Files
UnrealEngineUWP/Engine/Shaders/Private/DynamicLightingCommon.ush
ben ingram d1124c2e41 Move a bunch of lighting calculations to translated world space, fixes various problems at LWC scale
#preflight 61f1760afd5285142b43178a
#rb Daniel.Wright, tiago.costa, Andrew.Lauritzen, charles.derousiers
#jira UE-139831

#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 18738670 in //UE5/Release-5.0/... via CL 18738820 via CL 18739464
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18740039 by ben ingram in ue5-main branch]
2022-01-26 13:56:31 -05:00

137 lines
4.8 KiB
Plaintext

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DynamicLightingCommon.usf: Contains functions shared by dynamic light shaders.
=============================================================================*/
#include "LargeWorldCoordinates.ush"
float3 GetDeferredLightTranslatedWorldPosition()
{
return DeferredLightUniforms.TranslatedWorldPosition;
}
/**
* Returns a radial attenuation factor for a point light.
* WorldLightVector is the vector from the position being shaded to the light, divided by the radius of the light.
*/
float RadialAttenuationMask(float3 WorldLightVector)
{
float NormalizeDistanceSquared = dot(WorldLightVector, WorldLightVector);
return 1.0f - saturate(NormalizeDistanceSquared);
}
float RadialAttenuation(float3 WorldLightVector, half FalloffExponent)
{
// Old (fast, but now we not use the default of 2 which looks quite bad):
return pow(RadialAttenuationMask(WorldLightVector), FalloffExponent);
// New (more physically correct but slower and has a more noticable cutoff ring in the dark):
// AttenFunc(x) = 1 / (x * x + 1)
// derived: InvAttenFunc(y) = sqrtf(1 / y - 1)
// FalloffExponent is ignored
// the following code is a normalized (scaled and biased f(0)=1 f(1)=0) and optimized
/*
// light less than x % is considered 0
// 20% produces a bright sphere, 5 % is ok for performance, 8% looks close to the old one, smaller numbers would be more realistic but then the attenuation radius also should be increased.
// we can expose CutoffPercentage later, alternatively we also can compute the attenuation radius from the CutoffPercentage and the brightness
const float CutoffPercentage = 5.0f;
float CutoffFraction = CutoffPercentage * 0.01f;
// those could be computed on C++ side
float PreCompX = 1.0f - CutoffFraction;
float PreCompY = CutoffFraction;
float PreCompZ = CutoffFraction / PreCompX;
return (1 / ( NormalizeDistanceSquared * PreCompX + PreCompY) - 1) * PreCompZ;
*/
}
/**
* Calculates attenuation for a spot light.
* L normalize vector to light.
* SpotDirection is the direction of the spot light.
* SpotAngles.x is CosOuterCone, SpotAngles.y is InvCosConeDifference.
*/
float SpotAttenuationMask(float3 L, float3 SpotDirection, float2 SpotAngles)
{
return saturate((dot(L, -SpotDirection) - SpotAngles.x) * SpotAngles.y);
}
float SpotAttenuation(float3 L, float3 SpotDirection, float2 SpotAngles)
{
float ConeAngleFalloff = Square(SpotAttenuationMask(L, SpotDirection, SpotAngles));
return ConeAngleFalloff;
}
/** Calculates radial and spot attenuation. */
float CalcLightAttenuation(float3 TranslatedWorldPosition, out float3 WorldLightVector)
{
WorldLightVector = DeferredLightUniforms.Direction;
float DistanceAttenuation = 1;
#if RADIAL_ATTENUATION
WorldLightVector = GetDeferredLightTranslatedWorldPosition() - TranslatedWorldPosition;
float DistanceSqr = dot( WorldLightVector, WorldLightVector );
// TODO Line segment falloff
// Sphere falloff (technically just 1/d2 but this avoids inf)
DistanceAttenuation = 1 / ( DistanceSqr + 1 );
float LightRadiusMask = Square( saturate( 1 - Square( DistanceSqr * DeferredLightUniforms.InvRadius * DeferredLightUniforms.InvRadius ) ) );
DistanceAttenuation *= LightRadiusMask;
if (DeferredLightUniforms.FalloffExponent > 0.f)
{
DistanceAttenuation = RadialAttenuation(WorldLightVector * DeferredLightUniforms.InvRadius, DeferredLightUniforms.FalloffExponent);
}
#endif
float SpotFalloff = 1;
#if RADIAL_ATTENUATION
SpotFalloff = SpotAttenuation( normalize(WorldLightVector), -DeferredLightUniforms.Direction, DeferredLightUniforms.SpotAngles);
#endif
return SpotFalloff * DistanceAttenuation;
}
float3 GetNormalizedLightVector(float3 TranslatedWorldPosition)
{
// assumed to be normalized
float3 Ret = DeferredLightUniforms.Direction;
#if RADIAL_ATTENUATION
Ret = normalize(GetDeferredLightTranslatedWorldPosition() - TranslatedWorldPosition);
#endif
return Ret;
}
float GetLightInfluenceMask(float3 TranslatedWorldPosition)
{
float LightMask = 1;
if (DeferredLightUniforms.InvRadius > 0)
{
float3 ToLight = GetDeferredLightTranslatedWorldPosition() - TranslatedWorldPosition;
float DistanceSqr = dot(ToLight, ToLight);
float3 L = ToLight * rsqrt(DistanceSqr);
if (DeferredLightUniforms.FalloffExponent == 0)
{
LightMask = saturate(1 - Square(DistanceSqr * Square(DeferredLightUniforms.InvRadius)));
//LightRadiusMask = Square(LightRadiusMask); No need to square since we are only doing a binary comparison below (and a saturate is used)
}
else
{
LightMask = RadialAttenuationMask(ToLight * DeferredLightUniforms.InvRadius);
}
if (DeferredLightUniforms.SpotAngles.x > -2.0f)
{
LightMask *= SpotAttenuationMask(L, -DeferredLightUniforms.Direction, DeferredLightUniforms.SpotAngles);
}
}
return LightMask > 0.0f ? 1.0f : 0.0f;
}