clamp the value to be behind the near plane z
float FogStartDistance = FMath::Max(30.0f, View.ExponentialFogParameters.W);
// Here we compute the nearest z value the fog can start
// to render the quad at this z value with depth test enabled.
// This means with a bigger distance specified more pixels are
// are culled and don't need to be rendered. This is faster if
// there is opaque content nearer than the computed z.
FMatrix InvProjectionMatrix = View.ViewMatrices.GetInvProjectionMatrix();
FVector ViewSpaceCorner = InvProjectionMatrix.TransformFVector4(FVector4(1, 1, 1, 1));
float Ratio = ViewSpaceCorner.Z / ViewSpaceCorner.Size();
FVector ViewSpaceStartFogPoint(0.0f, 0.0f, FogStartDistance * Ratio);
FVector4 ClipSpaceMaxDistance = View.ViewMatrices.GetProjectionMatrix().TransformPosition(ViewSpaceStartFogPoint);
float FogClipSpaceZ = ClipSpaceMaxDistance.Z / ClipSpaceMaxDistance.W;
SetShaderValue(RHICmdList, RHICmdList.GetBoundVertexShader(),FogStartZ, FogClipSpaceZ);
}
}
private:
LAYOUT_FIELD(FShaderParameter, FogStartZ);
};
IMPLEMENT_SHADER_TYPE(,FHeightFogVS,TEXT("/Engine/Private/HeightFogVertexShader.usf"),TEXT("Main"),SF_Vertex);
enum class EHeightFogFeature
{
HeightFog,
InscatteringTexture,
DirectionalLightInscattering,
HeightFogAndVolumetricFog,
InscatteringTextureAndVolumetricFog,
DirectionalLightInscatteringAndVolumetricFog
};
/** A pixel shader for rendering exponential height fog. */
template<EHeightFogFeature HeightFogFeature>
class TExponentialHeightFogPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TExponentialHeightFogPS,Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("SUPPORT_FOG_INSCATTERING_TEXTURE"), HeightFogFeature == EHeightFogFeature::InscatteringTexture || HeightFogFeature == EHeightFogFeature::InscatteringTextureAndVolumetricFog);
OutEnvironment.SetDefine(TEXT("SUPPORT_FOG_DIRECTIONAL_LIGHT_INSCATTERING"), HeightFogFeature == EHeightFogFeature::DirectionalLightInscattering || HeightFogFeature == EHeightFogFeature::DirectionalLightInscatteringAndVolumetricFog);
OutEnvironment.SetDefine(TEXT("SUPPORT_VOLUMETRIC_FOG"), HeightFogFeature == EHeightFogFeature::HeightFogAndVolumetricFog || HeightFogFeature == EHeightFogFeature::InscatteringTextureAndVolumetricFog || HeightFogFeature == EHeightFogFeature::DirectionalLightInscatteringAndVolumetricFog);
}
TExponentialHeightFogPS( ) { }
TExponentialHeightFogPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
OcclusionTexture.Bind(Initializer.ParameterMap, TEXT("OcclusionTexture"));
OcclusionSampler.Bind(Initializer.ParameterMap, TEXT("OcclusionSampler"));
LinearDepthTexture.Bind(Initializer.ParameterMap, TEXT("LinearDepthTexture"));
LinearDepthSampler.Bind(Initializer.ParameterMap, TEXT("LinearDepthSampler"));
bOnlyOnRenderedOpaque.Bind(Initializer.ParameterMap, TEXT("bOnlyOnRenderedOpaque"));
bUseLinearDepthTexture.Bind(Initializer.ParameterMap, TEXT("bUseLinearDepthTexture"));
UpsampleJitterMultiplier.Bind(Initializer.ParameterMap, TEXT("UpsampleJitterMultiplier"));
LinearDepthTextureMinMaxUV.Bind(Initializer.ParameterMap, TEXT("LinearDepthTextureMinMaxUV"));
}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FHeightFogRenderingParameters& Params, FRHIUniformBuffer* FogUniformBuffer)
{
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, RHICmdList.GetBoundPixelShader(), View.ViewUniformBuffer);
FGlobalShader::SetParameters<FFogUniformParameters>(RHICmdList, RHICmdList.GetBoundPixelShader(), FogUniformBuffer);
FRHITexture* TextureRHI = Params.LightShaftOcclusionRHI;
if (!TextureRHI)
{
TextureRHI = GWhiteTexture->TextureRHI;
}
SetTextureParameter(
RHICmdList,
RHICmdList.GetBoundPixelShader(),
OcclusionTexture, OcclusionSampler,
TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
TextureRHI
);
const bool bUseLinearDepthTextureEnabled = Params.LinearDepthTextureRHI != nullptr;
FRHITexture* LinearDepthTextureRHI = bUseLinearDepthTextureEnabled ? Params.LinearDepthTextureRHI : GSystemTextures.DepthDummy->GetShaderResourceRHI();
SetTextureParameter(
RHICmdList,
RHICmdList.GetBoundPixelShader(),
LinearDepthTexture, LinearDepthSampler,
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
LinearDepthTextureRHI
);
SetShaderValue(RHICmdList, RHICmdList.GetBoundPixelShader(), bOnlyOnRenderedOpaque, View.bFogOnlyOnRenderedOpaque ? 1.0f : 0.0f);
SetShaderValue(RHICmdList, RHICmdList.GetBoundPixelShader(), bUseLinearDepthTexture, bUseLinearDepthTextureEnabled ? Params.LinearDepthReadScale : 0.0f);
SetShaderValue(RHICmdList, RHICmdList.GetBoundPixelShader(), LinearDepthTextureMinMaxUV, Params.LinearDepthMinMaxUV);
extern int32 GVolumetricFogGridPixelSize;
SetShaderValue(RHICmdList, RHICmdList.GetBoundPixelShader(), UpsampleJitterMultiplier, CVarUpsampleJitterMultiplier.GetValueOnRenderThread() * GVolumetricFogGridPixelSize);
}
private:
LAYOUT_FIELD(FShaderResourceParameter, OcclusionTexture)
LAYOUT_FIELD(FShaderResourceParameter, OcclusionSampler)
LAYOUT_FIELD(FShaderResourceParameter, LinearDepthTexture);
LAYOUT_FIELD(FShaderResourceParameter, LinearDepthSampler);
LAYOUT_FIELD(FShaderParameter, bOnlyOnRenderedOpaque)
LAYOUT_FIELD(FShaderParameter, bUseLinearDepthTexture);
LAYOUT_FIELD(FShaderParameter, UpsampleJitterMultiplier);
LAYOUT_FIELD(FShaderParameter, LinearDepthTextureMinMaxUV);
};
IMPLEMENT_SHADER_TYPE(template<>,TExponentialHeightFogPS<EHeightFogFeature::HeightFog>,TEXT("/Engine/Private/HeightFogPixelShader.usf"), TEXT("ExponentialPixelMain"),SF_Pixel)
IMPLEMENT_SHADER_TYPE(template<>,TExponentialHeightFogPS<EHeightFogFeature::InscatteringTexture>,TEXT("/Engine/Private/HeightFogPixelShader.usf"), TEXT("ExponentialPixelMain"),SF_Pixel)
IMPLEMENT_SHADER_TYPE(template<>,TExponentialHeightFogPS<EHeightFogFeature::DirectionalLightInscattering>,TEXT("/Engine/Private/HeightFogPixelShader.usf"), TEXT("ExponentialPixelMain"),SF_Pixel)
IMPLEMENT_SHADER_TYPE(template<>,TExponentialHeightFogPS<EHeightFogFeature::HeightFogAndVolumetricFog>,TEXT("/Engine/Private/HeightFogPixelShader.usf"), TEXT("ExponentialPixelMain"),SF_Pixel)
IMPLEMENT_SHADER_TYPE(template<>,TExponentialHeightFogPS<EHeightFogFeature::InscatteringTextureAndVolumetricFog>,TEXT("/Engine/Private/HeightFogPixelShader.usf"), TEXT("ExponentialPixelMain"),SF_Pixel)
IMPLEMENT_SHADER_TYPE(template<>,TExponentialHeightFogPS<EHeightFogFeature::DirectionalLightInscatteringAndVolumetricFog>,TEXT("/Engine/Private/HeightFogPixelShader.usf"), TEXT("ExponentialPixelMain"),SF_Pixel)
/** The fog vertex declaration resource type. */
class FFogVertexDeclaration : public FRenderResource
{
public:
FVertexDeclarationRHIRef VertexDeclarationRHI;
// Destructor
virtual ~FFogVertexDeclaration() {}
virtual void InitRHI() override
{
FVertexDeclarationElementList Elements;
Elements.Add(FVertexElement(0, 0, VET_Float2, 0, sizeof(FVector2D)));
VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
}
virtual void ReleaseRHI() override
{
VertexDeclarationRHI.SafeRelease();
}
};
/** Vertex declaration for the light function fullscreen 2D quad. */
TGlobalResource<FFogVertexDeclaration> GFogVertexDeclaration;
void FSceneRenderer::InitFogConstants()
{
// console command override
float FogDensityOverride = -1.0f;
float FogStartDistanceOverride = -1.0f;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
{
// console variable overrides
FogDensityOverride = CVarFogDensity.GetValueOnAnyThread();
FogStartDistanceOverride = CVarFogStartDistance.GetValueOnAnyThread();
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
// set fog consts based on height fog components
if(ShouldRenderFog(*View.Family))
{
if (Scene->ExponentialFogs.Num() > 0)
{
const FExponentialHeightFogSceneInfo& FogInfo = Scene->ExponentialFogs[0];
float CollapsedFogParameter[FExponentialHeightFogSceneInfo::NumFogs];
static constexpr float MaxObserverHeightDifference = 65536.0f;
float MaxObserverHeight = FLT_MAX;
for (int i = 0; i < FExponentialHeightFogSceneInfo::NumFogs; i++)
{
// Only limit the observer height to fog if it has any density
if (FogInfo.FogData[i].Density > 0.0f)
{
MaxObserverHeight = FMath::Min(MaxObserverHeight, FogInfo.FogData[i].Height + MaxObserverHeightDifference);
}
}
// Clamping the observer height to avoid numerical precision issues in the height fog equation. The max observer height is relative to the fog height.
const float ObserverHeight = FMath::Min<float>(View.ViewMatrices.GetViewOrigin().Z, MaxObserverHeight);
for (int i = 0; i < FExponentialHeightFogSceneInfo::NumFogs; i++)
{
const float CollapsedFogParameterPower = FMath::Clamp(
-FogInfo.FogData[i].HeightFalloff * (ObserverHeight - FogInfo.FogData[i].Height),
-126.f + 1.f, // min and max exponent values for IEEE floating points (http://en.wikipedia.org/wiki/IEEE_floating_point)
+127.f - 1.f
);
CollapsedFogParameter[i] = FogInfo.FogData[i].Density * FMath::Pow(2.0f, CollapsedFogParameterPower);
}
View.ExponentialFogParameters = FVector4(CollapsedFogParameter[0], FogInfo.FogData[0].HeightFalloff, MaxObserverHeight, FogInfo.StartDistance);
View.ExponentialFogParameters2 = FVector4(CollapsedFogParameter[1], FogInfo.FogData[1].HeightFalloff, FogInfo.FogData[1].Density, FogInfo.FogData[1].Height);
View.ExponentialFogColor = FVector(FogInfo.FogColor.R, FogInfo.FogColor.G, FogInfo.FogColor.B);
View.FogMaxOpacity = FogInfo.FogMaxOpacity;
View.ExponentialFogParameters3 = FVector4(FogInfo.FogData[0].Density, FogInfo.FogData[0].Height, FogInfo.InscatteringColorCubemap ? 1.0f : 0.0f, FogInfo.FogCutoffDistance);
View.SinCosInscatteringColorCubemapRotation = FVector2D(FMath::Sin(FogInfo.InscatteringColorCubemapAngle), FMath::Cos(FogInfo.InscatteringColorCubemapAngle));
View.FogInscatteringColorCubemap = FogInfo.InscatteringColorCubemap;
const float InvRange = 1.0f / FMath::Max(FogInfo.FullyDirectionalInscatteringColorDistance - FogInfo.NonDirectionalInscatteringColorDistance, .00001f);
float NumMips = 1.0f;
if (FogInfo.InscatteringColorCubemap)
{
NumMips = FogInfo.InscatteringColorCubemap->GetNumMips();
}
View.FogInscatteringTextureParameters = FVector(InvRange, -FogInfo.NonDirectionalInscatteringColorDistance * InvRange, NumMips);
View.DirectionalInscatteringExponent = FogInfo.DirectionalInscatteringExponent;
View.DirectionalInscatteringStartDistance = FogInfo.DirectionalInscatteringStartDistance;
View.InscatteringLightDirection = FVector(0);
FLightSceneInfo* SunLight = Scene->AtmosphereLights[0] ? Scene->AtmosphereLights[0] : Scene->SimpleDirectionalLight; // Fog only takes into account a single atmosphere light with index 0, or the default scene directional light.
if (SunLight)
{
View.InscatteringLightDirection = -SunLight->Proxy->GetDirection();
View.DirectionalInscatteringColor = FogInfo.DirectionalInscatteringColor * SunLight->Proxy->GetColor().GetLuminance();
}
View.bUseDirectionalInscattering = SunLight != nullptr;
}
}
}
}
/** Sets the bound shader state for either the per-pixel or per-sample fog pass. */
static void SetFogShaders(FRHICommandList& RHICmdList, FGraphicsPipelineStateInitializer& GraphicsPSOInit, const FViewInfo& View, bool bShouldRenderVolumetricFog, const FHeightFogRenderingParameters& Params, FRHIUniformBuffer* FogUniformBuffer)
{
TShaderMapRef<FHeightFogVS> VertexShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFogVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
if (bShouldRenderVolumetricFog)
{
if (View.FogInscatteringColorCubemap)
{
TShaderMapRef<TExponentialHeightFogPS<EHeightFogFeature::InscatteringTextureAndVolumetricFog> > ExponentialHeightFogPixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ExponentialHeightFogPixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View);
ExponentialHeightFogPixelShader->SetParameters(RHICmdList, View, Params, FogUniformBuffer);
}
else if (View.bUseDirectionalInscattering)
{
TShaderMapRef<TExponentialHeightFogPS<EHeightFogFeature::DirectionalLightInscatteringAndVolumetricFog> > ExponentialHeightFogPixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ExponentialHeightFogPixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View);
ExponentialHeightFogPixelShader->SetParameters(RHICmdList, View, Params, FogUniformBuffer);
}
else
{
TShaderMapRef<TExponentialHeightFogPS<EHeightFogFeature::HeightFogAndVolumetricFog> > ExponentialHeightFogPixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ExponentialHeightFogPixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View);
ExponentialHeightFogPixelShader->SetParameters(RHICmdList, View, Params, FogUniformBuffer);
}
}
else
{
GraphicsPSOInit.bDepthBounds = GSupportsDepthBoundsTest && CVarFogUseDepthBounds.GetValueOnAnyThread();
if (GraphicsPSOInit.bDepthBounds)
{
const FMatrix Projection = View.ViewMatrices.GetProjectionMatrix();
const FVector4 FogStartPoint4 = FVector4(0.0f, 0.0f, View.ExponentialFogParameters.W, 1.f);
const FVector4 FogStartPoint4Clip = Projection.TransformFVector4(FogStartPoint4);
float FogCDistanceClip = FogStartPoint4Clip.Z / FogStartPoint4Clip.W;
if (bool(ERHIZBuffer::IsInverted))
{
RHICmdList.SetDepthBounds(0.0f, FogCDistanceClip);
}
else
{
RHICmdList.SetDepthBounds(FogCDistanceClip, 1.0f);
}
}
if (View.FogInscatteringColorCubemap)
{
TShaderMapRef<TExponentialHeightFogPS<EHeightFogFeature::InscatteringTexture> > ExponentialHeightFogPixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ExponentialHeightFogPixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View);
ExponentialHeightFogPixelShader->SetParameters(RHICmdList, View, Params, FogUniformBuffer);
}
else if (View.bUseDirectionalInscattering)
{
TShaderMapRef<TExponentialHeightFogPS<EHeightFogFeature::DirectionalLightInscattering> > ExponentialHeightFogPixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ExponentialHeightFogPixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View);
ExponentialHeightFogPixelShader->SetParameters(RHICmdList, View, Params, FogUniformBuffer);
}
else
{
TShaderMapRef<TExponentialHeightFogPS<EHeightFogFeature::HeightFog> > ExponentialHeightFogPixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ExponentialHeightFogPixelShader.GetPixelShader();
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View);
ExponentialHeightFogPixelShader->SetParameters(RHICmdList, View, Params, FogUniformBuffer);
}
}
}
static void RenderViewFog(FRHICommandList& RHICmdList, const FViewInfo& View, bool bShouldRenderVolumetricFog, const FHeightFogRenderingParameters& Params, FRHIUniformBuffer* FogUniformBuffer)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
SCOPED_GPU_STAT(RHICmdList, Fog);
// Set the device viewport for the view.
RHICmdList.SetViewport(Params.ViewRect.Min.X, Params.ViewRect.Min.Y, 0.0f, Params.ViewRect.Max.X, Params.ViewRect.Max.Y, 1.0f);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
// disable alpha writes in order to preserve scene depth values on PC
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetFogShaders(RHICmdList, GraphicsPSOInit, View, bShouldRenderVolumetricFog, Params, FogUniformBuffer);
// Draw a quad covering the view.
RHICmdList.SetStreamSource(0, GScreenSpaceVertexBuffer.VertexBufferRHI, 0);
RHICmdList.DrawIndexedPrimitive(GTwoTrianglesIndexBuffer.IndexBufferRHI, 0, 0, 4, 0, 2, 1);
}
BEGIN_SHADER_PARAMETER_STRUCT(FFogPassParameters, )
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FFogUniformParameters, Fog)
RDG_TEXTURE_ACCESS(LightShaftOcclusionTexture, ERHIAccess::SRVGraphics)
RDG_TEXTURE_ACCESS(LinearDepthTexture, ERHIAccess::SRVGraphics)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
void FDeferredShadingSceneRenderer::RenderFog(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
FRDGTextureRef LightShaftOcclusionTexture)
{
if (Scene->ExponentialFogs.Num() > 0
// Fog must be done in the base pass for MSAA to work
&& !IsForwardShadingEnabled(ShaderPlatform))
{
RDG_EVENT_SCOPE(GraphBuilder, "ExponentialHeightFog");
const bool bShouldRenderVolumetricFog = ShouldRenderVolumetricFog();
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
if (View.IsPerspectiveProjection())
{
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
TRDGUniformBufferRef<FFogUniformParameters> FogUniformBuffer = CreateFogUniformBuffer(GraphBuilder, View);
FFogPassParameters* PassParameters = GraphBuilder.AllocParameters<FFogPassParameters>();
PassParameters->SceneTextures = SceneTextures.UniformBuffer;
PassParameters->Fog = FogUniformBuffer;
PassParameters->LightShaftOcclusionTexture = LightShaftOcclusionTexture;
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.Color.Target, ERenderTargetLoadAction::ELoad);
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite);
GraphBuilder.AddPass({}, PassParameters, ERDGPassFlags::Raster, [this, &View, bShouldRenderVolumetricFog, LightShaftOcclusionTexture, FogUniformBuffer](FRHICommandList& RHICmdList)
{
FHeightFogRenderingParameters Parameters;
Parameters.ViewRect = View.ViewRect;
if (LightShaftOcclusionTexture)
{
Parameters.LightShaftOcclusionRHI = LightShaftOcclusionTexture->GetRHI();
}
RenderViewFog(RHICmdList, View, bShouldRenderVolumetricFog, Parameters, FogUniformBuffer->GetRHI());
});
}
}
}
}
void FDeferredShadingSceneRenderer::RenderUnderWaterFog(
FRDGBuilder& GraphBuilder,
const FSceneWithoutWaterTextures& SceneWithoutWaterTextures,
TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesWithDepth)
{
if (Scene->ExponentialFogs.Num() > 0
// Fog must be done in the base pass for MSAA to work
&& !IsForwardShadingEnabled(ShaderPlatform))
{
RDG_EVENT_SCOPE(GraphBuilder, "ExponentialHeightFog");
FRDGTextureRef LinearDepthTexture = SceneWithoutWaterTextures.DepthTexture;
check(LinearDepthTexture);
const bool bShouldRenderVolumetricFog = ShouldRenderVolumetricFog();
// This must match SINGLE_LAYER_WATER_DEPTH_SCALE from SingleLayerWaterCommon.ush and SingleLayerWaterComposite.usf.
const float kSingleLayerWaterDepthScale = 100.0f;
FHeightFogRenderingParameters Parameters;
Parameters.LinearDepthReadScale = kSingleLayerWaterDepthScale;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
if (View.IsPerspectiveProjection())
{
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
TRDGUniformBufferRef<FFogUniformParameters> FogUniformBuffer = CreateFogUniformBuffer(GraphBuilder, View);
FFogPassParameters* PassParameters = GraphBuilder.AllocParameters<FFogPassParameters>();
PassParameters->SceneTextures = SceneTexturesWithDepth;
PassParameters->Fog = FogUniformBuffer;
PassParameters->LinearDepthTexture = LinearDepthTexture;
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneWithoutWaterTextures.ColorTexture, ERenderTargetLoadAction::ELoad);
const auto& SceneWithoutWaterView = SceneWithoutWaterTextures.Views[ViewIndex];
Parameters.ViewRect = SceneWithoutWaterView.ViewRect;
Parameters.LinearDepthMinMaxUV = SceneWithoutWaterView.MinMaxUV;
GraphBuilder.AddPass({}, PassParameters, ERDGPassFlags::Raster, [this, &View, bShouldRenderVolumetricFog, Parameters, LinearDepthTexture, FogUniformBuffer](FRHICommandList& RHICmdList)
{
FHeightFogRenderingParameters LocalParameters = Parameters;
LocalParameters.LinearDepthTextureRHI = LinearDepthTexture->GetRHI();
RenderViewFog(RHICmdList, View, bShouldRenderVolumetricFog, LocalParameters, FogUniformBuffer->GetRHI());
});
}
}
}
}
bool ShouldRenderFog(const FSceneViewFamily& Family)
{
const FEngineShowFlags EngineShowFlags = Family.EngineShowFlags;
return EngineShowFlags.Fog
&& EngineShowFlags.Materials
&& !Family.UseDebugViewPS()
&& CVarFog.GetValueOnRenderThread() == 1
&& !EngineShowFlags.StationaryLightOverlap
&& !EngineShowFlags.LightMapDensity;
}