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This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211) [CL 16763350 by aurel cordonnier in ue5-main branch]
455 lines
17 KiB
Plaintext
455 lines
17 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ReflectionEnvironmentComputeShaders - functionality to apply local cubemaps.
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=============================================================================*/
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#include "Common.ush"
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#include "DeferredShadingCommon.ush"
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#include "BRDF.ush"
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#include "ReflectionEnvironmentShared.ush"
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#include "SkyLightingShared.ush"
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#include "DistanceFieldAOShared.ush"
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#include "ShadingModels.ush"
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#include "LightGridCommon.ush"
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#include "SceneTextureParameters.ush"
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#include "ClearCoatCommon.ush"
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#define REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES 1
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#define REFLECTION_COMPOSITE_SUPPORT_SKYLIGHT_BLEND 1
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#include "ReflectionEnvironmentComposite.ush"
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Texture2D ScreenSpaceReflectionsTexture;
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SamplerState ScreenSpaceReflectionsSampler;
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#if ENABLE_DYNAMIC_SKY_LIGHT
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#include "VolumetricCloudCommon.ush"
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Texture2D<float3> CloudSkyAOTexture;
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SamplerState CloudSkyAOSampler;
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float4x4 CloudSkyAOWorldToLightClipMatrix;
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float CloudSkyAOFarDepthKm;
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int CloudSkyAOEnabled;
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#endif
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Texture2D AmbientOcclusionTexture;
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SamplerState AmbientOcclusionSampler;
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float3 ContrastAndNormalizeMulAdd;
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float OcclusionExponent;
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float OcclusionCombineMode;
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struct FSkyLightVisibilityData
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{
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float SkyDiffuseLookUpMul;
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float3 SkyDiffuseLookUpAdd;
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float3 SkyDiffuseLookUpNormal;
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};
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FSkyLightVisibilityData GetSkyLightVisibilityData(float3 SkyLightingNormal, const float3 WorldNormal, const float GBufferAO, float ScreenAO, const float3 BentNormal)
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{
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float SkyVisibility = 1;
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float DotProductFactor = 1;
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#if APPLY_SKY_SHADOWING
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#define USE_DIRECTIONAL_OCCLUSION_ON_SKY_DIFFUSE 1
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#if USE_DIRECTIONAL_OCCLUSION_ON_SKY_DIFFUSE
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{
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SkyVisibility = length(BentNormal);
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float3 NormalizedBentNormal = BentNormal / (max(SkyVisibility, .00001f));
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// Use more bent normal in corners
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float BentNormalWeightFactor = SkyVisibility;
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SkyLightingNormal = lerp(NormalizedBentNormal, WorldNormal, BentNormalWeightFactor);
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DotProductFactor = lerp(dot(NormalizedBentNormal, WorldNormal), 1, BentNormalWeightFactor);
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}
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#else
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{
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SkyVisibility = length(BentNormal);
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}
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#endif
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float ContrastCurve = 1 / (1 + exp(-ContrastAndNormalizeMulAdd.x * (SkyVisibility * 10 - 5)));
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SkyVisibility = saturate(ContrastCurve * ContrastAndNormalizeMulAdd.y + ContrastAndNormalizeMulAdd.z);
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#endif
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// Apply DFAO controls
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SkyVisibility = pow(SkyVisibility, OcclusionExponent);
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SkyVisibility = lerp(SkyVisibility, 1, OcclusionTintAndMinOcclusion.w);
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// Combine with other AO sources
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if (OcclusionCombineMode == 0)
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{
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// Combine with min which nicely avoids over-occlusion in cases where strong DFAO is present along with strong SSAO (distant trees)
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SkyVisibility = min(SkyVisibility, min(GBufferAO, ScreenAO));
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}
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else
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{
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// Combine with mul, which continues to add SSAO depth even indoors. SSAO will need to be tweaked to be less strong.
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SkyVisibility = SkyVisibility * min(GBufferAO, ScreenAO);
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}
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// Apply AO to the sky diffuse and account for darkening due to the geometry term
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// apply the Diffuse color to the lighting (including OcclusionTintAndMinOcclusion as it's considered another light, that fixes SubsurfaceProfile being too dark)
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FSkyLightVisibilityData SkyVisData;
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SkyVisData.SkyDiffuseLookUpMul = SkyVisibility * DotProductFactor;
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SkyVisData.SkyDiffuseLookUpAdd = (1 - SkyVisibility) * OcclusionTintAndMinOcclusion.xyz;
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SkyVisData.SkyDiffuseLookUpNormal = SkyLightingNormal;
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return SkyVisData;
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}
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#if STRATA_ENABLED
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#define STRATA_INLINE_SHADING 0
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#include "/Engine/Private/Strata/StrataEvaluation.ush"
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#include "/Engine/Private/Strata/StrataEnvironmentLighting.ush"
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#endif
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float3 GatherRadiance(float CompositeAlpha, float3 WorldPosition, float3 RayDirection, float Roughness, float3 BentNormal, float IndirectIrradiance, uint ShadingModelID, uint NumCulledReflectionCaptures, uint CaptureDataStartIndex)
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{
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// Indirect occlusion from DFAO, which should be applied to reflection captures and skylight specular, but not SSR
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float IndirectSpecularOcclusion = 1.0f;
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float3 ExtraIndirectSpecular = 0;
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#if SUPPORT_DFAO_INDIRECT_OCCLUSION
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float IndirectDiffuseOcclusion;
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GetDistanceFieldAOSpecularOcclusion(BentNormal, RayDirection, Roughness, ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE, IndirectSpecularOcclusion, IndirectDiffuseOcclusion, ExtraIndirectSpecular);
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// Apply DFAO to IndirectIrradiance before mixing with indirect specular
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IndirectIrradiance *= IndirectDiffuseOcclusion;
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#endif
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const bool bCompositeSkylight = true;
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return CompositeReflectionCapturesAndSkylight(
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CompositeAlpha,
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WorldPosition,
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RayDirection,
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Roughness,
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IndirectIrradiance,
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IndirectSpecularOcclusion,
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ExtraIndirectSpecular,
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NumCulledReflectionCaptures,
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CaptureDataStartIndex,
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0,
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bCompositeSkylight);
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}
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float3 SkyLightDiffuse(FGBufferData GBuffer, float AmbientOcclusion, float2 BufferUV, float2 ScreenPosition, float3 BentNormal, float3 DiffuseColor)
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{
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float2 UV = BufferUV;
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float3 Lighting = 0;
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float3 SkyLightingNormal = GetClearCoatBottomNormal(GBuffer, GBuffer.WorldNormal);
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FSkyLightVisibilityData SkyVisData = GetSkyLightVisibilityData(SkyLightingNormal, GBuffer.WorldNormal, GBuffer.GBufferAO, AmbientOcclusion, BentNormal);
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BRANCH
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if (GBuffer.ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE)
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{
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float3 SubsurfaceLookup = GetSkySHDiffuse(-GBuffer.WorldNormal) * View.SkyLightColor.rgb;
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float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
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Lighting += SkyVisData.SkyDiffuseLookUpMul * SubsurfaceLookup * SubsurfaceColor;
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}
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if (GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE || GBuffer.ShadingModelID == SHADINGMODELID_PREINTEGRATED_SKIN)
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{
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float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
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// Add subsurface energy to diffuse
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DiffuseColor += SubsurfaceColor;
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}
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BRANCH
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if (GBuffer.ShadingModelID == SHADINGMODELID_HAIR)
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{
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float3 N = GBuffer.WorldNormal;
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float3 V = -normalize(mul(float4(ScreenPosition, 1, 0), View.ScreenToWorld).xyz);
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float3 L = normalize(V - N * dot(V, N));
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SkyVisData.SkyDiffuseLookUpNormal = L;
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FHairTransmittanceData TransmittanceData = InitHairTransmittanceData(true);
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DiffuseColor = PI * HairShading(GBuffer, L, V, N, 1, TransmittanceData, 0, 0.2, uint2(0, 0));
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}
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if (GBuffer.ShadingModelID == SHADINGMODELID_CLOTH)
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{
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float3 ClothFuzz = ExtractSubsurfaceColor(GBuffer);
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DiffuseColor += ClothFuzz * GBuffer.CustomData.a;
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}
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// Compute the preconvolved incoming lighting with the bent normal direction
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float3 DiffuseLookup = GetSkySHDiffuse(SkyVisData.SkyDiffuseLookUpNormal) * View.SkyLightColor.rgb;
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// And accumulate the lighting
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Lighting += (SkyVisData.SkyDiffuseLookUpMul * DiffuseLookup + SkyVisData.SkyDiffuseLookUpAdd) * DiffuseColor;
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Lighting *= View.PreExposure;
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//Lighting = (Texture2DSampleLevel(BentNormalAOTexture, BentNormalAOSampler, UV, 0).xyz);
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return Lighting;
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}
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float3 ReflectionEnvironment(FGBufferData GBuffer, float AmbientOcclusion, float2 BufferUV, float2 ScreenPosition, float4 SvPosition, float3 BentNormal, float3 SpecularColor)
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{
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float4 Color = float4(0, 0, 0, 1);
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float IndirectIrradiance = GBuffer.IndirectIrradiance;
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#if ENABLE_SKY_LIGHT && ALLOW_STATIC_LIGHTING
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BRANCH
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// Add in diffuse contribution from dynamic skylights so reflection captures will have something to mix with
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if (ReflectionStruct.SkyLightParameters.y > 0 && ReflectionStruct.SkyLightParameters.z > 0)
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{
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IndirectIrradiance += GetDynamicSkyIndirectIrradiance(BentNormal, GBuffer.WorldNormal);
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}
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#endif
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float3 WorldPosition = mul(float4(ScreenPosition * GBuffer.Depth, GBuffer.Depth, 1), View.ScreenToWorld).xyz;
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float3 CameraToPixel = normalize(WorldPosition - View.WorldCameraOrigin);
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float3 ReflectionVector = reflect(CameraToPixel, GBuffer.WorldNormal);
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float3 V = -CameraToPixel;
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float3 N = GBuffer.WorldNormal;
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const float3 SavedTopLayerNormal = N;
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#if SUPPORTS_ANISOTROPIC_MATERIALS
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ModifyGGXAnisotropicNormalRoughness(GBuffer.WorldTangent, GBuffer.Anisotropy, GBuffer.Roughness, N, V);
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#endif
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float3 R = 2 * dot( V, N ) * N - V;
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float NoV = saturate( dot( N, V ) );
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// Point lobe in off-specular peak direction
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R = GetOffSpecularPeakReflectionDir(N, R, GBuffer.Roughness);
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#if 1
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// Note: this texture may also contain planar reflections
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float4 SSR = Texture2DSample(ScreenSpaceReflectionsTexture, ScreenSpaceReflectionsSampler, BufferUV);
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Color.rgb = SSR.rgb;
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Color.a = 1 - SSR.a;
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#endif
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#if RAY_TRACED_REFLECTIONS
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float4 SavedColor = Color; // When a clear coat material is encountered, we save the reflection buffer color for it to not be affected by operations.
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#endif
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if(GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT )
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{
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#if RAY_TRACED_REFLECTIONS
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Color = float4(0, 0, 0, 1); // Clear coat reflection is expected to be computed on a black background
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#endif
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const float ClearCoat = GBuffer.CustomData.x;
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Color = lerp( Color, float4(0,0,0,1), ClearCoat );
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#if CLEAR_COAT_BOTTOM_NORMAL
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const float2 oct1 = ((float2(GBuffer.CustomData.a, GBuffer.CustomData.z) * 2) - (256.0/255.0)) + UnitVectorToOctahedron(GBuffer.WorldNormal);
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const float3 ClearCoatUnderNormal = OctahedronToUnitVector(oct1);
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const float3 BottomEffectiveNormal = ClearCoatUnderNormal;
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R = 2 * dot( V, ClearCoatUnderNormal ) * ClearCoatUnderNormal - V;
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#endif
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}
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float AO = GBuffer.GBufferAO * AmbientOcclusion;
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float RoughnessSq = GBuffer.Roughness * GBuffer.Roughness;
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float SpecularOcclusion = GetSpecularOcclusion(NoV, RoughnessSq, AO);
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Color.a *= SpecularOcclusion;
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#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
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float2 LocalPosition = SvPosition.xy - View.ViewRectMin.xy;
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uint GridIndex = ComputeLightGridCellIndex(uint2(LocalPosition.x, LocalPosition.y), GBuffer.Depth);
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uint NumCulledEntryIndex = (ForwardLightData.NumGridCells + GridIndex) * NUM_CULLED_LIGHTS_GRID_STRIDE;
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uint NumCulledReflectionCaptures = min(ForwardLightData.NumCulledLightsGrid[NumCulledEntryIndex + 0], ForwardLightData.NumReflectionCaptures);
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uint DataStartIndex = ForwardLightData.NumCulledLightsGrid[NumCulledEntryIndex + 1];
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#else
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uint DataStartIndex = 0;
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uint NumCulledReflectionCaptures = 0;
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#endif
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//Top of regular reflection or bottom layer of clear coat.
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Color.rgb += View.PreExposure * GatherRadiance(Color.a, WorldPosition, R, GBuffer.Roughness, BentNormal, IndirectIrradiance, GBuffer.ShadingModelID, NumCulledReflectionCaptures, DataStartIndex);
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BRANCH
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if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT)
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{
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const float ClearCoat = GBuffer.CustomData.x;
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const float ClearCoatRoughness = GBuffer.CustomData.y;
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// Restore saved values needed for the top layer.
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GBuffer.WorldNormal = SavedTopLayerNormal;
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// Recompute some values unaffected by anistropy for the top layer
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N = GBuffer.WorldNormal;
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R = 2 * dot(V, N) * N - V;
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NoV = saturate(dot(N, V));
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R = GetOffSpecularPeakReflectionDir(N, R, ClearCoatRoughness);
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// TODO EnvBRDF should have a mask param
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float2 AB = PreIntegratedGF.SampleLevel( PreIntegratedGFSampler, float2( NoV, GBuffer.Roughness), 0 ).rg;
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Color.rgb *= SpecularColor * AB.x + AB.y * saturate( 50 * SpecularColor.g ) * (1 - ClearCoat);
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// F_Schlick
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float F = EnvBRDF( 0.04, ClearCoatRoughness, NoV ).x;
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F *= ClearCoat;
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float LayerAttenuation = (1 - F);
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Color.rgb *= LayerAttenuation;
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Color.a = F;
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#if !RAY_TRACED_REFLECTIONS
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Color.rgb += SSR.rgb * F;
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Color.a *= 1 - SSR.a;
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#endif
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Color.a *= SpecularOcclusion;
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float3 TopLayerR = 2 * dot( V, N ) * N - V;
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Color.rgb += View.PreExposure * GatherRadiance(Color.a, WorldPosition, TopLayerR, ClearCoatRoughness, BentNormal, IndirectIrradiance, GBuffer.ShadingModelID, NumCulledReflectionCaptures, DataStartIndex);
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#if RAY_TRACED_REFLECTIONS
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Color.rgb = SavedColor.rgb + Color.rgb * SavedColor.a; // Compose default clear coat reflection over regular refelction (using Premultiplied alpha where SaveColor.a=transmittance)
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#endif
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}
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else
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{
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Color.rgb *= EnvBRDF( SpecularColor, GBuffer.Roughness, NoV );
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}
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// Transform NaNs to black, transform negative colors to black.
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return -min(-Color.rgb, 0.0);
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}
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void ApplyCloudVolumetricShadow(in float3 WorldPosition, inout float3 SkyLighting)
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{
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// Ideally we would compute spatially how much of the sky+cloud is visible for each point in the world. But we evaluate the sky light only once at the sky light component position as of today.
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// To add some spatial variation, we can affect the sky light diffuse contribution according to cloud occlusion from above.
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// This is an approximation because clouds are also occluding the sky in the sky light capture (a bit of a double contribution then). but it does help by adding spatially varying details.
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#if 0 // DISABLED for now because it has artefact with specular not being affected (and thus looking too bright which can be confusing for users).
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// NOTE: Consider wrapping this inside a define when enabled. Otherwise, perf will regress on less powerful platforms
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if (CloudSkyAOEnabled)
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{
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float OutOpticalDepth = 0.0f;
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SkyLighting *= GetCloudVolumetricShadow(WorldPosition, CloudSkyAOWorldToLightClipMatrix, CloudSkyAOFarDepthKm, CloudSkyAOTexture, CloudSkyAOSampler, OutOpticalDepth);
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}
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#endif
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}
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void ReflectionEnvironmentSkyLighting(
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in float4 SvPosition : SV_Position,
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out float4 OutColor : SV_Target0)
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{
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uint2 PixelPos = SvPosition.xy;
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float2 BufferUV = SvPositionToBufferUV(SvPosition);
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float2 ScreenPosition = SvPositionToScreenPosition(SvPosition).xy;
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OutColor = 0.0f;
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#if STRATA_ENABLED
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#if ENABLE_DYNAMIC_SKY_LIGHT
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#if ENABLE_SKY_LIGHT
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// STRATA_TODO handle the ENABLE_SKY_LIGHT && ALLOW_STATIC_LIGHTING case
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FStrataAddressing StrataAddressing = GetStrataPixelDataByteOffset(PixelPos, uint2(View.BufferSizeAndInvSize.xy), Strata.MaxBytesPerPixel);
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FStrataPixelHeader StrataPixelHeader = UnpackStrataHeaderIn(Strata.MaterialLobesBuffer, StrataAddressing);
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BRANCH
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if (StrataPixelHeader.BSDFCount > 0) // This test is also enough to exclude sky pixels
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{
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float DeviceZ = SampleDeviceZFromSceneTextures(BufferUV);
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float SceneDepth = ConvertFromDeviceZ(DeviceZ);
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float3 WorldPosition = mul(float4(ScreenPosition * SceneDepth, SceneDepth, 1), View.ScreenToWorld).xyz;
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float3 CameraToPixel = normalize(WorldPosition - View.WorldCameraOrigin);
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float3 V = -CameraToPixel;
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// Sample the ambient occlusion that is dynamically generated every frame.
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float AmbientOcclusion = AmbientOcclusionTexture.SampleLevel(AmbientOcclusionSampler, BufferUV, 0).r;
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const float4 SSR = Texture2DSample(ScreenSpaceReflectionsTexture, ScreenSpaceReflectionsSampler, BufferUV);
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// SSR is computed for the top level by averaging BSDF components.
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// This is the top level specular contribution factor according to areas.
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const float TopLayerSpecularContributionFactor = 1.0f - SSR.a;
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// A reduction of SSR contribution is needed when there is haziness because we only consider SSR for the sharpest lobe.
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float SSRReductionFactor = 1.0f;
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float3 TopLayerEnvBRDF = 0.0f;
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float4 StrataEnvLighting = StrataEnvironmentLighting(
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BufferUV,
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SceneDepth,
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WorldPosition,
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CameraToPixel,
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V,
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AmbientOcclusion,
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TopLayerSpecularContributionFactor,
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Strata.MaterialLobesBuffer,
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StrataAddressing,
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StrataPixelHeader,
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SSRReductionFactor,
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TopLayerEnvBRDF);
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float3 SkyLighting = SSR.rgb * TopLayerEnvBRDF * SSRReductionFactor + StrataEnvLighting.rgb;
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ApplyCloudVolumetricShadow(WorldPosition, SkyLighting);
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OutColor.xyz = SkyLighting;
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OutColor.a = StrataEnvLighting.a;
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}
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#endif // ENABLE_SKY_LIGHT
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#endif // ENABLE_DYNAMIC_SKY_LIGHT
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#else // STRATA_ENABLED
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// Sample scene textures.
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FGBufferData GBuffer = GetGBufferDataFromSceneTextures(BufferUV);
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uint ShadingModelID = GBuffer.ShadingModelID;
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const bool bUnlitMaterial = ShadingModelID == SHADINGMODELID_UNLIT;
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float3 DiffuseColor = GBuffer.DiffuseColor;
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float3 SpecularColor = GBuffer.SpecularColor;
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RemapClearCoatDiffuseAndSpecularColor(GBuffer, ScreenPosition, DiffuseColor, SpecularColor);
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// Sample the ambient occlusion that is dynamically generated every frame.
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float AmbientOcclusion = AmbientOcclusionTexture.SampleLevel(AmbientOcclusionSampler, BufferUV, 0).r;
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float3 BentNormal = GBuffer.WorldNormal;
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#if APPLY_SKY_SHADOWING
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{
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BentNormal = UpsampleDFAO(BufferUV, GBuffer.Depth, GBuffer.WorldNormal);
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}
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#endif
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#if ENABLE_DYNAMIC_SKY_LIGHT
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BRANCH
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if (!bUnlitMaterial) // Only light pixels marked as lit
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{
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float3 SkyLighting = SkyLightDiffuse(GBuffer, AmbientOcclusion, BufferUV, ScreenPosition, BentNormal, DiffuseColor);
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float3 WorldPosition = mul(float4(ScreenPosition * GBuffer.Depth, GBuffer.Depth, 1), View.ScreenToWorld).xyz;
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ApplyCloudVolumetricShadow(WorldPosition, SkyLighting);
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FLightAccumulator LightAccumulator = (FLightAccumulator)0;
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const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(ShadingModelID);
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LightAccumulator_Add(LightAccumulator, SkyLighting, SkyLighting, 1.0f, bNeedsSeparateSubsurfaceLightAccumulation);
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OutColor = LightAccumulator_GetResult(LightAccumulator);
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}
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#endif // ENABLE_DYNAMIC_SKY_LIGHT
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BRANCH
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if (!bUnlitMaterial && ShadingModelID != SHADINGMODELID_HAIR)
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{
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OutColor.xyz += ReflectionEnvironment(GBuffer, AmbientOcclusion, BufferUV, ScreenPosition, SvPosition, BentNormal, SpecularColor);
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}
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#endif // STRATA_ENABLED
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}
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