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- issue
- IntegrateLight() in RectLightIntegrate.ush takes a rect texture but the result from SampleSourceTexture() is never consumed
- this is causing issues with non-optimized shaders on a certain platform as the compiler fails to eliminate the texture reference
- this was introduced way back in 2018 via an integration with CL 4358751
- fix
- remove the unused SampleSourceTexture() call from IntegrateLight()
- also remove rect texture parameter IntegrateLight() as its now unreferenced and update the callsites
- eliminate rect texture declarations that are no longer referenced and move the ones that are still used into the referencing preprocess branches that consumes them to give the compiler a little help eliminated them when not used
- testing
- EngineTest cook on Win64 and console platforms split between local and preflight
#rb Benjamin.Rouveyrol
#jira none, fallout from UDN investigation
#preflight 628807ec7e018d20dc17727f
[CL 20371469 by eric mcdaniel in ue5-main branch]
526 lines
20 KiB
Plaintext
526 lines
20 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DeferredLightingCommon.usf: Common definitions for deferred lighting.
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=============================================================================*/
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#pragma once
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#include "DeferredShadingCommon.ush"
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#include "DynamicLightingCommon.ush"
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#include "IESLightProfilesCommon.ush"
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#include "CapsuleLightIntegrate.ush"
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#include "RectLightIntegrate.ush"
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#include "Strata/Strata.ush"
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// This Strata include assumes that if inline shading is required, it needs to
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// be defined prior to DeferredLightingCommong.ush
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// StrataStruct.MaterialTextureArray is only available to translucent materials or global shaders computing contact shadows.
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// It is not defined for opaque materials, only the UAV is available to write the strata buffer.
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#define STRATA_RAYCAST_ENABLED (!MATERIAL_IS_STRATA || STRATA_TRANSLUCENT_ENABLED)
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#if STRATA_RAYCAST_ENABLED
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#if MATERIAL_IS_STRATA
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#define StrataRayCast StrataStruct
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#else
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#define StrataRayCast Strata
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#endif
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#endif
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/**
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* Data about a single light.
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* Putting the light data in this struct allows the same lighting code to be used between standard deferred,
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* Where many light properties are known at compile time, and tiled deferred, where all light properties have to be fetched from a buffer.
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*/
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// TODO: inherit or compose FLightShaderParameters
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struct FDeferredLightData
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{
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float3 TranslatedWorldPosition;
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float InvRadius;
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float3 Color;
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float FalloffExponent;
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float3 Direction;
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float3 Tangent;
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float SoftSourceRadius;
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float2 SpotAngles;
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float SourceRadius;
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float SourceLength;
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float SpecularScale;
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float ContactShadowLength;
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/** Intensity of non-shadow-casting contact shadows */
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float ContactShadowNonShadowCastingIntensity;
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float2 DistanceFadeMAD;
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float4 ShadowMapChannelMask;
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/** Whether ContactShadowLength is in World Space or in Screen Space. */
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bool ContactShadowLengthInWS;
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/** Whether to use inverse squared falloff. */
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bool bInverseSquared;
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/** Whether this is a light with radial attenuation, aka point or spot light. */
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bool bRadialLight;
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/** Whether this light needs spotlight attenuation. */
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bool bSpotLight;
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bool bRectLight;
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/** Whether the light should apply shadowing. */
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uint ShadowedBits;
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float RectLightBarnCosAngle;
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float RectLightBarnLength;
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/** Rect light atlas info. */
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float2 RectLightAtlasUVOffset;
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float2 RectLightAtlasUVScale;
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float RectLightAtlasMaxLevel;
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FHairTransmittanceData HairTransmittance;
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};
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/** Data about a single light to be shaded with the simple shading model, designed for speed and limited feature set. */
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struct FSimpleDeferredLightData
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{
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float3 TranslatedWorldPosition;
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float InvRadius;
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float3 Color;
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float FalloffExponent;
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/** Whether to use inverse squared falloff. */
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bool bInverseSquared;
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};
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#define REFERENCE_QUALITY 0
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FRectTexture InitRectTexture(FDeferredLightData In)
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{
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FRectTexture Output;
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Output.AtlasUVOffset = In.RectLightAtlasUVOffset;
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Output.AtlasUVScale = In.RectLightAtlasUVScale;
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Output.AtlasMaxLevel = In.RectLightAtlasMaxLevel;
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return Output;
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}
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/** Returns 0 for positions closer than the fade near distance from the camera, and 1 for positions further than the fade far distance. */
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float DistanceFromCameraFade(float SceneDepth, FDeferredLightData LightData)
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{
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// depth (non radial) based fading over distance
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float Fade = saturate(SceneDepth * LightData.DistanceFadeMAD.x + LightData.DistanceFadeMAD.y);
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return Fade * Fade;
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}
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// Returns distance along ray that the first hit occurred, or negative on miss
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// Sets bOutHitCastDynamicShadow if the hit point is marked as a dynamic shadow caster
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float ShadowRayCast(
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float3 RayOriginTranslatedWorld, float3 RayDirection, float RayLength,
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int NumSteps, float StepOffset, out bool bOutHitCastContactShadow )
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{
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float4 RayStartClip = mul( float4( RayOriginTranslatedWorld, 1 ), View.TranslatedWorldToClip );
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float4 RayDirClip = mul( float4( RayDirection * RayLength, 0 ), View.TranslatedWorldToClip );
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float4 RayEndClip = RayStartClip + RayDirClip;
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float3 RayStartScreen = RayStartClip.xyz / RayStartClip.w;
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float3 RayEndScreen = RayEndClip.xyz / RayEndClip.w;
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float3 RayStepScreen = RayEndScreen - RayStartScreen;
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float3 RayStartUVz = float3( RayStartScreen.xy * View.ScreenPositionScaleBias.xy + View.ScreenPositionScaleBias.wz, RayStartScreen.z );
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float3 RayStepUVz = float3( RayStepScreen.xy * View.ScreenPositionScaleBias.xy, RayStepScreen.z );
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float4 RayDepthClip = RayStartClip + mul( float4( 0, 0, RayLength, 0 ), View.ViewToClip );
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float3 RayDepthScreen = RayDepthClip.xyz / RayDepthClip.w;
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const float Step = 1.0 / NumSteps;
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// *2 to get less moire pattern in extreme cases, larger values make object appear not grounded in reflections
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const float CompareTolerance = abs( RayDepthScreen.z - RayStartScreen.z ) * Step * 2;
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float SampleTime = StepOffset * Step + Step;
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float FirstHitTime = -1.0;
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const float StartDepth = SceneTexturesStruct.SceneDepthTexture.SampleLevel( SceneTexturesStruct_SceneDepthTextureSampler, RayStartUVz.xy, 0 ).r;
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UNROLL
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for( int i = 0; i < NumSteps; i++ )
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{
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float3 SampleUVz = RayStartUVz + RayStepUVz * SampleTime;
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float SampleDepth = SceneTexturesStruct.SceneDepthTexture.SampleLevel( SceneTexturesStruct_SceneDepthTextureSampler, SampleUVz.xy, 0 ).r;
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float DepthDiff = SampleUVz.z - SampleDepth;
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bool Hit = abs( DepthDiff + CompareTolerance ) < CompareTolerance;
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// Avoid self-intersection with the start pixel (exact comparison due to point sampling depth buffer)
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Hit = Hit && ( SampleDepth != StartDepth );
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FirstHitTime = (Hit && FirstHitTime < 0.0) ? SampleTime : FirstHitTime;
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SampleTime += Step;
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}
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float HitDistance = -1.0;
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bOutHitCastContactShadow = false;
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if ( FirstHitTime > 0.0 )
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{
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// Ignore hits that come from non-shadow-casting pixels
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float3 SampleUVz = RayStartUVz + RayStepUVz * FirstHitTime;
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#if STRATA_ENABLED
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#if STRATA_RAYCAST_ENABLED && STRATA_USES_RESOURCE_MATERIALCONTAINER
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uint2 PixelPos = View.ViewRectMin.xy + View.ViewSizeAndInvSize.xy * SampleUVz.xy;
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FStrataAddressing StrataAddressing = GetStrataPixelDataByteOffset(PixelPos, uint2(View.BufferSizeAndInvSize.xy), StrataRayCast.MaxBytesPerPixel);
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FStrataPixelHeader StrataPixelHeader = UnpackStrataHeaderIn(StrataRayCast.MaterialTextureArray, StrataAddressing, StrataRayCast.TopLayerTexture);
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bOutHitCastContactShadow = DoesCastContactShadow(StrataPixelHeader);
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#endif
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#else
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FGBufferData SampleGBuffer = GetGBufferData( SampleUVz.xy );
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bOutHitCastContactShadow = CastContactShadow(SampleGBuffer);
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#endif
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// Off screen masking
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float3 HitUVz = RayStartUVz + RayStepUVz * FirstHitTime;
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bool bValidUV = all(and(0.0 < HitUVz.xy, HitUVz.xy < 1.0));
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HitDistance = bValidUV ? ( FirstHitTime * RayLength ) : -1.0;
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}
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return HitDistance;
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}
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#ifndef SUPPORT_CONTACT_SHADOWS
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#error "Must set SUPPORT_CONTACT_SHADOWS"
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#endif
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void GetShadowTerms(float SceneDepth, float4 PrecomputedShadowFactors, uint ShadingModelID, float ContactShadowOpacity, FDeferredLightData LightData, float3 TranslatedWorldPosition, float3 L, float4 LightAttenuation, float Dither, inout FShadowTerms Shadow)
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{
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float ContactShadowLength = 0.0f;
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const float ContactShadowLengthScreenScale = View.ClipToView[1][1] * SceneDepth;
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BRANCH
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if (LightData.ShadowedBits)
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{
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// Remapping the light attenuation buffer (see ShadowRendering.cpp)
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// LightAttenuation: Light function + per-object shadows in z, per-object SSS shadowing in w,
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// Whole scene directional light shadows in x, whole scene directional light SSS shadows in y
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// Get static shadowing from the appropriate GBuffer channel
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float UsesStaticShadowMap = dot(LightData.ShadowMapChannelMask, float4(1, 1, 1, 1));
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float StaticShadowing = lerp(1, dot(PrecomputedShadowFactors, LightData.ShadowMapChannelMask), UsesStaticShadowMap);
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if (LightData.bRadialLight)
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{
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// Remapping the light attenuation buffer (see ShadowRendering.cpp)
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Shadow.SurfaceShadow = LightAttenuation.z * StaticShadowing;
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// SSS uses a separate shadowing term that allows light to penetrate the surface
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//@todo - how to do static shadowing of SSS correctly?
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Shadow.TransmissionShadow = LightAttenuation.w * StaticShadowing;
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Shadow.TransmissionThickness = LightAttenuation.w;
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}
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else
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{
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// Remapping the light attenuation buffer (see ShadowRendering.cpp)
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// Also fix up the fade between dynamic and static shadows
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// to work with plane splits rather than spheres.
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float DynamicShadowFraction = DistanceFromCameraFade(SceneDepth, LightData);
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// For a directional light, fade between static shadowing and the whole scene dynamic shadowing based on distance + per object shadows
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Shadow.SurfaceShadow = lerp(LightAttenuation.x, StaticShadowing, DynamicShadowFraction);
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// Fade between SSS dynamic shadowing and static shadowing based on distance
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Shadow.TransmissionShadow = min(lerp(LightAttenuation.y, StaticShadowing, DynamicShadowFraction), LightAttenuation.w);
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Shadow.SurfaceShadow *= LightAttenuation.z;
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Shadow.TransmissionShadow *= LightAttenuation.z;
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// Need this min or backscattering will leak when in shadow which cast by non perobject shadow(Only for directional light)
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Shadow.TransmissionThickness = min(LightAttenuation.y, LightAttenuation.w);
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}
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FLATTEN
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if (LightData.ShadowedBits > 1 && LightData.ContactShadowLength > 0)
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{
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ContactShadowLength = LightData.ContactShadowLength * (LightData.ContactShadowLengthInWS ? 1.0f : ContactShadowLengthScreenScale);
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}
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}
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#if SUPPORT_CONTACT_SHADOWS
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#if STRATA_ENABLED == 0
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if (LightData.ShadowedBits < 2 && (ShadingModelID == SHADINGMODELID_HAIR))
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{
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ContactShadowLength = 0.2 * ContactShadowLengthScreenScale;
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}
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// World space distance to cover eyelids and eyelashes but not beyond
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if (ShadingModelID == SHADINGMODELID_EYE)
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{
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ContactShadowLength = 0.5;
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}
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#endif
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#if MATERIAL_CONTACT_SHADOWS
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ContactShadowLength = 0.2 * ContactShadowLengthScreenScale;
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#endif
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BRANCH
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if (ContactShadowLength > 0.0)
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{
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float StepOffset = Dither - 0.5;
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bool bHitCastContactShadow = false;
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float HitDistance = ShadowRayCast( TranslatedWorldPosition, L, ContactShadowLength, 8, StepOffset, bHitCastContactShadow );
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if ( HitDistance > 0.0 )
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{
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float ContactShadowOcclusion = bHitCastContactShadow ? 1.0 : LightData.ContactShadowNonShadowCastingIntensity;
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#if STRATA_ENABLED == 0
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// Exponential attenuation is not applied on hair/eye/SSS-profile here, as the hit distance (shading-point to blocker) is different from the estimated
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// thickness (closest-point-from-light to shading-point), and this creates light leaks. Instead we consider first hit as a blocker (old behavior)
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BRANCH
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if (ContactShadowOcclusion > 0.0 &&
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IsSubsurfaceModel(ShadingModelID) &&
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ShadingModelID != SHADINGMODELID_HAIR &&
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ShadingModelID != SHADINGMODELID_EYE &&
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ShadingModelID != SHADINGMODELID_SUBSURFACE_PROFILE)
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{
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// Reduce the intensity of the shadow similar to the subsurface approximation used by the shadow maps path
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// Note that this is imperfect as we don't really have the "nearest occluder to the light", but this should at least
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// ensure that we don't darken-out the subsurface term with the contact shadows
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float Density = SubsurfaceDensityFromOpacity(ContactShadowOpacity);
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ContactShadowOcclusion *= 1.0 - saturate( exp( -Density * HitDistance ) );
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}
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#endif
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float ContactShadow = 1.0 - ContactShadowOcclusion;
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Shadow.SurfaceShadow *= ContactShadow;
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Shadow.TransmissionShadow *= ContactShadow;
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}
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}
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#endif
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Shadow.HairTransmittance = LightData.HairTransmittance;
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Shadow.HairTransmittance.OpaqueVisibility = Shadow.SurfaceShadow;
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}
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float GetLocalLightAttenuation(
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float3 TranslatedWorldPosition,
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FDeferredLightData LightData,
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inout float3 ToLight,
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inout float3 L)
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{
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ToLight = LightData.TranslatedWorldPosition - TranslatedWorldPosition;
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float DistanceSqr = dot( ToLight, ToLight );
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L = ToLight * rsqrt( DistanceSqr );
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float LightMask;
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if (LightData.bInverseSquared)
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{
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LightMask = Square( saturate( 1 - Square( DistanceSqr * Square(LightData.InvRadius) ) ) );
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}
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else
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{
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LightMask = RadialAttenuation(ToLight * LightData.InvRadius, LightData.FalloffExponent);
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}
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if (LightData.bSpotLight)
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{
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LightMask *= SpotAttenuation(L, -LightData.Direction, LightData.SpotAngles);
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}
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if( LightData.bRectLight )
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{
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// Rect normal points away from point
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LightMask = dot( LightData.Direction, L ) < 0 ? 0 : LightMask;
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}
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return LightMask;
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}
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#define RECLIGHT_BARNDOOR 1
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// Wrapper for FDeferredLightData for computing visible rect light (i.e., unoccluded by barn doors)
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FRect GetRect(float3 ToLight, FDeferredLightData LightData)
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{
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return GetRect(
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ToLight,
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LightData.Direction,
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LightData.Tangent,
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LightData.SourceRadius,
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LightData.SourceLength,
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LightData.RectLightBarnCosAngle,
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LightData.RectLightBarnLength,
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RECLIGHT_BARNDOOR);
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}
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FCapsuleLight GetCapsule( float3 ToLight, FDeferredLightData LightData )
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{
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FCapsuleLight Capsule;
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Capsule.Length = LightData.SourceLength;
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Capsule.Radius = LightData.SourceRadius;
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Capsule.SoftRadius = LightData.SoftSourceRadius;
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Capsule.DistBiasSqr = 1;
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Capsule.LightPos[0] = ToLight - 0.5 * Capsule.Length * LightData.Tangent;
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Capsule.LightPos[1] = ToLight + 0.5 * Capsule.Length * LightData.Tangent;
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return Capsule;
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}
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/** Calculates lighting for a given position, normal, etc with a fully featured lighting model designed for quality. */
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FDeferredLightingSplit GetDynamicLightingSplit(
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float3 TranslatedWorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID,
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FDeferredLightData LightData, float4 LightAttenuation, float Dither, uint2 SVPos,
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inout float SurfaceShadow)
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{
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FLightAccumulator LightAccumulator = (FLightAccumulator)0;
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float3 V = -CameraVector;
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float3 N = GBuffer.WorldNormal;
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BRANCH if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT && CLEAR_COAT_BOTTOM_NORMAL)
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{
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const float2 oct1 = ((float2(GBuffer.CustomData.a, GBuffer.CustomData.z) * 4) - (512.0/255.0)) + UnitVectorToOctahedron(GBuffer.WorldNormal);
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N = OctahedronToUnitVector(oct1);
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}
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float3 L = LightData.Direction; // Already normalized
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float3 ToLight = L;
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float LightMask = 1;
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if (LightData.bRadialLight)
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{
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LightMask = GetLocalLightAttenuation( TranslatedWorldPosition, LightData, ToLight, L );
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}
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LightAccumulator.EstimatedCost += 0.3f; // running the PixelShader at all has a cost
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BRANCH
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if( LightMask > 0 )
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{
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FShadowTerms Shadow;
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Shadow.SurfaceShadow = AmbientOcclusion;
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Shadow.TransmissionShadow = 1;
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Shadow.TransmissionThickness = 1;
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Shadow.HairTransmittance.OpaqueVisibility = 1;
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const float ContactShadowOpacity = GBuffer.CustomData.a;
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GetShadowTerms(GBuffer.Depth, GBuffer.PrecomputedShadowFactors, GBuffer.ShadingModelID, ContactShadowOpacity,
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LightData, TranslatedWorldPosition, L, LightAttenuation, Dither, Shadow);
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SurfaceShadow = Shadow.SurfaceShadow;
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LightAccumulator.EstimatedCost += 0.3f; // add the cost of getting the shadow terms
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BRANCH
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if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 )
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{
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const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);
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float3 LightColor = LightData.Color;
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#if NON_DIRECTIONAL_DIRECT_LIGHTING
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float Lighting;
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if( LightData.bRectLight )
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{
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FRect Rect = GetRect( ToLight, LightData );
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Lighting = IntegrateLight( Rect );
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}
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else
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{
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FCapsuleLight Capsule = GetCapsule( ToLight, LightData );
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Lighting = IntegrateLight( Capsule, LightData.bInverseSquared );
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}
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float3 LightingDiffuse = Diffuse_Lambert( GBuffer.DiffuseColor ) * Lighting;
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LightAccumulator_AddSplit(LightAccumulator, LightingDiffuse, 0.0f, 0, LightColor * LightMask * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation);
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#else
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FDirectLighting Lighting;
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if (LightData.bRectLight)
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{
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FRect Rect = GetRect( ToLight, LightData );
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const FRectTexture SourceTexture = InitRectTexture(LightData);
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#if REFERENCE_QUALITY
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Lighting = IntegrateBxDF( GBuffer, N, V, Rect, Shadow, SourceTexture, SVPos );
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#else
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Lighting = IntegrateBxDF( GBuffer, N, V, Rect, Shadow, SourceTexture);
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#endif
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}
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else
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{
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FCapsuleLight Capsule = GetCapsule( ToLight, LightData );
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#if REFERENCE_QUALITY
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Lighting = IntegrateBxDF( GBuffer, N, V, Capsule, Shadow, SVPos );
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#else
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Lighting = IntegrateBxDF( GBuffer, N, V, Capsule, Shadow, LightData.bInverseSquared );
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#endif
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}
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|
Lighting.Specular *= LightData.SpecularScale;
|
|
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|
LightAccumulator_AddSplit( LightAccumulator, Lighting.Diffuse, Lighting.Specular, Lighting.Diffuse, LightColor * LightMask * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
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|
LightAccumulator_AddSplit( LightAccumulator, Lighting.Transmission, 0.0f, Lighting.Transmission, LightColor * LightMask * Shadow.TransmissionShadow, bNeedsSeparateSubsurfaceLightAccumulation );
|
|
|
|
LightAccumulator.EstimatedCost += 0.4f; // add the cost of the lighting computations (should sum up to 1 form one light)
|
|
#endif
|
|
}
|
|
}
|
|
|
|
return LightAccumulator_GetResultSplit(LightAccumulator);
|
|
}
|
|
|
|
float4 GetDynamicLighting(
|
|
float3 TranslatedWorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID,
|
|
FDeferredLightData LightData, float4 LightAttenuation, float Dither, uint2 SVPos,
|
|
inout float SurfaceShadow)
|
|
{
|
|
FDeferredLightingSplit SplitLighting = GetDynamicLightingSplit(
|
|
TranslatedWorldPosition, CameraVector, GBuffer, AmbientOcclusion, ShadingModelID,
|
|
LightData, LightAttenuation, Dither, SVPos,
|
|
SurfaceShadow);
|
|
|
|
return SplitLighting.SpecularLighting + SplitLighting.DiffuseLighting;
|
|
}
|
|
|
|
/**
|
|
* Calculates lighting for a given position, normal, etc with a simple lighting model designed for speed.
|
|
* All lights rendered through this method are unshadowed point lights with no shadowing or light function or IES.
|
|
* A cheap specular is used instead of the more correct area specular, no fresnel.
|
|
*/
|
|
float3 GetSimpleDynamicLighting(float3 TranslatedWorldPosition, float3 CameraVector, float3 WorldNormal, float AmbientOcclusion, float3 DiffuseColor, float3 SpecularColor, float Roughness, FSimpleDeferredLightData LightData)
|
|
{
|
|
float3 V = -CameraVector;
|
|
float3 N = WorldNormal;
|
|
float3 ToLight = LightData.TranslatedWorldPosition - TranslatedWorldPosition;
|
|
float DistanceAttenuation = 1;
|
|
|
|
float DistanceSqr = dot( ToLight, ToLight );
|
|
float3 L = ToLight * rsqrt( DistanceSqr );
|
|
float NoL = saturate( dot( N, L ) );
|
|
|
|
if (LightData.bInverseSquared)
|
|
{
|
|
// Sphere falloff (technically just 1/d2 but this avoids inf)
|
|
DistanceAttenuation = 1 / ( DistanceSqr + 1 );
|
|
|
|
float LightRadiusMask = Square( saturate( 1 - Square( DistanceSqr * Square(LightData.InvRadius) ) ) );
|
|
DistanceAttenuation *= LightRadiusMask;
|
|
}
|
|
else
|
|
{
|
|
DistanceAttenuation = RadialAttenuation(ToLight * LightData.InvRadius, LightData.FalloffExponent);
|
|
}
|
|
|
|
float3 OutLighting = 0;
|
|
|
|
BRANCH
|
|
if (DistanceAttenuation > 0)
|
|
{
|
|
const float3 LightColor = LightData.Color;
|
|
|
|
// Apply SSAO to the direct lighting since we're not going to have any other shadowing
|
|
float Attenuation = DistanceAttenuation * AmbientOcclusion;
|
|
|
|
#if NON_DIRECTIONAL_DIRECT_LIGHTING
|
|
float3 VolumeLighting = Diffuse_Lambert(DiffuseColor);
|
|
OutLighting += LightColor * Attenuation * VolumeLighting;
|
|
#else
|
|
OutLighting += LightColor * (NoL * Attenuation) * SimpleShading(DiffuseColor, SpecularColor, max(Roughness, .04f), L, V, N);
|
|
#endif
|
|
}
|
|
|
|
return OutLighting;
|
|
}
|
|
|