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* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families. Original "BeginRenderingViewFamily" falls through to this. * FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family. * Swap ViewFamily to ActiveViewFamily. * Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions. * FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions. * Some frame setup and cleanup logic outside the render graph runs once. * Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior. * Display Cluster (Virtual Production) uses new API. Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig). Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems. #jira none #rnx #rb zach.bethel #preflight 625df821b21bb49791d377c9 [CL 19813996 by jason hoerner in ue5-main branch]
1316 lines
62 KiB
C++
1316 lines
62 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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VolumetricFog.cpp
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=============================================================================*/
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#include "VolumetricFog.h"
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneUtils.h"
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#include "GlobalDistanceField.h"
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#include "GlobalDistanceFieldParameters.h"
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#include "DistanceFieldAmbientOcclusion.h"
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#include "DistanceFieldLightingShared.h"
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#include "VolumetricFogShared.h"
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#include "VolumeRendering.h"
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#include "ScreenRendering.h"
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#include "VolumeLighting.h"
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#include "PipelineStateCache.h"
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#include "ShaderParameterStruct.h"
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#include "Math/Halton.h"
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#include "VolumetricCloudRendering.h"
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#include "Lumen/LumenTranslucencyVolumeLighting.h"
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#include "GenerateConservativeDepthBuffer.h"
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#include "VirtualShadowMaps/VirtualShadowMapClipmap.h"
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#include "ProfilingDebugging/CpuProfilerTrace.h"
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int32 GVolumetricFog = 1;
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FAutoConsoleVariableRef CVarVolumetricFog(
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TEXT("r.VolumetricFog"),
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GVolumetricFog,
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TEXT("Whether to allow the volumetric fog feature."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogInjectShadowedLightsSeparately = 1;
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FAutoConsoleVariableRef CVarVolumetricFogInjectShadowedLightsSeparately(
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TEXT("r.VolumetricFog.InjectShadowedLightsSeparately"),
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GVolumetricFogInjectShadowedLightsSeparately,
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TEXT("Whether to allow the volumetric fog feature."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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float GVolumetricFogDepthDistributionScale = 32.0f;
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FAutoConsoleVariableRef CVarVolumetricFogDepthDistributionScale(
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TEXT("r.VolumetricFog.DepthDistributionScale"),
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GVolumetricFogDepthDistributionScale,
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TEXT("Scales the slice depth distribution."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogGridPixelSize = 16;
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FAutoConsoleVariableRef CVarVolumetricFogGridPixelSize(
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TEXT("r.VolumetricFog.GridPixelSize"),
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GVolumetricFogGridPixelSize,
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TEXT("XY Size of a cell in the voxel grid, in pixels."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogGridSizeZ = 64;
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FAutoConsoleVariableRef CVarVolumetricFogGridSizeZ(
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TEXT("r.VolumetricFog.GridSizeZ"),
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GVolumetricFogGridSizeZ,
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TEXT("How many Volumetric Fog cells to use in z."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogTemporalReprojection = 1;
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FAutoConsoleVariableRef CVarVolumetricFogTemporalReprojection(
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TEXT("r.VolumetricFog.TemporalReprojection"),
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GVolumetricFogTemporalReprojection,
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TEXT("Whether to use temporal reprojection on volumetric fog."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogJitter = 1;
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FAutoConsoleVariableRef CVarVolumetricFogJitter(
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TEXT("r.VolumetricFog.Jitter"),
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GVolumetricFogJitter,
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TEXT("Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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float GVolumetricFogHistoryWeight = .9f;
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FAutoConsoleVariableRef CVarVolumetricFogHistoryWeight(
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TEXT("r.VolumetricFog.HistoryWeight"),
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GVolumetricFogHistoryWeight,
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TEXT("How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogHistoryMissSupersampleCount = 4;
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FAutoConsoleVariableRef CVarVolumetricFogHistoryMissSupersampleCount(
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TEXT("r.VolumetricFog.HistoryMissSupersampleCount"),
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GVolumetricFogHistoryMissSupersampleCount,
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TEXT("Number of lighting samples to compute for voxels whose history value is not available.\n")
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TEXT("This reduces noise when panning or on camera cuts, but introduces a variable cost to volumetric fog computation. Valid range [1, 16]."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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float GInverseSquaredLightDistanceBiasScale = 1.0f;
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FAutoConsoleVariableRef CVarInverseSquaredLightDistanceBiasScale(
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TEXT("r.VolumetricFog.InverseSquaredLightDistanceBiasScale"),
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GInverseSquaredLightDistanceBiasScale,
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TEXT("Scales the amount added to the inverse squared falloff denominator. This effectively removes the spike from inverse squared falloff that causes extreme aliasing."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogEmissive = 1;
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FAutoConsoleVariableRef CVarVolumetricFogEmissive(
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TEXT("r.VolumetricFog.Emissive"),
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GVolumetricFogEmissive,
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TEXT("Whether to allow the volumetric fog emissive component."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int32 GVolumetricFogConservativeDepth = 0;
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FAutoConsoleVariableRef CVarVolumetricFogConservativeDepth(
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TEXT("r.VolumetricFog.ConservativeDepth"),
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GVolumetricFogConservativeDepth,
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TEXT("[Experimental] Whether to allow the volumetric to use conservative depth to accelerate computations."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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int GVolumetricFogLightFunction = 1;
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FAutoConsoleVariableRef CVarVolumetricFogLightFunction(
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TEXT("r.VolumetricFog.LightFunction"),
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GVolumetricFogLightFunction,
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TEXT("Whether light functions are generated to be sampled when rendering volumetric fog."),
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ECVF_Scalability | ECVF_RenderThreadSafe
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);
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float GLightScatteringSampleJitterMultiplier = 0;
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FAutoConsoleVariableRef CVarLightScatteringSampleJitterMultiplier(
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TEXT("r.VolumetricFog.LightScatteringSampleJitterMultiplier"),
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GLightScatteringSampleJitterMultiplier,
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TEXT("Multiplier for random offset value used to jitter each world sample position when generating the 3D fog volume. Enable/disable with r.VolumetricFog.Jitter"),
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ECVF_RenderThreadSafe | ECVF_Scalability
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);
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FVolumetricFogGlobalData, "VolumetricFog");
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DECLARE_GPU_STAT(VolumetricFog);
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FVolumetricFogGlobalData::FVolumetricFogGlobalData()
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{}
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FVector3f VolumetricFogTemporalRandom(uint32 FrameNumber)
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{
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// Center of the voxel
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FVector3f RandomOffsetValue(.5f, .5f, .5f);
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if (GVolumetricFogJitter && GVolumetricFogTemporalReprojection)
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{
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RandomOffsetValue = FVector3f(Halton(FrameNumber & 1023, 2), Halton(FrameNumber & 1023, 3), Halton(FrameNumber & 1023, 5));
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}
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return RandomOffsetValue;
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}
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void SetupVolumetricFogIntegrationParameters(
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FVolumetricFogIntegrationParameters& Out,
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FViewInfo& View,
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const FVolumetricFogIntegrationParameterData& IntegrationData)
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{
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Out.VolumetricFog = View.VolumetricFogResources.VolumetricFogGlobalData;
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FMatrix44f UnjitteredInvTranslatedViewProjectionMatrix = FMatrix44f(View.ViewMatrices.ComputeInvProjectionNoAAMatrix() * View.ViewMatrices.GetTranslatedViewMatrix().GetTransposed());
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Out.UnjitteredClipToTranslatedWorld = UnjitteredInvTranslatedViewProjectionMatrix;
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FMatrix TranslatedWorldToWorld = FTranslationMatrix(-View.ViewMatrices.GetPreViewTranslation());
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FMatrix44f UnjitteredTranslatedViewProjectionMatrix = FMatrix44f(TranslatedWorldToWorld * View.PrevViewInfo.ViewMatrices.GetViewMatrix() * View.PrevViewInfo.ViewMatrices.ComputeProjectionNoAAMatrix());
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Out.UnjitteredPrevTranslatedWorldToClip = UnjitteredTranslatedViewProjectionMatrix;
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int32 OffsetCount = IntegrationData.FrameJitterOffsetValues.Num();
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for (int32 i = 0; i < OffsetCount; ++i)
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{
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Out.FrameJitterOffsets[i] = IntegrationData.FrameJitterOffsetValues.GetData()[i];
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}
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extern float GVolumetricFogHistoryWeight;
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Out.HistoryWeight = IntegrationData.bTemporalHistoryIsValid ? GVolumetricFogHistoryWeight : 0.0f;
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extern int32 GVolumetricFogHistoryMissSupersampleCount;
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Out.HistoryMissSuperSampleCount = FMath::Clamp(GVolumetricFogHistoryMissSupersampleCount, 1, 16);
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}
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static const uint32 VolumetricFogGridInjectionGroupSize = 4;
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namespace
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{
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class FPermutationUseEmissive : SHADER_PERMUTATION_BOOL("USE_EMISSIVE");
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}
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class FVolumetricFogMaterialSetupCS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FVolumetricFogMaterialSetupCS);
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SHADER_USE_PARAMETER_STRUCT(FVolumetricFogMaterialSetupCS, FGlobalShader);
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using FPermutationDomain = TShaderPermutationDomain<FPermutationUseEmissive>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(FLinearColor, GlobalAlbedo)
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SHADER_PARAMETER(FLinearColor, GlobalEmissive)
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SHADER_PARAMETER(float, GlobalExtinctionScale)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FFogUniformParameters, Fog)
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_STRUCT_INCLUDE(FVolumetricFogIntegrationParameters, VolumetricFogParameters)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture3D<float4>, RWVBufferA)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture3D<float4>, RWVBufferB)
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END_SHADER_PARAMETER_STRUCT()
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public:
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return DoesPlatformSupportVolumetricFog(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), VolumetricFogGridInjectionGroupSize);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FVolumetricFogMaterialSetupCS, "/Engine/Private/VolumetricFog.usf", "MaterialSetupCS", SF_Compute);
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/** Vertex shader used to write to a range of slices of a 3d volume texture. */
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class FWriteToBoundingSphereVS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FWriteToBoundingSphereVS);
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SHADER_USE_PARAMETER_STRUCT(FWriteToBoundingSphereVS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FVolumetricFogIntegrationParameters, VolumetricFogParameters)
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SHADER_PARAMETER(FMatrix44f, ViewToVolumeClip)
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SHADER_PARAMETER(FVector4f, ViewSpaceBoundingSphere)
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SHADER_PARAMETER(int32, MinZ)
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return DoesPlatformSupportVolumetricFog(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.CompilerFlags.Add(CFLAG_VertexToGeometryShader);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FWriteToBoundingSphereVS, "/Engine/Private/VolumetricFog.usf", "WriteToBoundingSphereVS", SF_Vertex);
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/** Shader that adds direct lighting contribution from the given light to the current volume lighting cascade. */
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class FInjectShadowedLocalLightPS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FInjectShadowedLocalLightPS);
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SHADER_USE_PARAMETER_STRUCT(FInjectShadowedLocalLightPS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FDeferredLightUniformStruct, DeferredLight)
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SHADER_PARAMETER_STRUCT_INCLUDE(FVolumeShadowingShaderParameters, VolumeShadowingShaderParameters)
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SHADER_PARAMETER_STRUCT_INCLUDE(FVirtualShadowMapSamplingParameters, VirtualShadowMapSamplingParameters)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ConservativeDepthTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, WhiteDummyTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, LightFunctionAtlasTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, LightFunctionAtlasSampler)
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SHADER_PARAMETER_STRUCT_INCLUDE(FVolumetricFogIntegrationParameters, VolumetricFogParameters)
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SHADER_PARAMETER(FMatrix44f, LocalLightFunctionMatrix)
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SHADER_PARAMETER(FVector4f, LightFunctionAtlasTileMinMaxUvBound)
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SHADER_PARAMETER(float, PhaseG)
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SHADER_PARAMETER(float, InverseSquaredLightDistanceBiasScale)
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SHADER_PARAMETER(uint32, UseConservativeDepthTexture)
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SHADER_PARAMETER(int32, VirtualShadowMapId)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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class FDynamicallyShadowed : SHADER_PERMUTATION_BOOL("DYNAMICALLY_SHADOWED");
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class FTemporalReprojection : SHADER_PERMUTATION_BOOL("USE_TEMPORAL_REPROJECTION");
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class FLightFunction : SHADER_PERMUTATION_BOOL("USE_LIGHT_FUNCTION");
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class FEnableShadows : SHADER_PERMUTATION_BOOL("ENABLE_SHADOW_COMPUTATION");
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class FVirtualShadowMap : SHADER_PERMUTATION_BOOL("VIRTUAL_SHADOW_MAP");
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using FPermutationDomain = TShaderPermutationDomain<
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FDynamicallyShadowed,
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FTemporalReprojection,
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FLightFunction,
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FEnableShadows,
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FVirtualShadowMap >;
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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FVirtualShadowMapArray::SetShaderDefines(OutEnvironment);
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}
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return DoesPlatformSupportVolumetricFog(Parameters.Platform);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FInjectShadowedLocalLightPS, "/Engine/Private/VolumetricFog.usf", "InjectShadowedLocalLightPS", SF_Pixel);
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const FProjectedShadowInfo* GetShadowForInjectionIntoVolumetricFog(const FVisibleLightInfo& VisibleLightInfo)
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{
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for (int32 ShadowIndex = 0; ShadowIndex < VisibleLightInfo.ShadowsToProject.Num(); ShadowIndex++)
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{
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FProjectedShadowInfo* ProjectedShadowInfo = VisibleLightInfo.ShadowsToProject[ShadowIndex];
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if (ProjectedShadowInfo->bAllocated
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&& ProjectedShadowInfo->bWholeSceneShadow
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&& !ProjectedShadowInfo->bRayTracedDistanceField)
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{
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return ProjectedShadowInfo;
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}
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}
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return nullptr;
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}
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bool LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow(const FViewInfo& View, const FLightSceneInfo* LightSceneInfo, const FVisibleLightInfo& VisibleLightInfo)
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{
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const FLightSceneProxy* LightProxy = LightSceneInfo->Proxy;
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if (GVolumetricFogInjectShadowedLightsSeparately
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&& (LightProxy->GetLightType() == LightType_Point || LightProxy->GetLightType() == LightType_Spot || LightProxy->GetLightType() == LightType_Rect)
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&& !LightProxy->HasStaticLighting()
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&& LightProxy->CastsDynamicShadow()
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&& LightProxy->CastsVolumetricShadow())
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{
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const FStaticShadowDepthMap* StaticShadowDepthMap = LightProxy->GetStaticShadowDepthMap();
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const bool bStaticallyShadowed = LightSceneInfo->IsPrecomputedLightingValid() && StaticShadowDepthMap && StaticShadowDepthMap->Data && StaticShadowDepthMap->TextureRHI;
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const bool bHasVirtualShadowMap = VisibleLightInfo.GetVirtualShadowMapId( &View ) != INDEX_NONE;
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return GetShadowForInjectionIntoVolumetricFog(VisibleLightInfo) != NULL || bStaticallyShadowed || bHasVirtualShadowMap;
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}
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return false;
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}
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bool LightNeedsSeparateInjectionIntoVolumetricFogForLightFunction(const FLightSceneInfo* LightSceneInfo)
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{
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// No directional light type because it is handled in a specific way in RenderLightFunctionForVolumetricFog.
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// TODO: add support for rect lights.
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return GVolumetricFogLightFunction > 0 && (LightSceneInfo->Proxy->GetLightType() == LightType_Point || LightSceneInfo->Proxy->GetLightType() == LightType_Spot);
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}
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FIntPoint CalculateVolumetricFogBoundsForLight(const FSphere& LightBounds, const FViewInfo& View, FIntVector VolumetricFogGridSize, FVector GridZParams)
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{
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FIntPoint VolumeZBounds;
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FVector ViewSpaceLightBoundsOrigin = View.ViewMatrices.GetViewMatrix().TransformPosition(LightBounds.Center);
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int32 FurthestSliceIndexUnclamped = ComputeZSliceFromDepth(ViewSpaceLightBoundsOrigin.Z + LightBounds.W, GridZParams);
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int32 ClosestSliceIndexUnclamped = ComputeZSliceFromDepth(ViewSpaceLightBoundsOrigin.Z - LightBounds.W, GridZParams);
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VolumeZBounds.X = FMath::Clamp(ClosestSliceIndexUnclamped, 0, VolumetricFogGridSize.Z - 1);
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VolumeZBounds.Y = FMath::Clamp(FurthestSliceIndexUnclamped, 0, VolumetricFogGridSize.Z - 1);
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return VolumeZBounds;
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}
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static bool OverrideDirectionalLightInScatteringUsingHeightFog(const FViewInfo& View, const FExponentialHeightFogSceneInfo& FogInfo)
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{
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return FogInfo.bOverrideLightColorsWithFogInscatteringColors && View.bUseDirectionalInscattering && !View.FogInscatteringColorCubemap;
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}
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static bool OverrideSkyLightInScatteringUsingHeightFog(const FViewInfo& View, const FExponentialHeightFogSceneInfo& FogInfo)
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{
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return FogInfo.bOverrideLightColorsWithFogInscatteringColors;
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}
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/** */
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class FCircleRasterizeVertexBuffer : public FVertexBuffer
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{
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public:
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virtual void InitRHI() override
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{
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const int32 NumTriangles = NumVertices - 2;
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const uint32 Size = NumVertices * sizeof(FScreenVertex);
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FRHIResourceCreateInfo CreateInfo(TEXT("FCircleRasterizeVertexBuffer"));
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VertexBufferRHI = RHICreateBuffer(Size, BUF_Static | BUF_VertexBuffer, 0, ERHIAccess::VertexOrIndexBuffer, CreateInfo);
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FScreenVertex* DestVertex = (FScreenVertex*)RHILockBuffer(VertexBufferRHI, 0, Size, RLM_WriteOnly);
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const int32 NumRings = NumVertices;
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const float RadiansPerRingSegment = PI / (float)NumRings;
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// Boost the effective radius so that the edges of the circle approximation lie on the circle, instead of the vertices
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const float RadiusScale = 1.0f / FMath::Cos(RadiansPerRingSegment);
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for (int32 VertexIndex = 0; VertexIndex < NumVertices; VertexIndex++)
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{
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float Angle = VertexIndex / (float)(NumVertices - 1) * 2 * PI;
|
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// WriteToBoundingSphereVS only uses UV
|
|
DestVertex[VertexIndex].Position = FVector2f::ZeroVector;
|
|
DestVertex[VertexIndex].UV = FVector2f(RadiusScale * FMath::Cos(Angle) * .5f + .5f, RadiusScale * FMath::Sin(Angle) * .5f + .5f);
|
|
}
|
|
|
|
RHIUnlockBuffer(VertexBufferRHI);
|
|
}
|
|
|
|
static int32 NumVertices;
|
|
};
|
|
|
|
int32 FCircleRasterizeVertexBuffer::NumVertices = 8;
|
|
|
|
TGlobalResource<FCircleRasterizeVertexBuffer> GCircleRasterizeVertexBuffer;
|
|
|
|
/** */
|
|
class FCircleRasterizeIndexBuffer : public FIndexBuffer
|
|
{
|
|
public:
|
|
|
|
virtual void InitRHI() override
|
|
{
|
|
const int32 NumTriangles = FCircleRasterizeVertexBuffer::NumVertices - 2;
|
|
|
|
TResourceArray<uint16, INDEXBUFFER_ALIGNMENT> Indices;
|
|
Indices.Empty(NumTriangles * 3);
|
|
|
|
for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; TriangleIndex++)
|
|
{
|
|
int32 LeadingVertexIndex = TriangleIndex + 2;
|
|
Indices.Add(0);
|
|
Indices.Add(LeadingVertexIndex - 1);
|
|
Indices.Add(LeadingVertexIndex);
|
|
}
|
|
|
|
const uint32 Size = Indices.GetResourceDataSize();
|
|
const uint32 Stride = sizeof(uint16);
|
|
|
|
// Create index buffer. Fill buffer with initial data upon creation
|
|
FRHIResourceCreateInfo CreateInfo(TEXT("FCircleRasterizeIndexBuffer"), &Indices);
|
|
IndexBufferRHI = RHICreateIndexBuffer(Stride, Size, BUF_Static, CreateInfo);
|
|
}
|
|
};
|
|
|
|
TGlobalResource<FCircleRasterizeIndexBuffer> GCircleRasterizeIndexBuffer;
|
|
|
|
void FDeferredShadingSceneRenderer::RenderLocalLightsForVolumetricFog(
|
|
FRDGBuilder& GraphBuilder,
|
|
FViewInfo& View,
|
|
bool bUseTemporalReprojection,
|
|
const FVolumetricFogIntegrationParameterData& IntegrationData,
|
|
const FExponentialHeightFogSceneInfo& FogInfo,
|
|
FIntVector VolumetricFogGridSize,
|
|
FVector GridZParams,
|
|
const FRDGTextureDesc& VolumeDesc,
|
|
FRDGTexture*& OutLocalShadowedLightScattering,
|
|
FRDGTextureRef ConservativeDepthTexture)
|
|
{
|
|
// Gather lights that need to be rendered with shadow from opaque or light functions.
|
|
TArray<const FLightSceneInfo*, SceneRenderingAllocator> LightsToInject;
|
|
for (auto LightIt = Scene->Lights.CreateConstIterator(); LightIt; ++LightIt)
|
|
{
|
|
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
|
|
const FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
|
|
|
|
bool bIsShadowed = LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow(View, LightSceneInfo, ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id]);
|
|
bool bUsesLightFunction = ActiveViewFamily->EngineShowFlags.LightFunctions
|
|
&& CheckForLightFunction(LightSceneInfo) && LightNeedsSeparateInjectionIntoVolumetricFogForLightFunction(LightSceneInfo);
|
|
|
|
if (LightSceneInfo->ShouldRenderLightViewIndependent()
|
|
&& LightSceneInfo->ShouldRenderLight(View)
|
|
&& (bIsShadowed || bUsesLightFunction)
|
|
&& LightSceneInfo->Proxy->GetVolumetricScatteringIntensity() > 0)
|
|
{
|
|
const FSphere LightBounds = LightSceneInfo->Proxy->GetBoundingSphere();
|
|
|
|
if ((View.ViewMatrices.GetViewOrigin() - LightBounds.Center).SizeSquared() < (FogInfo.VolumetricFogDistance + LightBounds.W) * (FogInfo.VolumetricFogDistance + LightBounds.W))
|
|
{
|
|
LightsToInject.Add(LightSceneInfo);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now voxelise all the light we have just gathered.
|
|
if (LightsToInject.Num() > 0)
|
|
{
|
|
TMap<FLightSceneInfo*, FVolumetricFogLocalLightFunctionInfo>& LocalLightFunctionData = View.VolumetricFogResources.LocalLightFunctionData;
|
|
|
|
bool bClearExecuted = false;
|
|
for (int32 LightIndex = 0; LightIndex < LightsToInject.Num(); LightIndex++)
|
|
{
|
|
const FLightSceneInfo* LightSceneInfo = LightsToInject[LightIndex];
|
|
const FVisibleLightInfo& VisibleLightInfo = ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id];
|
|
|
|
const FSphere LightBounds = LightSceneInfo->Proxy->GetBoundingSphere();
|
|
const FIntPoint VolumeZBounds = CalculateVolumetricFogBoundsForLight(LightBounds, View, VolumetricFogGridSize, GridZParams);
|
|
if (VolumeZBounds.X < VolumeZBounds.Y)
|
|
{
|
|
bool bIsShadowed = LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow(View, LightSceneInfo, VisibleLightInfo);
|
|
bool bUsesLightFunction = ActiveViewFamily->EngineShowFlags.LightFunctions
|
|
&& CheckForLightFunction(LightSceneInfo) && LightNeedsSeparateInjectionIntoVolumetricFogForLightFunction(LightSceneInfo);
|
|
|
|
int32 VirtualShadowMapId = VisibleLightInfo.GetVirtualShadowMapId(&View);
|
|
const bool bUseVSM = bIsShadowed && ActiveViewFamily->VirtualShadowMapArray.IsAllocated() && VirtualShadowMapId != INDEX_NONE;
|
|
|
|
FInjectShadowedLocalLightPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FInjectShadowedLocalLightPS::FParameters>();
|
|
|
|
// Light function parameters
|
|
PassParameters->LightFunctionAtlasTexture = View.VolumetricFogResources.TransientLightFunctionTextureAtlas ? View.VolumetricFogResources.TransientLightFunctionTextureAtlas->GetTransientLightFunctionAtlasTexture() : GSystemTextures.GetWhiteDummy(GraphBuilder);;
|
|
PassParameters->LocalLightFunctionMatrix = FMatrix44f::Identity;
|
|
PassParameters->LightFunctionAtlasTileMinMaxUvBound = FVector4f(ForceInitToZero);
|
|
if (bUsesLightFunction)
|
|
{
|
|
FVolumetricFogLocalLightFunctionInfo* LightFunctionData = LocalLightFunctionData.Find(LightSceneInfo);
|
|
|
|
if (!ensure(LightFunctionData != nullptr))
|
|
{
|
|
// The light function data is missing but the light requires it. Skip this light for now.
|
|
continue;
|
|
}
|
|
|
|
PassParameters->LocalLightFunctionMatrix = LightFunctionData->LightFunctionTranslatedWorldToLightMatrix;
|
|
PassParameters->LightFunctionAtlasTexture = LightFunctionData->AtlasTile.Texture;
|
|
PassParameters->LightFunctionAtlasTileMinMaxUvBound = LightFunctionData->AtlasTile.MinMaxUvBound;
|
|
}
|
|
|
|
// We need to delay the real texture creation replacing the dummy on first use after all the culling logic,
|
|
// otherwise it will be reported as not written by any pass (in this case we need to keep the default dummy).
|
|
const bool bHasTextureBeenCreated = bClearExecuted == true;
|
|
OutLocalShadowedLightScattering = bHasTextureBeenCreated ? OutLocalShadowedLightScattering : GraphBuilder.CreateTexture(VolumeDesc, TEXT("VolumetricFog.LocalShadowedLightScattering"));
|
|
|
|
PassParameters->RenderTargets[0] = FRenderTargetBinding(OutLocalShadowedLightScattering, bClearExecuted ? ERenderTargetLoadAction::ELoad : ERenderTargetLoadAction::EClear);
|
|
bClearExecuted = true;
|
|
PassParameters->VirtualShadowMapSamplingParameters = ActiveViewFamily->VirtualShadowMapArray.GetSamplingParameters(GraphBuilder);
|
|
PassParameters->ConservativeDepthTexture = ConservativeDepthTexture;
|
|
PassParameters->LightFunctionAtlasSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
// We also bind the default light function texture because when we are out of atlas tile, we fallback to use a white light function so we need the RHI to be created
|
|
PassParameters->WhiteDummyTexture = View.VolumetricFogResources.TransientLightFunctionTextureAtlas ? View.VolumetricFogResources.TransientLightFunctionTextureAtlas->GetDefaultLightFunctionTexture() : GSystemTextures.GetWhiteDummy(GraphBuilder);
|
|
SetupVolumetricFogIntegrationParameters(PassParameters->VolumetricFogParameters, View, IntegrationData);
|
|
|
|
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
|
|
PassParameters->PhaseG = FogInfo.VolumetricFogScatteringDistribution;
|
|
PassParameters->InverseSquaredLightDistanceBiasScale = GInverseSquaredLightDistanceBiasScale;
|
|
PassParameters->UseConservativeDepthTexture = GVolumetricFogConservativeDepth > 0 ? 1 : 0;
|
|
PassParameters->VirtualShadowMapId = VirtualShadowMapId;
|
|
|
|
FDeferredLightUniformStruct* DeferredLightStruct = GraphBuilder.AllocParameters<FDeferredLightUniformStruct>();
|
|
*DeferredLightStruct = GetDeferredLightParameters(View, *LightSceneInfo);
|
|
PassParameters->DeferredLight = GraphBuilder.CreateUniformBuffer(DeferredLightStruct);
|
|
|
|
const FProjectedShadowInfo* ProjectedShadowInfo = GetShadowForInjectionIntoVolumetricFog(VisibleLightInfo);
|
|
const bool bDynamicallyShadowed = ProjectedShadowInfo != NULL;
|
|
GetVolumeShadowingShaderParameters(GraphBuilder, View, LightSceneInfo, ProjectedShadowInfo, PassParameters->VolumeShadowingShaderParameters);
|
|
|
|
FInjectShadowedLocalLightPS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set< FInjectShadowedLocalLightPS::FDynamicallyShadowed >(bDynamicallyShadowed);
|
|
PermutationVector.Set< FInjectShadowedLocalLightPS::FTemporalReprojection >(bUseTemporalReprojection);
|
|
PermutationVector.Set< FInjectShadowedLocalLightPS::FLightFunction >(bUsesLightFunction);
|
|
PermutationVector.Set< FInjectShadowedLocalLightPS::FEnableShadows >(bIsShadowed);
|
|
PermutationVector.Set< FInjectShadowedLocalLightPS::FVirtualShadowMap >(bUseVSM);
|
|
|
|
auto VertexShader = View.ShaderMap->GetShader< FWriteToBoundingSphereVS >();
|
|
TOptionalShaderMapRef<FWriteToSliceGS> GeometryShader(View.ShaderMap);
|
|
auto PixelShader = View.ShaderMap->GetShader< FInjectShadowedLocalLightPS >(PermutationVector);
|
|
|
|
// We execute one pass per light: this is because RDG resources needs to be gathrered before and reference in the PassParameters.
|
|
// Not many lights cast shadow so that is acceptable (LightRendering is doing the same things).
|
|
// If light shadow maps woud be in a common resources (atlas, texture array, bindless) we could have a single pass for all the lights.
|
|
// NOTE: light functions are already in an atlas so they are not a problem.
|
|
GraphBuilder.AddPass(
|
|
RDG_EVENT_NAME("ShadowedLights"),
|
|
PassParameters,
|
|
ERDGPassFlags::Raster,
|
|
[PassParameters, &View, this, VertexShader, GeometryShader, PixelShader, VolumeZBounds, LightBounds](FRHICommandList& RHICmdList)
|
|
{
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
|
|
// Accumulate the contribution of multiple lights
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI();
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GScreenVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOInit.BoundShaderState.SetGeometryShader(GeometryShader.GetGeometryShader());
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
|
|
|
|
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
|
|
|
|
FWriteToBoundingSphereVS::FParameters VSPassParameters;
|
|
VSPassParameters.MinZ = VolumeZBounds.X;
|
|
VSPassParameters.ViewSpaceBoundingSphere = FVector4f(FVector4f(View.ViewMatrices.GetViewMatrix().TransformPosition(LightBounds.Center)), LightBounds.W); // LWC_TODO: precision loss
|
|
VSPassParameters.ViewToVolumeClip = FMatrix44f(View.ViewMatrices.ComputeProjectionNoAAMatrix()); // LWC_TODO: Precision loss?
|
|
VSPassParameters.VolumetricFogParameters = PassParameters->VolumetricFogParameters;
|
|
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), VSPassParameters);
|
|
|
|
if (GeometryShader.IsValid())
|
|
{
|
|
GeometryShader->SetParameters(RHICmdList, VolumeZBounds.X);
|
|
}
|
|
|
|
RHICmdList.SetStreamSource(0, GCircleRasterizeVertexBuffer.VertexBufferRHI, 0);
|
|
const int32 NumInstances = VolumeZBounds.Y - VolumeZBounds.X;
|
|
const int32 NumTriangles = FCircleRasterizeVertexBuffer::NumVertices - 2;
|
|
RHICmdList.DrawIndexedPrimitive(GCircleRasterizeIndexBuffer.IndexBufferRHI, 0, 0, FCircleRasterizeVertexBuffer::NumVertices, 0, NumTriangles, NumInstances);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FLumenTranslucencyLightingUniforms, )
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FLumenTranslucencyLightingParameters, Parameters)
|
|
END_GLOBAL_SHADER_PARAMETER_STRUCT()
|
|
|
|
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FLumenTranslucencyLightingUniforms, "LumenGIVolumeStruct");
|
|
|
|
class FVolumetricFogLightScatteringCS : public FGlobalShader
|
|
{
|
|
DECLARE_GLOBAL_SHADER(FVolumetricFogLightScatteringCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FVolumetricFogLightScatteringCS, FGlobalShader);
|
|
|
|
class FTemporalReprojection : SHADER_PERMUTATION_BOOL("USE_TEMPORAL_REPROJECTION");
|
|
class FDistanceFieldSkyOcclusion : SHADER_PERMUTATION_BOOL("DISTANCE_FIELD_SKY_OCCLUSION");
|
|
class FSuperSampleCount : SHADER_PERMUTATION_SPARSE_INT("HISTORY_MISS_SUPER_SAMPLE_COUNT", 1, 4, 8, 16);
|
|
class FLumenGI : SHADER_PERMUTATION_BOOL("LUMEN_GI");
|
|
class FVirtualShadowMap : SHADER_PERMUTATION_BOOL("VIRTUAL_SHADOW_MAP");
|
|
class FCloudTransmittance : SHADER_PERMUTATION_BOOL("USE_CLOUD_TRANSMITTANCE");
|
|
|
|
using FPermutationDomain = TShaderPermutationDomain<
|
|
FSuperSampleCount,
|
|
FTemporalReprojection,
|
|
FDistanceFieldSkyOcclusion,
|
|
FLumenGI,
|
|
FVirtualShadowMap,
|
|
FCloudTransmittance>;
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
|
|
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FForwardLightData, Forward)
|
|
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FFogUniformParameters, Fog)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FVolumetricFogIntegrationParameters, VolumetricFogParameters)
|
|
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VBufferA)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VBufferB)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, LocalShadowedLightScattering)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, LightFunctionTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, LightFunctionSampler)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, CloudShadowmapTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, CloudShadowmapSampler)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ConservativeDepthTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PrevConservativeDepthTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture3D, LightScatteringHistory)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, LightScatteringHistorySampler)
|
|
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FLumenTranslucencyLightingUniforms, LumenGIVolumeStruct)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FVirtualShadowMapSamplingParameters, VirtualShadowMapSamplingParameters)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FAOParameters, AOParameters)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FGlobalDistanceFieldParameters2, GlobalDistanceFieldParameters)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, RWLightScattering)
|
|
SHADER_PARAMETER_ARRAY(FVector4f, SkySH, [3])
|
|
SHADER_PARAMETER(FMatrix44f, DirectionalLightFunctionTranslatedWorldToShadow)
|
|
SHADER_PARAMETER(FMatrix44f, CloudShadowmapTranslatedWorldToLightClipMatrix)
|
|
SHADER_PARAMETER(FVector2f, PrevConservativeDepthTextureSize)
|
|
SHADER_PARAMETER(FVector2f, UseHeightFogColors)
|
|
SHADER_PARAMETER(float, StaticLightingScatteringIntensity)
|
|
SHADER_PARAMETER(float, SkyLightVolumetricScatteringIntensity)
|
|
SHADER_PARAMETER(float, SkyLightUseStaticShadowing)
|
|
SHADER_PARAMETER(float, PhaseG)
|
|
SHADER_PARAMETER(float, InverseSquaredLightDistanceBiasScale)
|
|
SHADER_PARAMETER(float, LightScatteringSampleJitterMultiplier)
|
|
SHADER_PARAMETER(float, CloudShadowmapFarDepthKm)
|
|
SHADER_PARAMETER(float, CloudShadowmapStrength)
|
|
SHADER_PARAMETER(float, UseDirectionalLightShadowing)
|
|
SHADER_PARAMETER(uint32, UseConservativeDepthTexture)
|
|
SHADER_PARAMETER(uint32, UseEmissive)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return DoesPlatformSupportVolumetricFog(Parameters.Platform);
|
|
}
|
|
|
|
static FIntVector GetGroupSize()
|
|
{
|
|
return FIntVector(4, 4, 4);
|
|
}
|
|
|
|
static int32 GetSuperSampleCount(int32 InSampleCount)
|
|
{
|
|
if (InSampleCount <= 1)
|
|
{
|
|
return 1;
|
|
}
|
|
else if (InSampleCount <= 4)
|
|
{
|
|
return 4;
|
|
}
|
|
else if (InSampleCount <= 8)
|
|
{
|
|
return 8;
|
|
}
|
|
|
|
return 16;
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_X"), GetGroupSize().X);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_Y"), GetGroupSize().Y);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE_Z"), GetGroupSize().Z);
|
|
FForwardLightingParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
|
|
FVirtualShadowMapArray::SetShaderDefines(OutEnvironment);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FVolumetricFogLightScatteringCS, "/Engine/Private/VolumetricFog.usf", "LightScatteringCS", SF_Compute);
|
|
|
|
uint32 VolumetricFogIntegrationGroupSize = 8;
|
|
|
|
class FVolumetricFogFinalIntegrationCS : public FGlobalShader
|
|
{
|
|
DECLARE_GLOBAL_SHADER(FVolumetricFogFinalIntegrationCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FVolumetricFogFinalIntegrationCS, FGlobalShader);
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture3D<float4>, LightScattering)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture3D<float4>, RWIntegratedLightScattering)
|
|
SHADER_PARAMETER(float, VolumetricFogNearFadeInDistanceInv)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FVolumetricFogIntegrationParameters, VolumetricFogParameters)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return DoesPlatformSupportVolumetricFog(Parameters.Platform);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), VolumetricFogIntegrationGroupSize);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FVolumetricFogFinalIntegrationCS, "/Engine/Private/VolumetricFog.usf", "FinalIntegrationCS", SF_Compute);
|
|
|
|
bool ShouldRenderVolumetricFog(const FScene* Scene, const FSceneViewFamily& ViewFamily)
|
|
{
|
|
return ShouldRenderFog(ViewFamily)
|
|
&& Scene
|
|
&& Scene->GetFeatureLevel() >= ERHIFeatureLevel::SM5
|
|
&& DoesPlatformSupportVolumetricFog(Scene->GetShaderPlatform())
|
|
&& GVolumetricFog
|
|
&& ViewFamily.EngineShowFlags.VolumetricFog
|
|
&& Scene->ExponentialFogs.Num() > 0
|
|
&& Scene->ExponentialFogs[0].bEnableVolumetricFog
|
|
&& Scene->ExponentialFogs[0].VolumetricFogDistance > 0;
|
|
}
|
|
|
|
FVector GetVolumetricFogGridZParams(float VolumetricFogStartDistance, float NearPlane, float FarPlane, int32 GridSizeZ)
|
|
{
|
|
// S = distribution scale
|
|
// B, O are solved for given the z distances of the first+last slice, and the # of slices.
|
|
//
|
|
// slice = log2(z*B + O) * S
|
|
|
|
// Don't spend lots of resolution right in front of the near plane
|
|
|
|
NearPlane = FMath::Max(NearPlane, double(VolumetricFogStartDistance));
|
|
|
|
double NearOffset = .095 * 100.0;
|
|
// Space out the slices so they aren't all clustered at the near plane
|
|
double S = GVolumetricFogDepthDistributionScale;
|
|
|
|
double N = NearPlane + NearOffset;
|
|
double F = FarPlane;
|
|
|
|
double O = (F - N * FMath::Exp2((GridSizeZ - 1) / S)) / (F - N);
|
|
double B = (1 - O) / N;
|
|
|
|
double O2 = (FMath::Exp2((GridSizeZ - 1) / S) - F / N) / (-F / N + 1);
|
|
|
|
float FloatN = (float)N;
|
|
float FloatF = (float)F;
|
|
float FloatB = (float)B;
|
|
float FloatO = (float)O;
|
|
float FloatS = (float)S;
|
|
|
|
float NSlice = FMath::Log2(FloatN*FloatB + FloatO) * FloatS;
|
|
float NearPlaneSlice = FMath::Log2(NearPlane*FloatB + FloatO) * FloatS;
|
|
float FSlice = FMath::Log2(FloatF*FloatB + FloatO) * FloatS;
|
|
// y = log2(z*B + O) * S
|
|
// f(N) = 0 = log2(N*B + O) * S
|
|
// 1 = N*B + O
|
|
// O = 1 - N*B
|
|
// B = (1 - O) / N
|
|
|
|
// f(F) = GLightGridSizeZ - 1 = log2(F*B + O) * S
|
|
// exp2((GLightGridSizeZ - 1) / S) = F*B + O
|
|
// exp2((GLightGridSizeZ - 1) / S) = F * (1 - O) / N + O
|
|
// exp2((GLightGridSizeZ - 1) / S) = F / N - F / N * O + O
|
|
// exp2((GLightGridSizeZ - 1) / S) = F / N + (-F / N + 1) * O
|
|
// O = (exp2((GLightGridSizeZ - 1) / S) - F / N) / (-F / N + 1)
|
|
|
|
return FVector(B, O, S);
|
|
}
|
|
|
|
FIntVector GetVolumetricFogGridSize(FIntPoint ViewRectSize, int32& OutVolumetricFogGridPixelSize)
|
|
{
|
|
extern int32 GLightGridSizeZ;
|
|
FIntPoint VolumetricFogGridSizeXY;
|
|
int32 VolumetricFogGridPixelSize = GVolumetricFogGridPixelSize;
|
|
VolumetricFogGridSizeXY = FIntPoint::DivideAndRoundUp(ViewRectSize, VolumetricFogGridPixelSize);
|
|
if(VolumetricFogGridSizeXY.X > GMaxVolumeTextureDimensions || VolumetricFogGridSizeXY.Y > GMaxVolumeTextureDimensions) //clamp to max volume texture dimensions. only happens for extreme resolutions (~8x2k)
|
|
{
|
|
float PixelSizeX = (float)ViewRectSize.X / GMaxVolumeTextureDimensions;
|
|
float PixelSizeY = (float)ViewRectSize.Y / GMaxVolumeTextureDimensions;
|
|
VolumetricFogGridPixelSize = FMath::Max(FMath::CeilToInt(PixelSizeX), FMath::CeilToInt(PixelSizeY));
|
|
VolumetricFogGridSizeXY = FIntPoint::DivideAndRoundUp(ViewRectSize, VolumetricFogGridPixelSize);
|
|
}
|
|
OutVolumetricFogGridPixelSize = VolumetricFogGridPixelSize;
|
|
return FIntVector(VolumetricFogGridSizeXY.X, VolumetricFogGridSizeXY.Y, GVolumetricFogGridSizeZ);
|
|
}
|
|
|
|
void SetupVolumetricFogGlobalData(const FViewInfo& View, FVolumetricFogGlobalData& Parameters)
|
|
{
|
|
const FScene* Scene = (FScene*)View.Family->Scene;
|
|
const FExponentialHeightFogSceneInfo& FogInfo = Scene->ExponentialFogs[0];
|
|
|
|
int32 VolumetricFogGridPixelSize;
|
|
const FIntVector VolumetricFogGridSize = GetVolumetricFogGridSize(View.ViewRect.Size(), VolumetricFogGridPixelSize);
|
|
|
|
Parameters.GridSizeInt = VolumetricFogGridSize;
|
|
Parameters.GridSize = FVector3f(VolumetricFogGridSize);
|
|
|
|
FVector ZParams = GetVolumetricFogGridZParams(FogInfo.VolumetricFogStartDistance, View.NearClippingDistance, FogInfo.VolumetricFogDistance, VolumetricFogGridSize.Z);
|
|
Parameters.GridZParams = (FVector3f)ZParams;
|
|
|
|
Parameters.SVPosToVolumeUV = FVector2f::UnitVector / (FVector2f(VolumetricFogGridSize.X, VolumetricFogGridSize.Y) * VolumetricFogGridPixelSize);
|
|
Parameters.FogGridToPixelXY = FIntPoint(VolumetricFogGridPixelSize, VolumetricFogGridPixelSize);
|
|
Parameters.MaxDistance = FogInfo.VolumetricFogDistance;
|
|
|
|
Parameters.HeightFogInscatteringColor = View.ExponentialFogColor;
|
|
|
|
Parameters.HeightFogDirectionalLightInscatteringColor = FVector3f::ZeroVector;
|
|
if (OverrideDirectionalLightInScatteringUsingHeightFog(View, FogInfo))
|
|
{
|
|
Parameters.HeightFogDirectionalLightInscatteringColor = FVector3f(View.DirectionalInscatteringColor);
|
|
}
|
|
}
|
|
|
|
void FViewInfo::SetupVolumetricFogUniformBufferParameters(FViewUniformShaderParameters& ViewUniformShaderParameters) const
|
|
{
|
|
const FScene* Scene = (const FScene*)Family->Scene;
|
|
|
|
if (ShouldRenderVolumetricFog(Scene, *Family))
|
|
{
|
|
const FExponentialHeightFogSceneInfo& FogInfo = Scene->ExponentialFogs[0];
|
|
|
|
int32 VolumetricFogGridPixelSize;
|
|
const FIntVector VolumetricFogGridSize = GetVolumetricFogGridSize(ViewRect.Size(), VolumetricFogGridPixelSize);
|
|
|
|
ViewUniformShaderParameters.VolumetricFogInvGridSize = FVector3f(1.0f / VolumetricFogGridSize.X, 1.0f / VolumetricFogGridSize.Y, 1.0f / VolumetricFogGridSize.Z);
|
|
|
|
const FVector ZParams = GetVolumetricFogGridZParams(FogInfo.VolumetricFogStartDistance, NearClippingDistance, FogInfo.VolumetricFogDistance, VolumetricFogGridSize.Z);
|
|
ViewUniformShaderParameters.VolumetricFogGridZParams = (FVector3f)ZParams;
|
|
|
|
ViewUniformShaderParameters.VolumetricFogSVPosToVolumeUV = FVector2f::UnitVector / (FVector2f(VolumetricFogGridSize.X, VolumetricFogGridSize.Y) * VolumetricFogGridPixelSize);
|
|
ViewUniformShaderParameters.VolumetricFogMaxDistance = FogInfo.VolumetricFogDistance;
|
|
}
|
|
else
|
|
{
|
|
ViewUniformShaderParameters.VolumetricFogInvGridSize = FVector3f::ZeroVector;
|
|
ViewUniformShaderParameters.VolumetricFogGridZParams = FVector3f::ZeroVector;
|
|
ViewUniformShaderParameters.VolumetricFogSVPosToVolumeUV = FVector2f::ZeroVector;
|
|
ViewUniformShaderParameters.VolumetricFogMaxDistance = 0;
|
|
}
|
|
}
|
|
|
|
bool FDeferredShadingSceneRenderer::ShouldRenderVolumetricFog() const
|
|
{
|
|
return ::ShouldRenderVolumetricFog(Scene, *ActiveViewFamily);
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::SetupVolumetricFog()
|
|
{
|
|
if (ShouldRenderVolumetricFog())
|
|
{
|
|
const FExponentialHeightFogSceneInfo& FogInfo = Scene->ExponentialFogs[0];
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
|
|
int32 VolumetricFogGridPixelSize;
|
|
const FIntVector VolumetricFogGridSize = GetVolumetricFogGridSize(View.ViewRect.Size(), VolumetricFogGridPixelSize);
|
|
|
|
FVolumetricFogGlobalData GlobalData;
|
|
SetupVolumetricFogGlobalData(View, GlobalData);
|
|
View.VolumetricFogResources.VolumetricFogGlobalData = TUniformBufferRef<FVolumetricFogGlobalData>::CreateUniformBufferImmediate(GlobalData, UniformBuffer_SingleFrame);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
|
|
if (View.ViewState)
|
|
{
|
|
View.ViewState->LightScatteringHistory = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::ComputeVolumetricFog(FRDGBuilder& GraphBuilder,
|
|
const FSceneTextures& SceneTextures)
|
|
{
|
|
if (!ShouldRenderVolumetricFog())
|
|
{
|
|
return;
|
|
}
|
|
|
|
const FExponentialHeightFogSceneInfo& FogInfo = Scene->ExponentialFogs[0];
|
|
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(FDeferredShadingSceneRenderer::ComputeVolumetricFog);
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_VolumetricFog);
|
|
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, VolumetricFog);
|
|
RDG_GPU_STAT_SCOPE(GraphBuilder, VolumetricFog);
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
|
|
|
|
int32 VolumetricFogGridPixelSize;
|
|
const FIntVector VolumetricFogGridSize = GetVolumetricFogGridSize(View.ViewRect.Size(), VolumetricFogGridPixelSize);
|
|
const FVector GridZParams = GetVolumetricFogGridZParams(FogInfo.VolumetricFogStartDistance, View.NearClippingDistance, FogInfo.VolumetricFogDistance, VolumetricFogGridSize.Z);
|
|
|
|
FVolumetricFogIntegrationParameterData IntegrationData;
|
|
IntegrationData.FrameJitterOffsetValues.Empty(16);
|
|
IntegrationData.FrameJitterOffsetValues.AddZeroed(16);
|
|
IntegrationData.FrameJitterOffsetValues[0] = VolumetricFogTemporalRandom(View.Family->FrameNumber);
|
|
|
|
for (int32 FrameOffsetIndex = 1; FrameOffsetIndex < GVolumetricFogHistoryMissSupersampleCount; FrameOffsetIndex++)
|
|
{
|
|
IntegrationData.FrameJitterOffsetValues[FrameOffsetIndex] = VolumetricFogTemporalRandom(View.Family->FrameNumber - FrameOffsetIndex);
|
|
}
|
|
|
|
const bool bUseTemporalReprojection =
|
|
GVolumetricFogTemporalReprojection
|
|
&& View.ViewState;
|
|
|
|
IntegrationData.bTemporalHistoryIsValid =
|
|
bUseTemporalReprojection
|
|
&& !View.bCameraCut
|
|
&& !View.bPrevTransformsReset
|
|
&& ActiveViewFamily->bRealtimeUpdate
|
|
&& View.ViewState->LightScatteringHistory;
|
|
|
|
FMatrix44f DirectionalLightFunctionTranslatedWorldToShadow;
|
|
|
|
RDG_EVENT_SCOPE(GraphBuilder, "VolumetricFog");
|
|
|
|
#if WITH_MGPU
|
|
static const FName NameForTemporalEffect("ComputeVolumetricFog");
|
|
GraphBuilder.SetNameForTemporalEffect(FName(NameForTemporalEffect, View.ViewState ? View.ViewState->UniqueID : 0));
|
|
#endif
|
|
|
|
FRDGTextureRef ConservativeDepthTexture;
|
|
// To use a depth target format, and depth tests, we will have to render depth from a PS depth output. Keeping it simple for now with all the tests happening in shader.
|
|
if (GVolumetricFogConservativeDepth > 0)
|
|
{
|
|
FIntPoint ConservativeDepthTextureSize = FIntPoint(VolumetricFogGridSize.X, VolumetricFogGridSize.Y);
|
|
ConservativeDepthTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(ConservativeDepthTextureSize, PF_R16F,
|
|
FClearValueBinding::Black, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV), TEXT("VolumetricFog.ConservativeDepthTexture"));
|
|
AddGenerateConservativeDepthBufferPass(View, GraphBuilder, ConservativeDepthTexture, GVolumetricFogGridPixelSize);
|
|
}
|
|
else
|
|
{
|
|
ConservativeDepthTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy);
|
|
}
|
|
|
|
FRDGTexture* LightFunctionTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.WhiteDummy);
|
|
FRDGTexture* BlackDummyTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy);
|
|
FRDGTexture* VolumetricBlackDummyTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.VolumetricBlackDummy);
|
|
const bool bUseEmissive = GVolumetricFogEmissive > 0;
|
|
|
|
// The potential light function for the main directional light is kept separate to be applied during the main VolumetricFogLightScattering pass (as an optimisation).
|
|
FRDGTexture* DirectionalLightFunctionTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.WhiteDummy);
|
|
bool bUseDirectionalLightShadowing = false;
|
|
|
|
// Recover the information about the light use as the forward directional light for cloud shadowing
|
|
int AtmosphericDirectionalLightIndex = -1;
|
|
FLightSceneProxy* AtmosphereLightProxy = nullptr;
|
|
if(View.ForwardLightingResources.SelectedForwardDirectionalLightProxy)
|
|
{
|
|
FLightSceneProxy* AtmosphereLight0Proxy = Scene->AtmosphereLights[0] ? Scene->AtmosphereLights[0]->Proxy : nullptr;
|
|
FLightSceneProxy* AtmosphereLight1Proxy = Scene->AtmosphereLights[1] ? Scene->AtmosphereLights[1]->Proxy : nullptr;
|
|
FVolumetricCloudRenderSceneInfo* CloudInfo = Scene->GetVolumetricCloudSceneInfo();
|
|
const bool VolumetricCloudShadowMap0Valid = View.VolumetricCloudShadowExtractedRenderTarget[0] != nullptr;
|
|
const bool VolumetricCloudShadowMap1Valid = View.VolumetricCloudShadowExtractedRenderTarget[1] != nullptr;
|
|
const bool bLight0CloudPerPixelTransmittance = CloudInfo && VolumetricCloudShadowMap0Valid && View.ForwardLightingResources.SelectedForwardDirectionalLightProxy == AtmosphereLight0Proxy && AtmosphereLight0Proxy && AtmosphereLight0Proxy->GetCloudShadowOnSurfaceStrength() > 0.0f;
|
|
const bool bLight1CloudPerPixelTransmittance = CloudInfo && VolumetricCloudShadowMap1Valid && View.ForwardLightingResources.SelectedForwardDirectionalLightProxy == AtmosphereLight1Proxy && AtmosphereLight1Proxy && AtmosphereLight1Proxy->GetCloudShadowOnSurfaceStrength() > 0.0f;
|
|
if (bLight0CloudPerPixelTransmittance)
|
|
{
|
|
AtmosphereLightProxy = AtmosphereLight0Proxy;
|
|
AtmosphericDirectionalLightIndex = 0;
|
|
}
|
|
else if (bLight1CloudPerPixelTransmittance)
|
|
{
|
|
AtmosphereLightProxy = AtmosphereLight1Proxy;
|
|
AtmosphericDirectionalLightIndex = 1;
|
|
}
|
|
}
|
|
|
|
RenderLightFunctionForVolumetricFog(
|
|
GraphBuilder,
|
|
View,
|
|
SceneTextures,
|
|
VolumetricFogGridSize,
|
|
FogInfo.VolumetricFogDistance,
|
|
DirectionalLightFunctionTranslatedWorldToShadow,
|
|
DirectionalLightFunctionTexture,
|
|
bUseDirectionalLightShadowing);
|
|
|
|
View.VolumetricFogResources.IntegratedLightScatteringTexture = nullptr;
|
|
TRDGUniformBufferRef<FFogUniformParameters> FogUniformBuffer = CreateFogUniformBuffer(GraphBuilder, View);
|
|
|
|
FRDGTextureDesc VolumeDesc(FRDGTextureDesc::Create3D(
|
|
VolumetricFogGridSize,
|
|
PF_FloatRGBA,
|
|
FClearValueBinding::Black,
|
|
TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_UAV | TexCreate_ReduceMemoryWithTilingMode | TexCreate_3DTiling));
|
|
|
|
FRDGTextureDesc VolumeDescFastVRAM = VolumeDesc;
|
|
VolumeDescFastVRAM.Flags |= GFastVRamConfig.VolumetricFog;
|
|
|
|
IntegrationData.VBufferA = GraphBuilder.CreateTexture(VolumeDescFastVRAM, TEXT("VolumetricFog.VBufferA"));
|
|
IntegrationData.VBufferA_UAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(IntegrationData.VBufferA));
|
|
IntegrationData.VBufferB = nullptr;
|
|
IntegrationData.VBufferB_UAV = nullptr;
|
|
if (bUseEmissive)
|
|
{
|
|
IntegrationData.VBufferB = GraphBuilder.CreateTexture(VolumeDescFastVRAM, TEXT("VolumetricFog.VBufferB"));
|
|
IntegrationData.VBufferB_UAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(IntegrationData.VBufferB));
|
|
}
|
|
|
|
FRDGTexture* LocalShadowedLightScattering = GraphBuilder.RegisterExternalTexture(GSystemTextures.VolumetricBlackDummy);
|
|
RenderLocalLightsForVolumetricFog(GraphBuilder, View, bUseTemporalReprojection, IntegrationData, FogInfo,
|
|
VolumetricFogGridSize, GridZParams, VolumeDescFastVRAM, LocalShadowedLightScattering, ConservativeDepthTexture);
|
|
|
|
{
|
|
FVolumetricFogMaterialSetupCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVolumetricFogMaterialSetupCS::FParameters>();
|
|
PassParameters->GlobalAlbedo = FogInfo.VolumetricFogAlbedo;
|
|
PassParameters->GlobalEmissive = FogInfo.VolumetricFogEmissive;
|
|
PassParameters->GlobalExtinctionScale = FogInfo.VolumetricFogExtinctionScale;
|
|
|
|
PassParameters->RWVBufferA = IntegrationData.VBufferA_UAV;
|
|
PassParameters->RWVBufferB = IntegrationData.VBufferB_UAV; // FVolumetricFogMaterialSetupCS uses a permutation to not reference that UAV when bUseEmissive is false.
|
|
|
|
PassParameters->Fog = FogUniformBuffer;
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
SetupVolumetricFogIntegrationParameters(PassParameters->VolumetricFogParameters, View, IntegrationData);
|
|
|
|
FVolumetricFogMaterialSetupCS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set< FPermutationUseEmissive >(bUseEmissive);
|
|
auto ComputeShader = View.ShaderMap->GetShader< FVolumetricFogMaterialSetupCS >(PermutationVector);
|
|
ClearUnusedGraphResources(ComputeShader, PassParameters);
|
|
|
|
GraphBuilder.AddPass(
|
|
RDG_EVENT_NAME("InitializeVolumeAttributes"),
|
|
PassParameters,
|
|
ERDGPassFlags::Compute,
|
|
[PassParameters, &View, VolumetricFogGridSize, IntegrationData, ComputeShader](FRHICommandList& RHICmdList)
|
|
{
|
|
const FIntVector NumGroups = FIntVector::DivideAndRoundUp(VolumetricFogGridSize, VolumetricFogGridInjectionGroupSize);
|
|
|
|
SetComputePipelineState(RHICmdList, ComputeShader.GetComputeShader());
|
|
|
|
SetShaderParameters(RHICmdList, ComputeShader, ComputeShader.GetComputeShader(), *PassParameters);
|
|
DispatchComputeShader(RHICmdList, ComputeShader.GetShader(), NumGroups.X, NumGroups.Y, NumGroups.Z);
|
|
UnsetShaderUAVs(RHICmdList, ComputeShader, ComputeShader.GetComputeShader());
|
|
});
|
|
|
|
VoxelizeFogVolumePrimitives(
|
|
GraphBuilder,
|
|
View,
|
|
IntegrationData,
|
|
VolumetricFogGridSize,
|
|
GridZParams,
|
|
FogInfo.VolumetricFogDistance,
|
|
bUseEmissive);
|
|
}
|
|
|
|
IntegrationData.LightScattering = GraphBuilder.CreateTexture(VolumeDesc, TEXT("VolumetricFog.LightScattering"), ERDGTextureFlags::MultiFrame);
|
|
IntegrationData.LightScatteringUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(IntegrationData.LightScattering));
|
|
|
|
{
|
|
FVolumetricFogLightScatteringCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVolumetricFogLightScatteringCS::FParameters>();
|
|
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->Forward = View.ForwardLightingResources.ForwardLightUniformBuffer;
|
|
PassParameters->Fog = FogUniformBuffer;
|
|
SetupVolumetricFogIntegrationParameters(PassParameters->VolumetricFogParameters, View, IntegrationData);
|
|
|
|
PassParameters->VBufferA = IntegrationData.VBufferA;
|
|
PassParameters->VBufferB = IntegrationData.VBufferB ? IntegrationData.VBufferB : VolumetricBlackDummyTexture;
|
|
PassParameters->LocalShadowedLightScattering = LocalShadowedLightScattering;
|
|
PassParameters->ConservativeDepthTexture = ConservativeDepthTexture;
|
|
PassParameters->UseConservativeDepthTexture = GVolumetricFogConservativeDepth > 0 ? 1 : 0;
|
|
PassParameters->UseEmissive = bUseEmissive ? 1 : 0;
|
|
if (GVolumetricFogConservativeDepth > 0 && bUseTemporalReprojection && View.ViewState->PrevLightScatteringConservativeDepthTexture.IsValid())
|
|
{
|
|
PassParameters->PrevConservativeDepthTexture = GraphBuilder.RegisterExternalTexture(View.ViewState->PrevLightScatteringConservativeDepthTexture);
|
|
FIntVector TextureSize = View.ViewState->PrevLightScatteringConservativeDepthTexture->GetDesc().GetSize();
|
|
PassParameters->PrevConservativeDepthTextureSize = FVector2f(TextureSize.X, TextureSize.Y);
|
|
}
|
|
else
|
|
{
|
|
PassParameters->PrevConservativeDepthTexture = BlackDummyTexture;
|
|
PassParameters->PrevConservativeDepthTextureSize = FVector2f::UnitVector;
|
|
}
|
|
|
|
PassParameters->DirectionalLightFunctionTranslatedWorldToShadow = DirectionalLightFunctionTranslatedWorldToShadow;
|
|
PassParameters->LightFunctionTexture = DirectionalLightFunctionTexture;
|
|
PassParameters->LightFunctionSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
|
|
auto* LumenUniforms = GraphBuilder.AllocParameters<FLumenTranslucencyLightingUniforms>();
|
|
LumenUniforms->Parameters = GetLumenTranslucencyLightingParameters(GraphBuilder, View.LumenTranslucencyGIVolume, View.LumenFrontLayerTranslucency);
|
|
PassParameters->LumenGIVolumeStruct = GraphBuilder.CreateUniformBuffer(LumenUniforms);
|
|
PassParameters->RWLightScattering = IntegrationData.LightScatteringUAV;
|
|
PassParameters->VirtualShadowMapSamplingParameters = ActiveViewFamily->VirtualShadowMapArray.GetSamplingParameters(GraphBuilder);
|
|
|
|
FDistanceFieldAOParameters AOParameterData(Scene->DefaultMaxDistanceFieldOcclusionDistance);
|
|
if (Scene->SkyLight
|
|
// Skylights with static lighting had their diffuse contribution baked into lightmaps
|
|
&& !Scene->SkyLight->bHasStaticLighting
|
|
&& View.Family->EngineShowFlags.SkyLighting)
|
|
{
|
|
AOParameterData = FDistanceFieldAOParameters(Scene->SkyLight->OcclusionMaxDistance, Scene->SkyLight->Contrast);
|
|
}
|
|
PassParameters->AOParameters = DistanceField::SetupAOShaderParameters(AOParameterData);
|
|
PassParameters->GlobalDistanceFieldParameters = SetupGlobalDistanceFieldParameters(View.GlobalDistanceFieldInfo.ParameterData);
|
|
|
|
FVolumetricCloudRenderSceneInfo* CloudInfo = Scene->GetVolumetricCloudSceneInfo();
|
|
FRDGTexture* LightScatteringHistoryRDGTexture = VolumetricBlackDummyTexture;
|
|
if (bUseTemporalReprojection && View.ViewState->LightScatteringHistory.IsValid())
|
|
{
|
|
LightScatteringHistoryRDGTexture = GraphBuilder.RegisterExternalTexture(View.ViewState->LightScatteringHistory);
|
|
}
|
|
|
|
PassParameters->LightScatteringHistory = LightScatteringHistoryRDGTexture;
|
|
PassParameters->LightScatteringHistorySampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
|
|
FSkyLightSceneProxy* SkyLight = Scene->SkyLight;
|
|
if (SkyLight
|
|
// Skylights with static lighting had their diffuse contribution baked into lightmaps
|
|
&& !SkyLight->bHasStaticLighting
|
|
&& View.Family->EngineShowFlags.SkyLighting)
|
|
{
|
|
PassParameters->SkyLightUseStaticShadowing = SkyLight->bWantsStaticShadowing && SkyLight->bCastShadows ? 1.0f : 0.0f;
|
|
PassParameters->SkyLightVolumetricScatteringIntensity = SkyLight->VolumetricScatteringIntensity;
|
|
|
|
const FSHVectorRGB3& SkyIrradiance = SkyLight->IrradianceEnvironmentMap;
|
|
PassParameters->SkySH[0] = (FVector4f&)SkyIrradiance.R.V;
|
|
PassParameters->SkySH[1] = (FVector4f&)SkyIrradiance.G.V;
|
|
PassParameters->SkySH[2] = (FVector4f&)SkyIrradiance.B.V;
|
|
}
|
|
else
|
|
{
|
|
PassParameters->SkyLightUseStaticShadowing = 0.0f;
|
|
PassParameters->SkyLightVolumetricScatteringIntensity = 0.0f;
|
|
PassParameters->SkySH[0] = FVector4f(0, 0, 0, 0);
|
|
PassParameters->SkySH[1] = FVector4f(0, 0, 0, 0);
|
|
PassParameters->SkySH[2] = FVector4f(0, 0, 0, 0);
|
|
}
|
|
|
|
float StaticLightingScatteringIntensityValue = 0;
|
|
if (View.Family->EngineShowFlags.GlobalIllumination && View.Family->EngineShowFlags.VolumetricLightmap)
|
|
{
|
|
StaticLightingScatteringIntensityValue = FogInfo.VolumetricFogStaticLightingScatteringIntensity;
|
|
}
|
|
PassParameters->StaticLightingScatteringIntensity = StaticLightingScatteringIntensityValue;
|
|
|
|
PassParameters->PhaseG = FogInfo.VolumetricFogScatteringDistribution;
|
|
PassParameters->InverseSquaredLightDistanceBiasScale = GInverseSquaredLightDistanceBiasScale;
|
|
PassParameters->UseDirectionalLightShadowing = bUseDirectionalLightShadowing ? 1.0f : 0.0f;
|
|
PassParameters->LightScatteringSampleJitterMultiplier = GVolumetricFogJitter ? GLightScatteringSampleJitterMultiplier : 0;
|
|
PassParameters->UseHeightFogColors = FVector2f(
|
|
OverrideDirectionalLightInScatteringUsingHeightFog(View, FogInfo) ? 1.0f : 0.0f,
|
|
OverrideSkyLightInScatteringUsingHeightFog(View, FogInfo) ? 1.0f : 0.0f);
|
|
|
|
FMatrix44f CloudWorldToLightClipShadowMatrix = FMatrix44f::Identity;
|
|
float CloudShadowmap_FarDepthKm = 0.0f;
|
|
float CloudShadowmap_Strength = 0.0f;
|
|
FRDGTexture* CloudShadowmap_RDGTexture = BlackDummyTexture;
|
|
if (CloudInfo && AtmosphericDirectionalLightIndex >= 0 && AtmosphereLightProxy)
|
|
{
|
|
CloudShadowmap_RDGTexture = GraphBuilder.RegisterExternalTexture(View.VolumetricCloudShadowExtractedRenderTarget[AtmosphericDirectionalLightIndex]);
|
|
CloudWorldToLightClipShadowMatrix = CloudInfo->GetVolumetricCloudCommonShaderParameters().CloudShadowmapTranslatedWorldToLightClipMatrix[AtmosphericDirectionalLightIndex];
|
|
CloudShadowmap_FarDepthKm = CloudInfo->GetVolumetricCloudCommonShaderParameters().CloudShadowmapFarDepthKm[AtmosphericDirectionalLightIndex].X;
|
|
CloudShadowmap_Strength = AtmosphereLightProxy->GetCloudShadowOnSurfaceStrength();
|
|
}
|
|
PassParameters->CloudShadowmapTexture = CloudShadowmap_RDGTexture;
|
|
PassParameters->CloudShadowmapSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
PassParameters->CloudShadowmapFarDepthKm = CloudShadowmap_FarDepthKm;
|
|
PassParameters->CloudShadowmapStrength = CloudShadowmap_Strength;
|
|
PassParameters->CloudShadowmapTranslatedWorldToLightClipMatrix = CloudWorldToLightClipShadowMatrix;
|
|
|
|
const bool bUseLumenGI = View.LumenTranslucencyGIVolume.Texture0 != nullptr;
|
|
const bool bUseGlobalDistanceField = UseGlobalDistanceField() && Scene->DistanceFieldSceneData.NumObjectsInBuffer > 0;
|
|
|
|
const bool bUseDistanceFieldSkyOcclusion =
|
|
ActiveViewFamily->EngineShowFlags.AmbientOcclusion
|
|
&& !bUseLumenGI
|
|
&& Scene->SkyLight
|
|
&& Scene->SkyLight->bCastShadows
|
|
&& Scene->SkyLight->bCastVolumetricShadow
|
|
&& ShouldRenderDistanceFieldAO()
|
|
&& SupportsDistanceFieldAO(View.GetFeatureLevel(), View.GetShaderPlatform())
|
|
&& bUseGlobalDistanceField
|
|
&& Views.Num() == 1
|
|
&& View.IsPerspectiveProjection();
|
|
|
|
const int32 SuperSampleCount = FVolumetricFogLightScatteringCS::GetSuperSampleCount(GVolumetricFogHistoryMissSupersampleCount);
|
|
|
|
FVolumetricFogLightScatteringCS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set< FVolumetricFogLightScatteringCS::FTemporalReprojection >(bUseTemporalReprojection);
|
|
PermutationVector.Set< FVolumetricFogLightScatteringCS::FDistanceFieldSkyOcclusion >(bUseDistanceFieldSkyOcclusion);
|
|
PermutationVector.Set< FVolumetricFogLightScatteringCS::FSuperSampleCount >(SuperSampleCount);
|
|
PermutationVector.Set< FVolumetricFogLightScatteringCS::FLumenGI >(bUseLumenGI);
|
|
PermutationVector.Set< FVolumetricFogLightScatteringCS::FVirtualShadowMap >(ActiveViewFamily->VirtualShadowMapArray.IsAllocated() );
|
|
PermutationVector.Set< FVolumetricFogLightScatteringCS::FCloudTransmittance >(AtmosphericDirectionalLightIndex >= 0);
|
|
|
|
auto ComputeShader = View.ShaderMap->GetShader< FVolumetricFogLightScatteringCS >(PermutationVector);
|
|
ClearUnusedGraphResources(ComputeShader, PassParameters);
|
|
|
|
GraphBuilder.AddPass(
|
|
RDG_EVENT_NAME("LightScattering %dx%dx%d SS:%d %s %s %s",
|
|
VolumetricFogGridSize.X,
|
|
VolumetricFogGridSize.Y,
|
|
VolumetricFogGridSize.Z,
|
|
SuperSampleCount,
|
|
bUseDistanceFieldSkyOcclusion ? TEXT("DFAO") : TEXT(""),
|
|
PassParameters->LightFunctionTexture ? TEXT("LF") : TEXT(""),
|
|
bUseLumenGI ? TEXT("Lumen") : TEXT("")),
|
|
PassParameters,
|
|
ERDGPassFlags::Compute,
|
|
[PassParameters, ComputeShader, &View, this, VolumetricFogGridSize](FRHICommandList& RHICmdList)
|
|
{
|
|
const FIntVector NumGroups = FComputeShaderUtils::GetGroupCount(VolumetricFogGridSize, FVolumetricFogLightScatteringCS::GetGroupSize());
|
|
|
|
SetComputePipelineState(RHICmdList, ComputeShader.GetComputeShader());
|
|
|
|
SetShaderParameters(RHICmdList, ComputeShader, ComputeShader.GetComputeShader(), *PassParameters);
|
|
DispatchComputeShader(RHICmdList, ComputeShader.GetShader(), NumGroups.X, NumGroups.Y, NumGroups.Z);
|
|
UnsetShaderUAVs(RHICmdList, ComputeShader, ComputeShader.GetComputeShader());
|
|
});
|
|
}
|
|
|
|
FRDGTexture* IntegratedLightScattering = GraphBuilder.CreateTexture(VolumeDesc, TEXT("VolumetricFog.IntegratedLightScattering"));
|
|
FRDGTextureUAV* IntegratedLightScatteringUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(IntegratedLightScattering));
|
|
|
|
{
|
|
FVolumetricFogFinalIntegrationCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVolumetricFogFinalIntegrationCS::FParameters>();
|
|
PassParameters->LightScattering = IntegrationData.LightScattering;
|
|
PassParameters->RWIntegratedLightScattering = IntegratedLightScatteringUAV;
|
|
PassParameters->VolumetricFogNearFadeInDistanceInv = View.VolumetricFogNearFadeInDistanceInv;
|
|
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
|
|
SetupVolumetricFogIntegrationParameters(PassParameters->VolumetricFogParameters, View, IntegrationData);
|
|
|
|
GraphBuilder.AddPass(
|
|
RDG_EVENT_NAME("FinalIntegration"),
|
|
PassParameters,
|
|
ERDGPassFlags::Compute,
|
|
[PassParameters, &View, VolumetricFogGridSize, IntegrationData, this](FRHICommandList& RHICmdList)
|
|
{
|
|
const FIntVector NumGroups = FIntVector::DivideAndRoundUp(VolumetricFogGridSize, VolumetricFogIntegrationGroupSize);
|
|
|
|
auto ComputeShader = View.ShaderMap->GetShader< FVolumetricFogFinalIntegrationCS >();
|
|
SetComputePipelineState(RHICmdList, ComputeShader.GetComputeShader());
|
|
|
|
SetShaderParameters(RHICmdList, ComputeShader, ComputeShader.GetComputeShader(), *PassParameters);
|
|
DispatchComputeShader(RHICmdList, ComputeShader.GetShader(), NumGroups.X, NumGroups.Y, 1);
|
|
UnsetShaderUAVs(RHICmdList, ComputeShader, ComputeShader.GetComputeShader());
|
|
});
|
|
}
|
|
|
|
View.VolumetricFogResources.IntegratedLightScatteringTexture = IntegratedLightScattering;
|
|
|
|
if (bUseTemporalReprojection)
|
|
{
|
|
GraphBuilder.QueueTextureExtraction(IntegrationData.LightScattering, &View.ViewState->LightScatteringHistory);
|
|
}
|
|
else if (View.ViewState)
|
|
{
|
|
View.ViewState->LightScatteringHistory = nullptr;
|
|
}
|
|
|
|
if (bUseTemporalReprojection && GVolumetricFogConservativeDepth > 0)
|
|
{
|
|
GraphBuilder.QueueTextureExtraction(ConservativeDepthTexture, &View.ViewState->PrevLightScatteringConservativeDepthTexture);
|
|
}
|
|
else if (View.ViewState)
|
|
{
|
|
View.ViewState->PrevLightScatteringConservativeDepthTexture = NULL;
|
|
}
|
|
}
|
|
} |