Files
UnrealEngineUWP/Engine/Shaders/PostProcessAmbient.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

574 lines
17 KiB
Plaintext

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostprocessAmbient.usf: To apply a ambient cubemap as a postprocess
=============================================================================*/
#include "Common.usf"
#include "PostProcessCommon.usf"
#include "DeferredShadingCommon.usf"
#include "CubemapCommon.usf"
#include "Random.usf"
#include "BRDF.usf"
#include "MonteCarlo.usf"
#define IMPORTANCE_SAMPLE 0
float3 DiffuseIBL( uint2 Random, float3 DiffuseColor, float Roughness, float3 N, float3 V )
{
N = normalize( N );
V = normalize( V );
float3 DiffuseLighting = 0;
float NoV = saturate( dot( N, V ) );
const uint NumSamples = 32;
for( uint i = 0; i < NumSamples; i++ )
{
float2 E = Hammersley( i, NumSamples, Random );
float3 L = TangentToWorld( CosineSampleHemisphere( E ).xyz, N );
float3 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 )
{
float3 SampleColor = AmbientCubemap.SampleLevel( AmbientCubemapSampler, L, 0 ).rgb;
float FD90 = ( 0.5 + 2 * VoH * VoH ) * Roughness;
//float FD90 = 0.5 + 2 * VoH * VoH * Roughness;
float FdV = 1 + (FD90 - 1) * pow( 1 - NoV, 5 );
float FdL = 1 + (FD90 - 1) * pow( 1 - NoL, 5 );
#if 1
// lambert = DiffuseColor * NoL / PI
// pdf = NoL / PI
DiffuseLighting += SampleColor * DiffuseColor * FdV * FdL * ( 1 - 0.3333 * Roughness );
#else
DiffuseLighting += SampleColor * DiffuseColor;
#endif
}
}
return DiffuseLighting / NumSamples;
}
float3 SpecularIBL( uint2 Random, float3 SpecularColor, float Roughness, float3 N, float3 V )
{
float3 SpecularLighting = 0;
const uint NumSamples = 32;
for( uint i = 0; i < NumSamples; i++ )
{
float2 E = Hammersley( i, NumSamples, Random );
float3 H = TangentToWorld( ImportanceSampleGGX( E, Roughness ).xyz, N );
float3 L = 2 * dot( V, H ) * H - V;
float NoV = saturate( dot( N, V ) );
float NoL = saturate( dot( N, L ) );
float NoH = saturate( dot( N, H ) );
float VoH = saturate( dot( V, H ) );
if( NoL > 0 )
{
float3 SampleColor = AmbientCubemap.SampleLevel( AmbientCubemapSampler, L, 0 ).rgb;
float Vis = Vis_SmithJointApprox( Roughness, NoV, NoL );
float Fc = pow( 1 - VoH, 5 );
float3 F = (1 - Fc) * SpecularColor + Fc;
// Incident light = SampleColor * NoL
// Microfacet specular = D*G*F / (4*NoL*NoV) = D*Vis*F
// pdf = D * NoH / (4 * VoH)
SpecularLighting += SampleColor * F * ( NoL * Vis * (4 * VoH / NoH) );
}
}
return SpecularLighting / NumSamples;
}
float3 StandardShading( FGBufferData GBuffer, float Roughness, float3 L, float3 V, half3 N )
{
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( Roughness, NoH );
float Vis = Vis_SmithJointApprox( Roughness, NoV, NoL );
float3 F = F_Schlick( GBuffer.SpecularColor, VoH );
float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, Roughness, NoV, NoL, VoH );
return Diffuse + (D * Vis) * F;
}
float3 ClearCoatShading( FGBufferData GBuffer, float Roughness, float3 L, float3 V, half3 N )
{
const float ClearCoat = GBuffer.CustomData.x;
const float ClearCoatRoughness = GBuffer.CustomData.y;
const float Film = 1 * ClearCoat;
const float MetalSpec = 0.9;
#if 0
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( ClearCoatRoughness, NoH );
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( Roughness, NoH );
float Vis2 = Vis_Schlick( Roughness, NoV, NoL );
float3 F2 = saturate( 50.0 * GBuffer.SpecularColor.g ) * Fc + (1 - Fc) * GBuffer.SpecularColor;
float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) + (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 );
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;
#if 1
// 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;
float3 H2 = normalize( V2 + L2 );
float NoL2 = saturate( dot(N, L2) );
float NoV2 = saturate( dot(N, V2) );
float NoH2 = saturate( dot(N, H2) );
float VoH2 = saturate( dot(V2, H2) );
#else
// 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
#endif
NoL2 = max( 0.001, NoL2 );
NoV2 = max( 0.001, NoV2 );
float3 AbsorptionColor = (1 - Film) + GBuffer.BaseColor * ( Film * (1 / MetalSpec) );
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
#if 1
float F21 = F_Schlick( 0.04, saturate( dot(V2, H) ) );
float k = Square( Roughness ) * 0.5;
float G_SchlickV2 = NoV2 / ( NoV2 * (1 - k) + k );
float G_SchlickL2 = NoL2 / ( NoL2 * (1 - k) + k );
float TotalInternalReflection = 1 - F21 * G_SchlickV2 * G_SchlickL2;
float3 LayerAttenuation = ( (1 - F) * TotalInternalReflection ) * Absorption;
#else
// Approximation
float3 LayerAttenuation = (1 - F) * Absorption;
#endif
// 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
#if 1
float D2 = D_GGX( Roughness, NoH2 );
float Vis2 = Vis_Schlick( Roughness, NoV2, NoL2 );
float3 F2 = F_Schlick( MetalSpec, VoH2 );
#else
// Approximation
float D2 = D_GGX( Roughness, NoH );
float Vis2 = Vis_Schlick( Roughness, NoV2, NoL2 );
float3 F2 = F_Schlick( GBuffer.SpecularColor, VoH );
#endif
float3 Fr2 = Diffuse_Lambert( GBuffer.DiffuseColor ) + (D2 * Vis2) * F2;
return Fr1 + Fr2 * LayerAttenuation;
#endif
}
float3 ImageBasedLightingMIS( FGBufferData GBuffer, float3 V, float3 N, uint2 Random )
{
float3 Lighting = 0;
float Roughness1 = GBuffer.Roughness;
float Roughness2 = 0.1;
uint NumSamples[] =
{
16,
16,
0,
};
UNROLL
for( uint Set = 0; Set < 3; Set++ )
{
LOOP
for( uint i = 0; i < NumSamples[ Set ]; i++ )
{
float2 E = Hammersley( i, NumSamples[ Set ], Random );
float3 L, H;
if( Set == 0 )
{
L = TangentToWorld( CosineSampleHemisphere( E ).xyz, N );
H = normalize(V + L);
}
else if( Set == 1 )
{
H = TangentToWorld( ImportanceSampleGGX( E, Roughness1 ).xyz, N );
L = 2 * dot( V, H ) * H - V;
}
else
{
H = TangentToWorld( ImportanceSampleGGX( E, Roughness2 ).xyz, N );
L = 2 * dot( V, H ) * H - V;
}
float NoL = saturate( dot(N, L) );
float NoH = saturate( dot(N, H) );
float VoH = saturate( dot(V, H) );
if( NoL > 0 && VoH > 0 )
{
float3 SampleColor = AmbientCubemap.SampleLevel( AmbientCubemapSampler, L, 0 ).rgb;
float PDF[] =
{
NoL / PI,
D_GGX( Roughness1, NoH ) * NoH / (4 * VoH),
D_GGX( Roughness2, NoH ) * NoH / (4 * VoH),
};
// MIS balance heuristic
float InvWeight = 0;
UNROLL for( uint j = 0; j < 3; j++ )
{
InvWeight += PDF[j] * NumSamples[j];
}
float Weight = rcp( InvWeight );
float3 Shading = 0;
#if USE_CLEARCOAT
BRANCH if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT )
{
Shading = ClearCoatShading( GBuffer, GBuffer.Roughness, L, V, N );
}
else
#endif
{
Shading = StandardShading( GBuffer, GBuffer.Roughness, L, V, N );
}
Lighting += SampleColor * Shading * ( NoL * Weight );
}
}
}
return Lighting;
}
float3 FilterEnvMap( uint2 Random, float Roughness, float3 N, float3 V )
{
float3 FilteredColor = 0;
float Weight = 0;
const uint NumSamples = 64;
for( uint i = 0; i < NumSamples; i++ )
{
float2 E = Hammersley( i, NumSamples, Random );
float3 H = TangentToWorld( ImportanceSampleGGX( E, Roughness ).xyz, N );
float3 L = 2 * dot( V, H ) * H - V;
float NoL = saturate( dot( N, L ) );
if( NoL > 0 )
{
FilteredColor += AmbientCubemap.SampleLevel( AmbientCubemapSampler, L, 0 ).rgb * NoL;
Weight += NoL;
}
}
return FilteredColor / max( Weight, 0.001 );
}
float3 PrefilterEnvMap( uint2 Random, float Roughness, float3 R )
{
float3 FilteredColor = 0;
float Weight = 0;
const uint NumSamples = 64;
for( uint i = 0; i < NumSamples; i++ )
{
float2 E = Hammersley( i, NumSamples, Random );
float3 H = TangentToWorld( ImportanceSampleGGX( E, Roughness ).xyz, R );
float3 L = 2 * dot( R, H ) * H - R;
float NoL = saturate( dot( R, L ) );
if( NoL > 0 )
{
FilteredColor += AmbientCubemap.SampleLevel( AmbientCubemapSampler, L, 0 ).rgb * NoL;
Weight += NoL;
}
}
return FilteredColor / max( Weight, 0.001 );
}
float3 IntegrateBRDF( uint2 Random, float Roughness, float NoV )
{
float3 V;
V.x = sqrt( 1.0f - NoV * NoV ); // sin
V.y = 0;
V.z = NoV; // cos
float A = 0;
float B = 0;
float C = 0;
const uint NumSamples = 64;
for( uint i = 0; i < NumSamples; i++ )
{
float2 E = Hammersley( i, NumSamples, Random );
{
float3 H = ImportanceSampleGGX( E, Roughness ).xyz;
float3 L = 2 * dot( V, H ) * H - V;
float NoL = saturate( L.z );
float NoH = saturate( H.z );
float VoH = saturate( dot( V, H ) );
if( NoL > 0 )
{
float Vis = Vis_SmithJointApprox( Roughness, NoV, NoL );
float a = Square( Roughness );
float a2 = a*a;
float Vis_SmithV = NoL * sqrt( NoV * (NoV - NoV * a2) + a2 );
float Vis_SmithL = NoV * sqrt( NoL * (NoL - NoL * a2) + a2 );
//float Vis = 0.5 * rcp( Vis_SmithV + Vis_SmithL );
// Incident light = NoL
// pdf = D * NoH / (4 * VoH)
// NoL * Vis / pdf
float NoL_Vis_PDF = NoL * Vis * (4 * VoH / NoH);
float Fc = pow( 1 - VoH, 5 );
A += (1 - Fc) * NoL_Vis_PDF;
B += Fc * NoL_Vis_PDF;
}
}
{
float3 L = CosineSampleHemisphere( E ).xyz;
float3 H = normalize(V + L);
float NoL = saturate( L.z );
float NoH = saturate( H.z );
float VoH = saturate( dot( V, H ) );
float FD90 = ( 0.5 + 2 * VoH * VoH ) * Roughness;
float FdV = 1 + (FD90 - 1) * pow( 1 - NoV, 5 );
float FdL = 1 + (FD90 - 1) * pow( 1 - NoL, 5 );
C += FdV * FdL * ( 1 - 0.3333 * Roughness );
}
}
return float3( A, B, C ) / NumSamples;
}
float3 ApproximateSpecularIBL( uint2 Random, float3 SpecularColor, float Roughness, float3 N, float3 V )
{
// Function replaced with prefiltered environment map sample
float3 R = 2 * dot( V, N ) * N - V;
float3 PrefilteredColor = PrefilterEnvMap( Random, Roughness, R );
//float3 PrefilteredColor = FilterEnvMap( Random, Roughness, N, V );
// Function replaced with 2D texture sample
float NoV = saturate( dot( N, V ) );
float2 AB = IntegrateBRDF( Random, Roughness, NoV );
return PrefilteredColor * ( SpecularColor * AB.x + AB.y );
}
void MainPS(in float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 UV = UVAndScreenPos.xy;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
FGBufferData GBuffer = ScreenSpaceData.GBuffer;
float AbsoluteDiffuseMip = AmbientCubemapMipAdjust.z;
// screen position in [-1, 1] screen space
float2 ScreenSpacePos = UVAndScreenPos.zw;
int2 PixelPos = int2(UVAndScreenPos.zw * ScreenPosToPixel.xy + ScreenPosToPixel.zw + 0.5f);
float3 ScreenVector = normalize(mul(float4(ScreenSpacePos, 1, 0), View.ScreenToWorld).xyz);
float3 N = GBuffer.WorldNormal;
float3 V = -ScreenVector;
float3 R = 2 * dot( V, N ) * N - V;
float NoV = abs( dot(N, V) ) + 1e-5;
// Point lobe in off-specular peak direction
float a = Square( GBuffer.Roughness );
R = lerp( N, R, (1 - a) * ( sqrt(1 - a) + a ) );
uint2 Random = ScrambleTEA( PixelPos );
Random.x ^= View.Random;
Random.y ^= View.Random;
float3 NonSpecularContribution = 0;
float3 SpecularContribution = 0;
#if 1
float3 RetroReflectionDir = lerp( N, V, saturate( ( NoV * (1.02341 * a - 1.51174) + -0.511705 * a + 0.755868 ) * a ) );
float3 DiffuseLookup = TextureCubeSampleLevel(AmbientCubemap, AmbientCubemapSampler, RetroReflectionDir, AbsoluteDiffuseMip).rgb;
float3 ABC = PreIntegratedGF.SampleLevel( PreIntegratedGFSampler, float2( NoV, GBuffer.Roughness ), 0 ).rgb;
//float3 ABC = IntegrateBRDF( Random, GBuffer.Roughness, NoV );
NonSpecularContribution += GBuffer.DiffuseColor * DiffuseLookup * ABC.z;
//NonSpecularContribution += DiffuseIBL( Random, GBuffer.DiffuseColor, GBuffer.Roughness, N, V );// * ABC.z;
#else
float3 DiffuseLookup = TextureCubeSampleLevel(AmbientCubemap, AmbientCubemapSampler, N, AbsoluteDiffuseMip).rgb;
NonSpecularContribution += GBuffer.DiffuseColor * DiffuseLookup;
#endif
// Diffuse
{
// we want to access the mip with the preconvolved diffuse lighting (coneangle=90 degree)
//NonSpecularContribution += GBuffer.DiffuseColor * DiffuseLookup;
}
// Specular
{
float Mip = ComputeCubemapMipFromRoughness( GBuffer.Roughness, AmbientCubemapMipAdjust.w );
float3 SampleColor = TextureCubeSampleLevel( AmbientCubemap, AmbientCubemapSampler, R, Mip ).rgb;
#if USE_CLEARCOAT
BRANCH if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT )
{
float ClearCoat = GBuffer.CustomData.x;
float2 AB = PreIntegratedGF.SampleLevel( PreIntegratedGFSampler, float2( NoV, GBuffer.Roughness ), 0 ).rg;
SpecularContribution += SampleColor * ( GBuffer.SpecularColor * AB.x + AB.y * (1 - ClearCoat) );
}
else
#endif
{
SpecularContribution += SampleColor * EnvBRDF( GBuffer.SpecularColor, GBuffer.Roughness, NoV );
//SpecularContribution += ApproximateSpecularIBL( Random, GBuffer.SpecularColor, GBuffer.Roughness, GBuffer.WorldNormal, -ScreenVector );
}
}
#if USE_CLEARCOAT
BRANCH if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT )
{
const float ClearCoat = GBuffer.CustomData.x;
const float ClearCoatRoughness = GBuffer.CustomData.y;
float Mip = ComputeCubemapMipFromRoughness( ClearCoatRoughness, AmbientCubemapMipAdjust.w );
float3 SampleColor = TextureCubeSampleLevel( AmbientCubemap, AmbientCubemapSampler, R, Mip ).rgb;
// F_Schlick
float F0 = 0.04;
float Fc = pow( 1 - NoV, 5 );
float F = Fc + (1 - Fc) * F0;
F *= ClearCoat;
float LayerAttenuation = (1 - F);
NonSpecularContribution *= LayerAttenuation;
SpecularContribution *= LayerAttenuation;
SpecularContribution += SampleColor * F;
}
#endif
#if IMPORTANCE_SAMPLE
if( GBuffer.ShadingModelID > 0 )
{
NonSpecularContribution = 0;
SpecularContribution = ImageBasedLightingMIS( GBuffer, -ScreenVector, GBuffer.WorldNormal, Random );
}
#endif
// apply darkening from ambient occlusion (does not use PostprocessInput1 to set white texture if SSAO is off)
float AmbientOcclusion = GBuffer.GBufferAO * ScreenSpaceData.AmbientOcclusion;
// Subsurface
BRANCH if(GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE || GBuffer.ShadingModelID == SHADINGMODELID_PREINTEGRATED_SKIN)
{
// some view dependent and some non view dependent (hard coded)
float DependentSplit = 0.5f;
float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
// view independent (shared lookup for diffuse for better performance
NonSpecularContribution += DiffuseLookup * SubsurfaceColor * (DependentSplit);
// view dependent (blurriness is hard coded)
SpecularContribution += TextureCubeSampleLevel(AmbientCubemap, AmbientCubemapSampler, ScreenVector, AbsoluteDiffuseMip - 2.5f).rgb * SubsurfaceColor * (AmbientOcclusion * (1.0f - DependentSplit));
}
FLightAccumulator LightAccumulator = (FLightAccumulator)0;
LightAccumulator_Add(LightAccumulator, NonSpecularContribution, SpecularContribution, AmbientCubemapColor.rgb);
OutColor = LightAccumulator_GetResult(LightAccumulator);
OutColor *= AmbientOcclusion;
}