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UnrealEngineUWP/Engine/Shaders/TranslucentLightInjectionShaders.usf
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/**
* TranslucentLightInjectionShaders.usf: Shaders for calculating lighting in a volume to use on translucency
*/
#include "Common.usf"
#include "SHCommon.usf"
#if INJECTION_PIXEL_SHADER
#include "Material.usf"
#endif
#include "DynamicLightingCommon.usf"
uint VolumeCascadeIndex;
float4 SimpleLightPositionAndRadius;
float4 SimpleLightColorAndExponent;
float CalcSimpleLightAttenuation(float3 WorldPosition)
{
float3 WorldLightVector = SimpleLightPositionAndRadius.xyz - WorldPosition;
float Attenuation = 1;
if (SimpleLightColorAndExponent.w == 0)
{
float DistanceSqr = dot( WorldLightVector, WorldLightVector );
// Sphere falloff (technically just 1/d2 but this avoids inf)
Attenuation = 1 / ( DistanceSqr + 1 );
float LightRadiusMask = Square(saturate(1 - Square(DistanceSqr / (SimpleLightPositionAndRadius.w * SimpleLightPositionAndRadius.w))));
Attenuation *= LightRadiusMask;
}
else
{
Attenuation = RadialAttenuation(WorldLightVector / SimpleLightPositionAndRadius.w, SimpleLightColorAndExponent.w);
}
return Attenuation;
}
/** Pixel shader that calculates direct lighting for a simple light (unshadowed point light) for all the affected voxels of a volume texture. */
void SimpleLightInjectMainPS(
FWriteToSliceGeometryOutput Input,
out float4 OutColor0 : SV_Target0,
out float3 OutColor1 : SV_Target1
)
{
OutColor0 = 0;
OutColor1 = 0;
// compute XYZ of the position we shader
float3 WorldPosition;
{
float ZPosition = View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].z + (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
WorldPosition = float3(View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].xy + Input.Vertex.UV / View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].xy - .5f * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w, ZPosition);
}
// compute UVW of the position we shade in the volume
float3 VolumeUVs = float3(Input.Vertex.UV, (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w);
float3 NormalizedLightVector = normalize(SimpleLightPositionAndRadius.xyz - WorldPosition);
float VoxelSize = View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
float3 WorldPositionForLighting = WorldPosition + 1 * GetBoxPushout(NormalizedLightVector, .5f * VoxelSize);
float Attenuation = CalcSimpleLightAttenuation(WorldPositionForLighting);
float3 Lighting = SimpleLightColorAndExponent.rgb / PI * Attenuation;
FTwoBandSHVectorRGB SHLighting = MulSH(SHBasisFunction(NormalizedLightVector), Lighting);
OutColor0 = float4(SHLighting.R.V.x, SHLighting.G.V.x, SHLighting.B.V.x, 0);
float3 LuminanceWeights = float3(.3, .59, .11);
float3 Coefficient0 = float3(SHLighting.R.V.y, SHLighting.G.V.y, SHLighting.B.V.y);
float3 Coefficient1 = float3(SHLighting.R.V.z, SHLighting.G.V.z, SHLighting.B.V.z);
float3 Coefficient2 = float3(SHLighting.R.V.w, SHLighting.G.V.w, SHLighting.B.V.w);
OutColor1 = float3(dot(Coefficient0, LuminanceWeights), dot(Coefficient1, LuminanceWeights), dot(Coefficient2, LuminanceWeights));
}
#if INJECTION_PIXEL_SHADER
// use low quality shadow sampling on translucency for better performance
#define SHADOW_QUALITY 2
#include "ShadowProjectionCommon.usf"
#include "LightFunctionCommon.usf"
/** Parameters needed to access the shadow map of the light. */
float4x4 WorldToShadowMatrix;
float4 ShadowmapMinMax;
float4 CascadeBounds;
float4 InnerCascadeBounds;
// WorldSpace planes to clip the cascade for ShadoewMethod1
float4 ClippingPlanes[2];
// .x:1/SplitNearFadeRegion, .y:1/SplitFarFadeRegion .zw:DistanceFadeMAD
float4 ShadowInjectParams;
/** 1 if the light is a spotlight, 0 otherwise. */
float SpotlightMask;
float2 DepthBiasParameters;
/** Whether to compute static shadowing. */
uint bStaticallyShadowed;
/** Shadow depth map computed for static geometry by Lightmass. */
Texture2D StaticShadowDepthTexture;
SamplerState StaticShadowDepthTextureSampler;
/** Transform used for static shadowing by spot and directional lights. */
float4x4 WorldToStaticShadowMatrix;
float GetLightFunctionShadowFactor(float3 WorldPositionForLighting)
{
float ShadowFactor = 1;
// Apply light function after edge fading, so that a black light function at the edges can cause distant translucency to also be black
#if APPLY_LIGHT_FUNCTION
float4 LightVector = mul(float4(WorldPositionForLighting, 1),LightFunctionWorldToLight);
LightVector.xyz /= LightVector.w;
float3 LightFunction = GetLightFunctionColor(LightVector.xyz, WorldPositionForLighting);
// We only suport monochrome light functions
ShadowFactor = dot(LightFunction, .3333f).x;
#endif
return ShadowFactor;
}
/** Computes dynamic and static shadowing for a point anywhere in space. */
float ComputeVolumeShadowing(float3 WorldPositionForLighting)
{
float ShadowFactor = 1;
BRANCH
if (bStaticallyShadowed)
{
bool bUsePointLightShadowing = false;
#if RADIAL_ATTENUATION
bUsePointLightShadowing = SpotlightMask < 1;
#endif
BRANCH
if (bUsePointLightShadowing)
{
float3 LightVector = WorldPositionForLighting - DeferredLightUniforms.LightPosition;
float DistanceToLight = length(LightVector);
float3 NormalizedLightVector = LightVector / DistanceToLight;
//@todo - use parametrization without slow inverse trig. Dual paraboloid?
float NormalizedTheta = atan2(NormalizedLightVector.y, NormalizedLightVector.x) / (2 * PI);
// atan2 returns in the range [-PI, PI], wrap the negative portion to [.5, 1]
float U = NormalizedTheta > 0 ? NormalizedTheta : 1 + NormalizedTheta;
float V = acos(NormalizedLightVector.z) / PI;
float2 UnwrappedUVs = float2(U, V);
float ShadowDepth = Texture2DSampleLevel(StaticShadowDepthTexture, StaticShadowDepthTextureSampler, UnwrappedUVs, 0).x;
ShadowFactor = DistanceToLight * DeferredLightUniforms.LightInvRadius < ShadowDepth;
}
else
{
// This path is used for directional lights and spot lights, which only require a single projection
// Transform the world position into shadowmap space
float4 HomogeneousShadowPosition = mul(float4(WorldPositionForLighting, 1), WorldToStaticShadowMatrix);
float2 ShadowUVs = HomogeneousShadowPosition.xy / HomogeneousShadowPosition.w;
// Treat as unshadowed if the voxel is outside of the shadow map
if (all(ShadowUVs >= 0 && ShadowUVs <= 1))
{
// Sample the shadowmap depth and determine if this voxel is shadowed
float ShadowDepth = Texture2DSampleLevel(StaticShadowDepthTexture, StaticShadowDepthTextureSampler, ShadowUVs, 0).x;
ShadowFactor = HomogeneousShadowPosition.z < ShadowDepth;
}
}
}
#if DYNAMICALLY_SHADOWED
bool bUseCubemapShadowing = false;
float DynamicShadowFactor = 1;
#if RADIAL_ATTENUATION
bUseCubemapShadowing = SpotlightMask < 1;
#endif
if (bUseCubemapShadowing)
{
DynamicShadowFactor = CubemapHardwarePCF(WorldPositionForLighting, DeferredLightUniforms.LightPosition, DeferredLightUniforms.LightInvRadius, 0.03f * 512 * InvShadowmapResolution);
}
else
{
// Transform the world position into shadowmap space
float4 HomogeneousShadowPosition = mul(float4(WorldPositionForLighting, 1), WorldToShadowMatrix);
float2 ShadowUVs = HomogeneousShadowPosition.xy / HomogeneousShadowPosition.w;
// Treat as unshadowed if the voxel is outside of the shadow map
if (all(ShadowUVs >= ShadowmapMinMax.xy && ShadowUVs <= ShadowmapMinMax.zw))
{
// Sample the shadowmap depth and determine if this voxel is shadowed
float ShadowDepth = Texture2DSampleLevel(ShadowDepthTexture, ShadowDepthTextureSampler, ShadowUVs, 0).x;
DynamicShadowFactor = HomogeneousShadowPosition.z < ShadowDepth - DepthBiasParameters.x;
}
}
// fade shadows in the distance
#if !RADIAL_ATTENUATION
float Depth = dot(WorldPositionForLighting - View.ViewOrigin.xyz, View.ViewForward);
float DistanceFade = saturate(Depth * ShadowInjectParams.z + ShadowInjectParams.w);
DynamicShadowFactor = lerp(DynamicShadowFactor, 1.0f, DistanceFade * DistanceFade);
#endif
// Combine static shadowing and dynamic shadowing, important for stationary directional lights with CSM
ShadowFactor = min(ShadowFactor, DynamicShadowFactor);
#endif
return ShadowFactor;
}
/** Pixel shader that calculates direct lighting for all the affected voxels of a volume texture. */
void InjectMainPS(
FWriteToSliceGeometryOutput Input,
out float4 OutColor0 : SV_Target0,
out float3 OutColor1 : SV_Target1
)
{
OutColor0 = 0;
OutColor1 = 0;
// compute XYZ of the position we want to shade
float3 WorldPosition;
{
float ZPosition = View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].z + (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
WorldPosition = float3(View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].xy + Input.Vertex.UV / View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].xy - .5f * View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w, ZPosition);
}
// compute UVW of the position we shade in the volume
float3 VolumeUVs = float3(Input.Vertex.UV, (Input.LayerIndex + .5f) * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w);
// 0: no contribution, 1:full contribution
float Masking = 1.0f;
#if RADIAL_ATTENUATION
{
// cull voxels outside the light radius (value is < 0)
float3 LightVector = DeferredLightUniforms.LightPosition - WorldPosition;
clip(1.0f / (DeferredLightUniforms.LightInvRadius * DeferredLightUniforms.LightInvRadius) - dot(LightVector, LightVector));
}
#else
{
// directional light
float DistToNear = -dot(ClippingPlanes[0], float4(WorldPosition, 1));
float DistToFar = -dot(ClippingPlanes[1], float4(WorldPosition, 1));
// cull volumes outside the cascade (value is < 0)
clip(DistToNear);
clip(DistToFar);
// fade cascade transition regions (additivebly blended so it does a cross fade)
Masking *= saturate(DistToNear * ShadowInjectParams.x);
Masking *= saturate(DistToFar * ShadowInjectParams.y);
}
#endif
float3 NormalizedLightVector = GetNormalizedLightVector(WorldPosition);
float3 WorldPositionForLighting;
{
float VoxelSize = View.TranslucencyLightingVolumeInvSize[VolumeCascadeIndex].w;
WorldPositionForLighting = WorldPosition + 1 * GetBoxPushout(NormalizedLightVector, .5f * VoxelSize);
}
{
float3 WorldLightVector;
// Calculate radial attenuation using the same biased position used for shadowing
// Anything else would cause the extents of the shadowmap to not match up with the cone falloff on a spotlight
float Attenuation = CalcLightAttenuation(WorldPositionForLighting, WorldLightVector);
float ShadowFactor = ComputeVolumeShadowing(WorldPositionForLighting);
if (VolumeCascadeIndex == 1)
{
// Larger values result in a shorter transition distance
float TransitionScale = 10;
// Rescale the UVs to make the fade go to 0 before the edge of the volume
float3 FadeUVs = VolumeUVs * (1 + 4 * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w) - 2 * View.TranslucencyLightingVolumeMin[VolumeCascadeIndex].w;
// Setup a 3d lerp factor going to 0 near the edge of the outer volume
float3 LerpFactors = saturate((.5f - abs(FadeUVs - .5f)) * TransitionScale);
float FinalLerpFactor = LerpFactors.x * LerpFactors.y * LerpFactors.z;
#if RADIAL_ATTENUATION
// For local lights, fade attenuation to 0 for the border voxels
Attenuation = lerp(0, Attenuation, FinalLerpFactor);
ShadowFactor = lerp(0.0f, ShadowFactor, FinalLerpFactor);
#else
// Fade out shadowing for the border voxels
// The border voxels are used to light all translucency outside of both lighting volumes
ShadowFactor = lerp(1.0f, ShadowFactor, FinalLerpFactor);
#endif
}
// Apply light function after edge fading, so that a light function which is modifying the light's brightness still works
ShadowFactor *= GetLightFunctionShadowFactor(WorldPositionForLighting);
float3 Lighting = DeferredLightUniforms.LightColor / PI * Attenuation * ShadowFactor;
FTwoBandSHVectorRGB SHLighting = MulSH(SHBasisFunction(NormalizedLightVector), Lighting);
float DirectionalLightContribution = 0;
#if !RADIAL_ATTENUATION
DirectionalLightContribution = Attenuation * ShadowFactor;
#endif
// Directional light contribution in w
OutColor0 = float4(SHLighting.R.V.x, SHLighting.G.V.x, SHLighting.B.V.x, DirectionalLightContribution);
float3 LuminanceWeights = float3(.3, .59, .11);
float3 Coefficient0 = float3(SHLighting.R.V.y, SHLighting.G.V.y, SHLighting.B.V.y);
float3 Coefficient1 = float3(SHLighting.R.V.z, SHLighting.G.V.z, SHLighting.B.V.z);
float3 Coefficient2 = float3(SHLighting.R.V.w, SHLighting.G.V.w, SHLighting.B.V.w);
OutColor1 = float3(dot(Coefficient0, LuminanceWeights), dot(Coefficient1, LuminanceWeights), dot(Coefficient2, LuminanceWeights));
}
// debug, make inner cascase green
// if(VolumeCascadeIndex == 0) OutColor0 = float4(0,1,0,1);
OutColor0 *= Masking;
OutColor1 *= Masking;
}
#endif // #if INJECTION_PIXEL_SHADER