Files
UnrealEngineUWP/Engine/Shaders/DeferredLightingCommon.usf
Marcus Wassmer ac56844346 Add permutations to various global shaders to compile out ClearCoat handling if there are no clearcoat materials in the given view.
Also FViewInfo now accumulates a mask of all lightingprofiles used in a given view during the relevancy calculation.
#codereview daniel.wright,martin.mittring

[CL 2505772 by Marcus Wassmer in Main branch]
2015-04-08 16:15:25 -04:00

692 lines
24 KiB
Plaintext

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DeferredLightingCommon.usf: Common definitions for deferred lighting.
=============================================================================*/
#ifndef __DEFERRED_LIGHTING_COMMON__
#define __DEFERRED_LIGHTING_COMMON__
#include "DeferredShadingCommon.usf"
#include "DynamicLightingCommon.usf"
#include "BRDF.usf"
#include "MonteCarlo.usf"
#include "IESLightProfilesCommon.usf"
/**
* Data about a single light.
* Putting the light data in this struct allows the same lighting code to be used between standard deferred,
* Where many light properties are known at compile time, and tiled deferred, where all light properties have to be fetched from a buffer.
*/
struct FDeferredLightData
{
float4 LightPositionAndInvRadius;
float4 LightColorAndFalloffExponent;
float3 LightDirection;
float4 SpotAnglesAndSourceRadius;
float MinRoughness;
float2 DistanceFadeMAD;
float4 ShadowMapChannelMask;
/** Whether to use inverse squared falloff. */
bool bInverseSquared;
/** Whether this is a light with radial attenuation, aka point or spot light. */
bool bRadialLight;
/** Whether this light needs spotlight attenuation. */
bool bSpotLight;
/** Whether the light should apply shadowing. */
bool bShadowed;
};
/** Data about a single light to be shaded with the simple shading model, designed for speed and limited feature set. */
struct FSimpleDeferredLightData
{
float4 LightPositionAndInvRadius;
float4 LightColorAndFalloffExponent;
/** Whether to use inverse squared falloff. */
bool bInverseSquared;
};
#if 0
void StandardShadingShared( float3 DiffuseColor, float3 SpecularColor, float Roughness, float3 V, half3 N )
{
//float NoV = saturate( dot(N, V) );
float NoV = abs( dot(N, V) ) + 1e-5;
// Diffuse_Lambert
Shared.DiffuseMul = DiffuseColor * (1.0 / PI);
// D_GGX, Vis_SmithJointApprox
float m = Roughness * Roughness;
Shared.m2 = m * m;
Shared.SpecularMul = (0.5 / PI) * Shared.m2;
Shared.VisMad = float2( 2 * NoV * ( 1 - m ) + m, NoV * m );
// F_Schlick
Shared.SpecularMul *= saturate( 50.0 * SpecularColor.g );
}
void StandardShadingPerLight( Shared, float3 L, float3 V, half3 N )
{
float3 H = normalize(V + L); // 3 add, 2 mad, 4 mul, 1 rsqrt
float NoL = saturate( dot(N, L) ); // 2 mad, 1 mul
float NoH = saturate( dot(N, H) ); // 2 mad, 1 mul
float VoH = saturate( dot(V, H) ); // 2 mad, 1 mul
// D_GGX, Vis_SmithJointApprox
float d = ( NoH * Shared.m2 - NoH ) * NoH + 1; // 2 mad
float v = NoL * Shared.VisMad.x + Shared.VisMad.y; // 1 mad
float D_Vis = Shared.SpecularMul * rcp( d * d * v ); // 3 mul, 1 rcp
// F_Schlick
float Fc = pow( 1 - VoH, 5 ); // 1 sub, 3 mul
float3 F = Fc + (1 - Fc) * SpecularColor; // 1 sub, 3 mad
return Shared.DiffuseMul + D_Vis * F; // 3 mad
}
#endif
// @param DiffSpecMask .r: diffuse, .g:specular e.g. float2(1,1) for both, float2(1,0) for diffuse only
float3 StandardShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N, float2 DiffSpecMask )
{
float3 H = normalize(V + L);
float NoL = saturate( dot(N, L) );
//float NoV = saturate( dot(N, V) );
float NoV = abs( dot(N, V) ) + 1e-5;
float NoH = saturate( dot(N, H) );
float VoH = saturate( dot(V, H) );
// Generalized microfacet specular
float D = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1];
float Vis = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL );
float3 F = F_Schlick( GBuffer.SpecularColor, VoH );
//float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor );
float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH );
return Diffuse * (LobeEnergy[2] * DiffSpecMask.r) + (D * Vis * DiffSpecMask.g) * F;
}
float3 SimpleShading( FGBufferData GBuffer, float Roughness, float3 L, float3 V, half3 N )
{
float3 H = normalize(V + L);
float NoH = saturate( dot(N, H) );
// Generalized microfacet specular
float D = D_GGX( Roughness, NoH );
float Vis = Vis_Implicit();
float3 F = F_None( GBuffer.SpecularColor );
return Diffuse_Lambert( GBuffer.DiffuseColor ) + (D * Vis) * F;
}
float3 ClearCoatShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N )
{
#if USE_CLEARCOAT
const float ClearCoat = GBuffer.CustomData.x;
const float ClearCoatRoughness = GBuffer.CustomData.y;
const float Film = 1 * ClearCoat;
const float MetalSpec = 0.9;
#if 1
float3 H = normalize(V + L);
float NoL = saturate( dot(N, L) );
float NoV = saturate( dot(N, V) );
float NoH = saturate( dot(N, H) );
float VoH = saturate( dot(V, H) );
// Generalized microfacet specular
float D = D_GGX( LobeRoughness[0], NoH ) * LobeEnergy[0];
float Vis = Vis_Kelemen( VoH );
// F_Schlick
float F0 = 0.04;
float Fc = pow( 1 - VoH, 5 );
float F = Fc + (1 - Fc) * F0;
F *= ClearCoat;
float Fr1 = D * Vis * F;
float LayerAttenuation = (1 - F);
// Generalized microfacet specular
float D2 = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1];
float Vis2 = Vis_Schlick( LobeRoughness[1], NoV, NoL );
//float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH );
float3 F2 = saturate( 50.0 * GBuffer.SpecularColor.g ) * Fc + (1 - Fc) * GBuffer.SpecularColor;
float3 Fr2 = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ) * LobeEnergy[2] + (D2 * Vis2) * F2;
return Fr1 + Fr2 * LayerAttenuation;
#else
float3 H = normalize(V + L);
float NoL = saturate( dot(N, L) );
float NoV = saturate( dot(N, V) );
float NoH = saturate( dot(N, H) );
float VoH = saturate( dot(V, H) );
// Hard coded IOR of 1.5
// Generalized microfacet specular
float D = D_GGX( ClearCoatRoughness, NoH ) * LobeEnergy[0];
float Vis = Vis_Kelemen( VoH );
// F_Schlick
float F0 = 0.04;
float Fc = pow( 1 - VoH, 5 );
float F = Fc + (1 - Fc) * F0;
float Fr1 = D * Vis * F;
// Refract rays
//float3 L2 = refract( -L, -H, 1 / 1.5 );
//float3 V2 = refract( -V, -H, 1 / 1.5 );
// LoH == VoH
//float RefractBlend = sqrt( 4 * VoH*VoH + 5 ) / 3 + 2.0 / 3 * VoH;
//float3 L2 = RefractBlend * H - L / 1.5;
//float3 V2 = RefractBlend * H - V / 1.5;
//float NoL2 = saturate( dot(N, L2) );
//float NoV2 = saturate( dot(N, V2) );
// Approximation
float RefractBlend = (0.22 * VoH + 0.7) * VoH + 0.745; // 2 mad
// Dot products distribute. No need for L2 and V2.
float RefractNoH = RefractBlend * NoH; // 1 mul
float NoL2 = saturate( RefractNoH - (1 / 1.5) * NoL ); // 1 mad
float NoV2 = saturate( RefractNoH - (1 / 1.5) * NoV ); // 1 mad
// Should refract H too but unimportant
NoL2 = max( 0.001, NoL2 );
NoV2 = max( 0.001, NoV2 );
float AbsorptionDist = rcp(NoV2) + rcp(NoL2);
float3 Absorption = pow( AbsorptionColor, 0.5 * AbsorptionDist );
// Approximation
//float AbsorptionDist = ( NoV2 + NoL2 ) / ( NoV2 * NoL2 );
//float3 Absorption = AbsorptionColor * ( AbsorptionColor * (AbsorptionDist * 0.5 - 1) + (2 - 0.5 * AbsorptionDist) );
//float3 Absorption = AbsorptionColor + AbsorptionColor * (AbsorptionColor - 1) * (AbsorptionDist * 0.5 - 1); // use for shared version
//float F21 = Fresnel( 1 / 1.5, saturate( dot(V2, H) ) );
//float TotalInternalReflection = 1 - F21 * G_Schlick( Roughness, NoV2, NoL2 );
//float3 LayerAttenuation = ( (1 - F12) * TotalInternalReflection ) * Absorption;
// Approximation
float3 LayerAttenuation = (1 - F) * Absorption;
// Approximation for IOR == 1.5
//SpecularColor = ChangeBaseMedium( SpecularColor, 1.5 );
//SpecularColor = saturate( ( 0.55 * SpecularColor + (0.45 * 1.08) ) * SpecularColor - (0.45 * 0.08) );
// Treat SpecularColor as relative to IOR. Artist compensates.
// Generalized microfacet specular
float D2 = D_GGX( Roughness, NoH ) * LobeEnergy[2];
float Vis2 = Vis_Schlick( Roughness, NoV2, NoL2 );
float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH );
float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) * LobeEnergy[2] + (D2 * Vis2) * F2;
return Fr1 + Fr2 * LayerAttenuation;
#endif
#else //USE_CLEARCOAT
return float3(0.0f, 0.0f, 0.0f);
#endif //USE_CLEARCOAT
}
float3 SubsurfaceShadingSubsurface( FGBufferData GBuffer, float3 L, float3 V, half3 N )
{
float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
float3 H = normalize(V + L);
// to get an effect when you see through the material
// hard coded pow constant
float InScatter = pow(saturate(dot(L, -V)), 12) * lerp(3, .1f, GBuffer.Opacity);
// wrap around lighting, /(PI*2) to be energy consistent (hack do get some view dependnt and light dependent effect)
float OpacityFactor = GBuffer.Opacity;
// Opacity of 0 gives no normal dependent lighting, Opacity of 1 gives strong normal contribution
float NormalContribution = saturate(dot(N, H) * OpacityFactor + 1 - OpacityFactor);
float BackScatter = GBuffer.GBufferAO * NormalContribution / (PI * 2);
// lerp to never exceed 1 (energy conserving)
return SubsurfaceColor * lerp(BackScatter, 1, InScatter);
}
float3 SubsurfaceShadingTwoSided( float3 SubsurfaceColor, float3 L, float3 V, half3 N )
{
float Wrap = 0.5;
float NoL = saturate( ( dot(-N, L) + Wrap ) / Square( 1 + Wrap ) );
float VoL = saturate( dot(V, -L) );
float a = 0.6;
float a2 = a * a;
float d = ( VoL * a2 - VoL ) * VoL + 1; // 2 mad
float GGX = (a2 / PI) / (d * d); // 2 mul, 1 rcp
return NoL * GGX * SubsurfaceColor;
}
Texture2D PreIntegratedBRDF;
SamplerState PreIntegratedBRDFSampler;
float3 SubsurfaceShadingPreintegratedSkin( FGBufferData GBuffer, float3 L, float3 V, half3 N )
{
float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
float OpacityFactor = GBuffer.Opacity;
float3 PreintegratedBRDF = Texture2DSampleLevel(PreIntegratedBRDF, PreIntegratedBRDFSampler, float2(saturate(dot(N, L) * .5 + .5), 1 - OpacityFactor), 0).rgb;
return PreintegratedBRDF * SubsurfaceColor;
}
// @param DiffSpecMask .r: diffuse, .g:specular e.g. float2(1,1) for both, float2(1,0) for diffuse only
float3 SurfaceShading( FGBufferData GBuffer, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N, float2 DiffSpecMask )
{
switch( GBuffer.ShadingModelID )
{
case SHADINGMODELID_UNLIT:
case SHADINGMODELID_DEFAULT_LIT:
case SHADINGMODELID_SUBSURFACE:
case SHADINGMODELID_PREINTEGRATED_SKIN:
case SHADINGMODELID_SUBSURFACE_PROFILE:
case SHADINGMODELID_TWOSIDED_FOLIAGE:
return StandardShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N, DiffSpecMask);
case SHADINGMODELID_CLEAR_COAT:
// this path does not support DiffSpecMask yet
return ClearCoatShading( GBuffer, LobeRoughness, LobeEnergy, L, V, N );
default:
return 0;
}
}
float3 SubsurfaceShading( FGBufferData GBuffer, float3 L, float3 V, half3 N )
{
float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
switch( GBuffer.ShadingModelID )
{
case SHADINGMODELID_SUBSURFACE:
return SubsurfaceShadingSubsurface( GBuffer, L, V, N );
case SHADINGMODELID_PREINTEGRATED_SKIN:
return SubsurfaceShadingPreintegratedSkin( GBuffer, L, V, N );
case SHADINGMODELID_TWOSIDED_FOLIAGE:
return SubsurfaceShadingTwoSided( SubsurfaceColor, L, V, N );
default:
return 0;
}
}
#undef LIGHT_SOURCE_SHAPE
#define LIGHT_SOURCE_SHAPE 1
bool RayHitSphere( float3 R, float3 SphereCenter, float SphereRadius )
{
float3 ClosestPointOnRay = max( 0, dot( SphereCenter, R ) ) * R;
float3 CenterToRay = ClosestPointOnRay - SphereCenter;
return dot( CenterToRay, CenterToRay ) <= Square( SphereRadius );
}
bool RayHitRect( float3 R, float3 RectCenter, float3 RectX, float3 RectY, float3 RectZ, float RectExtentX, float RectExtentY )
{
// Intersect ray with plane
float3 PointOnPlane = R * max( 0, dot( RectZ, RectCenter ) / dot( RectZ, R ) );
bool InExtentX = abs( dot( RectX, PointOnPlane - RectCenter ) ) <= RectExtentX;
bool InExtentY = abs( dot( RectY, PointOnPlane - RectCenter ) ) <= RectExtentY;
return InExtentX && InExtentY;
}
float3 PointLightSpecularMIS( FScreenSpaceData ScreenSpaceData, FDeferredLightData LightData, float3 LightCenter, float3 V, float3 N, uint2 Random )
{
FGBufferData GBuffer = ScreenSpaceData.GBuffer;
float Roughness = GBuffer.Roughness;
float NoV = saturate( dot( N, V ) );
NoV = max( 0.001, NoV );
const float SourceRadius = max( 1, LightData.SpotAnglesAndSourceRadius.z );
const float DistanceSqr = dot( LightCenter, LightCenter );
const float3 ConeAxis = normalize( LightCenter );
const float ConeCos = sqrt( 1 - Square( SourceRadius ) / DistanceSqr );
const float SampleColor = (1.0/PI) / Square(SourceRadius);
float3 SpecularLighting = 0;
const uint NumSamplesGGX = 16;
const uint NumSamplesCone = 16;
for( uint i = 0; i < NumSamplesGGX + NumSamplesCone; i++ )
{
bool bSampleBRDF = i < NumSamplesGGX;
float3 L, H;
if( bSampleBRDF )
{
float2 E = Hammersley( i, NumSamplesGGX, Random );
H = TangentToWorld( ImportanceSampleGGX( E, Roughness ).xyz, N );
L = 2 * dot( V, H ) * H - V;
}
else
{
float2 E = Hammersley( i, NumSamplesCone, Random );
L = TangentToWorld( UniformSampleCone( E, ConeCos ).xyz, ConeAxis );
H = normalize(V + L);
}
float NoL = saturate( dot(N, L) );
float NoH = saturate( dot(N, H) );
float VoH = saturate( dot(V, H) );
if( NoL > 0 )
{
if( bSampleBRDF && !RayHitSphere( L, LightCenter, SourceRadius ) )
{
continue;
}
// Generalized microfacet specular
float D = D_GGX( Roughness, NoH );
float Vis = GeometricVisibility( Roughness, NoV, NoL, VoH );
float3 F = Fresnel( GBuffer.SpecularColor, VoH );
float ConePDF = 1.0 / ( 2 * PI * (1 - ConeCos) );
float GGXPDF = D * NoH / (4 * VoH);
if( bSampleBRDF )
{
float Weight = MISWeight( NumSamplesGGX, GGXPDF, NumSamplesCone, ConePDF );
SpecularLighting += F * ( SampleColor * NoL * Vis * (4 * VoH / NoH) * Weight );
}
else
{
float Weight = MISWeight( NumSamplesCone, ConePDF, NumSamplesGGX, GGXPDF );
SpecularLighting += F * ( SampleColor * NoL * Vis * D / ConePDF * Weight );
}
}
}
return SpecularLighting / (NumSamplesGGX + NumSamplesCone);
}
// Find representative incoming light direction and energy modification
float3 AreaLightSpecular( FDeferredLightData LightData, inout float3 LobeRoughness, inout float3 ToLight, inout float3 L, float3 V, half3 N )
{
float3 LobeEnergy = 1;
LobeRoughness = max( LobeRoughness, LightData.MinRoughness );
float3 m = LobeRoughness * LobeRoughness;
const float SourceRadius = LightData.SpotAnglesAndSourceRadius.z;
const float SourceLength = LightData.SpotAnglesAndSourceRadius.w;
// TODO early out for point lights
float3 R = reflect( -V, N );
float InvDistToLight = rsqrt( dot( ToLight, ToLight ) );
BRANCH
if( SourceLength > 0 )
{
// Energy conservation
// asin(x) is angle to sphere, atan(x) is angle to disk, saturate(x) is free and in the middle
float LineAngle = saturate( SourceLength * InvDistToLight );
LobeEnergy *= m / saturate( m + 0.5 * LineAngle );
// Closest point on line segment to ray
float3 L01 = LightData.LightDirection * SourceLength;
float3 L0 = ToLight - 0.5 * L01;
float3 L1 = ToLight + 0.5 * L01;
#if 1
// Shortest distance
float a = Square( SourceLength );
float b = dot( R, L01 );
float t = saturate( dot( L0, b*R - L01 ) / (a - b*b) );
#else
// Smallest angle
float A = Square( SourceLength );
float B = 2 * dot( L0, L01 );
float C = dot( L0, L0 );
float D = dot( R, L0 );
float E = dot( R, L01 );
float t = saturate( (B*D - 2*C*E) / (B*E - 2*A*D) );
#endif
ToLight = L0 + t * L01;
}
BRANCH
if( SourceRadius > 0 )
{
// Energy conservation
// asin(x) is angle to sphere, atan(x) is angle to disk, saturate(x) is free and in the middle
float SphereAngle = saturate( SourceRadius * InvDistToLight );
LobeEnergy *= Square( m / saturate( m + 0.5 * SphereAngle ) );
// Closest point on sphere to ray
float3 ClosestPointOnRay = dot( ToLight, R ) * R;
float3 CenterToRay = ClosestPointOnRay - ToLight;
float3 ClosestPointOnSphere = ToLight + CenterToRay * saturate( SourceRadius * rsqrt( dot( CenterToRay, CenterToRay ) ) );
ToLight = ClosestPointOnSphere;
}
L = normalize( ToLight );
return LobeEnergy;
}
/** Returns 0 for positions closer than the fade near distance from the camera, and 1 for positions further than the fade far distance. */
float DistanceFromCameraFade(FScreenSpaceData ScreenSpaceData, FDeferredLightData LightData, float3 WorldPosition, float3 CameraPosition)
{
// depth (non radial) based fading over distance
float Fade = saturate(ScreenSpaceData.GBuffer.Depth * DeferredLightUniforms.DistanceFadeMAD.x + DeferredLightUniforms.DistanceFadeMAD.y);
return Fade * Fade;
}
void GetShadowTerms(FScreenSpaceData ScreenSpaceData, FDeferredLightData LightData, float3 WorldPosition, float4 LightAttenuation, out float OpaqueShadowTerm, out float SSSShadowTerm)
{
// Remapping the light attenuation buffer (see ShadowRendering.cpp)
// LightAttenuation: Light function + per-object shadows in z, per-object SSS shadowing in w,
// Whole scene directional light shadows in x, whole scene directional light SSS shadows in y
// Get static shadowing from the appropriate GBuffer channel
float UsesStaticShadowMap = dot(LightData.ShadowMapChannelMask, float4(1, 1, 1, 1));
float StaticShadowing = lerp(1, dot(ScreenSpaceData.GBuffer.PrecomputedShadowFactors, LightData.ShadowMapChannelMask), UsesStaticShadowMap);
if (LightData.bRadialLight)
{
// Remapping the light attenuation buffer (see ShadowRendering.cpp)
OpaqueShadowTerm = LightAttenuation.z * StaticShadowing;
// SSS uses a separate shadowing term that allows light to penetrate the surface
//@todo - how to do static shadowing of SSS correctly?
SSSShadowTerm = LightAttenuation.w * StaticShadowing;
}
else
{
// Remapping the light attenuation buffer (see ShadowRendering.cpp)
// Also fix up the fade between dynamic and static shadows
// to work with plane splits rather than spheres.
float DynamicShadowFraction = DistanceFromCameraFade(ScreenSpaceData, LightData, WorldPosition, View.ViewOrigin.xyz);
// For a directional light, fade between static shadowing and the whole scene dynamic shadowing based on distance + per object shadows
OpaqueShadowTerm = lerp(LightAttenuation.x, StaticShadowing, DynamicShadowFraction);
// Fade between SSS dynamic shadowing and static shadowing based on distance
SSSShadowTerm = min(lerp(LightAttenuation.y, StaticShadowing, DynamicShadowFraction), LightAttenuation.w);
// combine with light function (MUL is correct, MIN would not be correct and likely to be slower)
OpaqueShadowTerm *= LightAttenuation.z;
SSSShadowTerm *= LightAttenuation.z;
}
}
/** Calculates lighting for a given position, normal, etc with a fully featured lighting model designed for quality. */
float4 GetDynamicLighting(float3 WorldPosition, float3 CameraVector, float2 InUV, FScreenSpaceData ScreenSpaceData, uint ShadingModelID, FDeferredLightData LightData, float4 LightAttenuation, uint2 Random)
{
FLightAccumulator LightAccumulator = (FLightAccumulator)0;
float3 V = -CameraVector;
float3 N = ScreenSpaceData.GBuffer.WorldNormal;
float3 ToLight = LightData.LightDirection;
float3 L = ToLight; // no need to normalize
float NoL = saturate( dot(N, L) );
float DistanceAttenuation = 1;
float LightRadiusMask = 1;
float SpotFalloff = 1;
if (LightData.bRadialLight)
{
ToLight = LightData.LightPositionAndInvRadius.xyz - WorldPosition;
float DistanceSqr = dot( ToLight, ToLight );
L = ToLight * rsqrt( DistanceSqr );
if (LightData.bInverseSquared)
{
const float SourceLength = LightData.SpotAnglesAndSourceRadius.w;
BRANCH
if( SourceLength > 0 )
{
// Line segment irradiance
float3 L01 = LightData.LightDirection * SourceLength;
float3 L0 = ToLight - 0.5 * L01;
float3 L1 = ToLight + 0.5 * L01;
float LengthL0 = length( L0 );
float LengthL1 = length( L1 );
DistanceAttenuation = rcp( ( LengthL0 * LengthL1 + dot( L0, L1 ) ) * 0.5 + 1 );
NoL = saturate( 0.5 * ( dot(N, L0) / LengthL0 + dot(N, L1) / LengthL1 ) );
}
else
{
// Sphere irradiance (technically just 1/d^2 but this avoids inf)
DistanceAttenuation = 1 / ( DistanceSqr + 1 );
NoL = saturate( dot( N, L ) );
}
// TODO optimize
LightRadiusMask = Square( saturate( 1 - Square( DistanceSqr * Square(LightData.LightPositionAndInvRadius.w) ) ) );
}
else
{
DistanceAttenuation = 1;
NoL = saturate( dot( N, L ) );
LightRadiusMask = RadialAttenuation(ToLight * LightData.LightPositionAndInvRadius.w, LightData.LightColorAndFalloffExponent.w);
}
if (LightData.bSpotLight)
{
SpotFalloff = SpotAttenuation(L, -LightData.LightDirection, LightData.SpotAnglesAndSourceRadius.xy);
}
}
LightAccumulator.EstimatedCost += 0.3f; // running the PixelShader at all has a cost
BRANCH
if (LightRadiusMask > 0 && SpotFalloff > 0)
{
float SurfaceShadow = 1;
float SubsurfaceShadow = 1;
BRANCH
if (LightData.bShadowed)
{
GetShadowTerms(ScreenSpaceData, LightData, WorldPosition, LightAttenuation, SurfaceShadow, SubsurfaceShadow);
// greatly reduces shadow mapping artifacts
SurfaceShadow *= saturate(dot(N, L) * 6 - 0.2);
}
else
{
SurfaceShadow = ScreenSpaceData.AmbientOcclusion;
}
float SurfaceAttenuation = (DistanceAttenuation * LightRadiusMask * SpotFalloff) * SurfaceShadow;
float SubsurfaceAttenuation = (DistanceAttenuation * LightRadiusMask * SpotFalloff) * SubsurfaceShadow;
LightAccumulator.EstimatedCost += 0.3f; // add the cost of getting the shadow terms
{
const float3 LightColor = LightData.LightColorAndFalloffExponent.rgb;
const float ClearCoatRoughness = ScreenSpaceData.GBuffer.CustomData.y;
float3 LobeRoughness = float3(ClearCoatRoughness, ScreenSpaceData.GBuffer.Roughness, 1);
float3 LobeEnergy = AreaLightSpecular(LightData, LobeRoughness, ToLight, L, V, N);
// accumulate diffuse and specular
{
#if 1 // for testing if there is a perf impact
// correct screen space subsurface scattering
float3 SurfaceLightingDiff = SurfaceShading(ScreenSpaceData.GBuffer, LobeRoughness, LobeEnergy, L, V, N, float2(1, 0));
float3 SurfaceLightingSpec = SurfaceShading(ScreenSpaceData.GBuffer, LobeRoughness, LobeEnergy, L, V, N, float2(0, 1));
LightAccumulator_Add(LightAccumulator, SurfaceLightingDiff, SurfaceLightingSpec, LightColor * (NoL * SurfaceAttenuation));
#else
// wrong screen space subsurface scattering but potentially faster
float3 SurfaceLighting = SurfaceShading(ScreenSpaceData.GBuffer, LobeRoughness, LobeEnergy, L, V, N, float2(1, 1));
LightAccumulator_Add(LightAccumulator, SurfaceLighting, 0, LightColor * (NoL * SurfaceAttenuation));
#endif
}
// accumulate subsurface
{
float3 SubsurfaceLighting = SubsurfaceShading(ScreenSpaceData.GBuffer, L, V, N);
LightAccumulator_Add(LightAccumulator, SubsurfaceLighting, 0, LightColor * SubsurfaceAttenuation);
LightAccumulator.EstimatedCost += 0.4f; // add the cost of the lighting computations (should sum up to 1 form one light)
}
}
}
return LightAccumulator_GetResult(LightAccumulator);
}
/**
* 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 WorldPosition, float3 CameraVector, FScreenSpaceData ScreenSpaceData, FSimpleDeferredLightData LightData)
{
float3 V = -CameraVector;
float3 N = ScreenSpaceData.GBuffer.WorldNormal;
float3 ToLight = LightData.LightPositionAndInvRadius.xyz - WorldPosition;
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.LightPositionAndInvRadius.w) ) ) );
DistanceAttenuation *= LightRadiusMask;
}
else
{
DistanceAttenuation = RadialAttenuation(ToLight * LightData.LightPositionAndInvRadius.w, LightData.LightColorAndFalloffExponent.w);
}
float3 OutLighting = 0;
BRANCH
if (DistanceAttenuation > 0)
{
const float3 LightColor = LightData.LightColorAndFalloffExponent.rgb;
// Apply SSAO to the direct lighting since we're not going to have any other shadowing
float Attenuation = DistanceAttenuation * ScreenSpaceData.AmbientOcclusion;
OutLighting += LightColor * (NoL * Attenuation) * SimpleShading( ScreenSpaceData.GBuffer, ScreenSpaceData.GBuffer.Roughness, L, V, N );
}
return OutLighting;
}
#endif