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Ran enginetest and other manual test with vfog, texture inscattering. Preflight https://horde.devtools.epicgames.com/job/61af58e6813adc3fbb2fcb61 #rb none #ROBOMERGE-AUTHOR: sebastien.hillaire #ROBOMERGE-SOURCE: CL 18394243 in //UE5/Release-5.0/... via CL 18394266 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18394273 by sebastien hillaire in ue5-release-engine-test branch]
477 lines
22 KiB
C++
477 lines
22 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "FogRendering.h"
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#include "DeferredShadingRenderer.h"
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#include "ScenePrivate.h"
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#include "Engine/TextureCube.h"
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#include "PipelineStateCache.h"
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#include "SingleLayerWaterRendering.h"
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#include "ScreenPass.h"
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DECLARE_GPU_STAT(Fog);
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#if UE_ENABLE_DEBUG_DRAWING
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static TAutoConsoleVariable<float> CVarFogStartDistance(
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TEXT("r.FogStartDistance"),
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-1.0f,
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TEXT("Allows to override the FogStartDistance setting (needs ExponentialFog in the level).\n")
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TEXT(" <0: use default settings (default: -1)\n")
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TEXT(">=0: override settings by the given value (in world units)"),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarFogDensity(
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TEXT("r.FogDensity"),
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-1.0f,
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TEXT("Allows to override the FogDensity setting (needs ExponentialFog in the level).\n")
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TEXT("Using a strong value allows to quickly see which pixel are affected by fog.\n")
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TEXT("Using a start distance allows to cull pixels are can speed up rendering.\n")
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TEXT(" <0: use default settings (default: -1)\n")
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TEXT(">=0: override settings by the given value (0:off, 1=very dense fog)"),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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#endif
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static TAutoConsoleVariable<int32> CVarFog(
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TEXT("r.Fog"),
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1,
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TEXT(" 0: disabled\n")
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TEXT(" 1: enabled (default)"),
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ECVF_RenderThreadSafe | ECVF_Scalability);
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static TAutoConsoleVariable<bool> CVarFogUseDepthBounds(
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TEXT("r.FogUseDepthBounds"),
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true,
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TEXT("Allows enable depth bounds optimization on fog full screen pass.\n")
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TEXT(" false: disabled\n")
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TEXT(" true: enabled (default)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarUpsampleJitterMultiplier(
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TEXT("r.VolumetricFog.UpsampleJitterMultiplier"),
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0.0f,
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TEXT("Multiplier for random offset value used to jitter the sample position of the 3D fog volume to hide fog pixelization due to sampling from a lower resolution texture."),
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ECVF_RenderThreadSafe | ECVF_Scalability);
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FFogUniformParameters, "FogStruct");
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void SetupFogUniformParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FFogUniformParameters& OutParameters)
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{
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// Exponential Height Fog
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{
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const FTexture* Cubemap = GWhiteTextureCube;
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if (View.FogInscatteringColorCubemap)
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{
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Cubemap = View.FogInscatteringColorCubemap->GetResource();
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}
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OutParameters.ExponentialFogParameters = View.ExponentialFogParameters;
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OutParameters.ExponentialFogColorParameter = FVector4f(View.ExponentialFogColor, 1.0f - View.FogMaxOpacity);
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OutParameters.ExponentialFogParameters2 = View.ExponentialFogParameters2;
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OutParameters.ExponentialFogParameters3 = View.ExponentialFogParameters3;
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OutParameters.SinCosInscatteringColorCubemapRotation = View.SinCosInscatteringColorCubemapRotation;
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OutParameters.FogInscatteringTextureParameters = View.FogInscatteringTextureParameters;
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OutParameters.InscatteringLightDirection = View.InscatteringLightDirection;
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OutParameters.InscatteringLightDirection.W = View.bUseDirectionalInscattering ? FMath::Max(0.f, View.DirectionalInscatteringStartDistance) : -1.f;
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OutParameters.DirectionalInscatteringColor = FVector4f(FVector(View.DirectionalInscatteringColor), FMath::Clamp(View.DirectionalInscatteringExponent, 0.000001f, 1000.0f));
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OutParameters.FogInscatteringColorCubemap = Cubemap->TextureRHI;
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OutParameters.FogInscatteringColorSampler = TStaticSamplerState<SF_Trilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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// Volumetric Fog
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{
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if (View.VolumetricFogResources.IntegratedLightScatteringTexture)
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{
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OutParameters.IntegratedLightScattering = View.VolumetricFogResources.IntegratedLightScatteringTexture;
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OutParameters.ApplyVolumetricFog = 1.0f;
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}
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else
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{
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const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
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OutParameters.IntegratedLightScattering = SystemTextures.VolumetricBlackAlphaOne;
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OutParameters.ApplyVolumetricFog = 0.0f;
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}
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OutParameters.IntegratedLightScatteringSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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}
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}
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TRDGUniformBufferRef<FFogUniformParameters> CreateFogUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View)
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{
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auto* FogStruct = GraphBuilder.AllocParameters<FFogUniformParameters>();
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SetupFogUniformParameters(GraphBuilder, View, *FogStruct);
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return GraphBuilder.CreateUniformBuffer(FogStruct);
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}
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/** A vertex shader for rendering height fog. */
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class FHeightFogVS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FHeightFogVS);
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SHADER_USE_PARAMETER_STRUCT(FHeightFogVS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
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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 IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FHeightFogVS, "/Engine/Private/HeightFogVertexShader.usf", "Main", SF_Vertex);
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/** A pixel shader for rendering exponential height fog. */
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class FExponentialHeightFogPS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FExponentialHeightFogPS);
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SHADER_USE_PARAMETER_STRUCT(FExponentialHeightFogPS, FGlobalShader);
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class FSupportFogInScatteringTexture : SHADER_PERMUTATION_BOOL("PERMUTATION_SUPPORT_FOG_INSCATTERING_TEXTURE");
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class FSupportFogDirectionalLightInScattering : SHADER_PERMUTATION_BOOL("PERMUTATION_SUPPORT_FOG_DIRECTIONAL_LIGHT_INSCATTERING");
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class FSupportVolumetricFog : SHADER_PERMUTATION_BOOL("PERMUTATION_SUPPORT_VOLUMETRIC_FOG");
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using FPermutationDomain = TShaderPermutationDomain<FSupportFogInScatteringTexture, FSupportFogDirectionalLightInScattering, FSupportVolumetricFog>;
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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(FFogUniformParameters, FogUniformBuffer)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, OcclusionTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, OcclusionSampler)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, LinearDepthTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, LinearDepthSampler)
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SHADER_PARAMETER(float, bOnlyOnRenderedOpaque)
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SHADER_PARAMETER(float, bUseLinearDepthTexture)
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SHADER_PARAMETER(float, UpsampleJitterMultiplier)
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SHADER_PARAMETER(FVector4f, LinearDepthTextureMinMaxUV)
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SHADER_PARAMETER(FVector4f, OcclusionTextureMinMaxUV)
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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 IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FExponentialHeightFogPS, "/Engine/Private/HeightFogPixelShader.usf", "ExponentialPixelMain", SF_Pixel);
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/** The fog vertex declaration resource type. */
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class FFogVertexDeclaration : public FRenderResource
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{
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public:
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FVertexDeclarationRHIRef VertexDeclarationRHI;
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// Destructor
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virtual ~FFogVertexDeclaration() {}
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virtual void InitRHI() override
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{
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FVertexDeclarationElementList Elements;
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Elements.Add(FVertexElement(0, 0, VET_Float2, 0, sizeof(FVector2f)));
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VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
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}
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virtual void ReleaseRHI() override
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{
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VertexDeclarationRHI.SafeRelease();
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}
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};
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/** Vertex declaration for the light function fullscreen 2D quad. */
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TGlobalResource<FFogVertexDeclaration> GFogVertexDeclaration;
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void FSceneRenderer::InitFogConstants()
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{
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// console command override
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float FogDensityOverride = -1.0f;
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float FogStartDistanceOverride = -1.0f;
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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{
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// console variable overrides
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FogDensityOverride = CVarFogDensity.GetValueOnAnyThread();
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FogStartDistanceOverride = CVarFogStartDistance.GetValueOnAnyThread();
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}
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#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
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{
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FViewInfo& View = Views[ViewIndex];
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// set fog consts based on height fog components
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if(ShouldRenderFog(*View.Family))
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{
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if (Scene->ExponentialFogs.Num() > 0)
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{
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const FExponentialHeightFogSceneInfo& FogInfo = Scene->ExponentialFogs[0];
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float CollapsedFogParameter[FExponentialHeightFogSceneInfo::NumFogs];
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static constexpr float MaxObserverHeightDifference = 65536.0f;
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float MaxObserverHeight = FLT_MAX;
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for (int i = 0; i < FExponentialHeightFogSceneInfo::NumFogs; i++)
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{
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// Only limit the observer height to fog if it has any density
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if (FogInfo.FogData[i].Density > 0.0f)
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{
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MaxObserverHeight = FMath::Min(MaxObserverHeight, FogInfo.FogData[i].Height + MaxObserverHeightDifference);
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}
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}
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// Clamping the observer height to avoid numerical precision issues in the height fog equation. The max observer height is relative to the fog height.
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const float ObserverHeight = FMath::Min<float>(View.ViewMatrices.GetViewOrigin().Z, MaxObserverHeight);
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for (int i = 0; i < FExponentialHeightFogSceneInfo::NumFogs; i++)
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{
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const float CollapsedFogParameterPower = FMath::Clamp(
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-FogInfo.FogData[i].HeightFalloff * (ObserverHeight - FogInfo.FogData[i].Height),
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-126.f + 1.f, // min and max exponent values for IEEE floating points (http://en.wikipedia.org/wiki/IEEE_floating_point)
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+127.f - 1.f
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);
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CollapsedFogParameter[i] = FogInfo.FogData[i].Density * FMath::Pow(2.0f, CollapsedFogParameterPower);
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}
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View.ExponentialFogParameters = FVector4f(CollapsedFogParameter[0], FogInfo.FogData[0].HeightFalloff, MaxObserverHeight, FogInfo.StartDistance);
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View.ExponentialFogParameters2 = FVector4f(CollapsedFogParameter[1], FogInfo.FogData[1].HeightFalloff, FogInfo.FogData[1].Density, FogInfo.FogData[1].Height);
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View.ExponentialFogColor = FVector3f(FogInfo.FogColor.R, FogInfo.FogColor.G, FogInfo.FogColor.B);
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View.FogMaxOpacity = FogInfo.FogMaxOpacity;
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View.ExponentialFogParameters3 = FVector4f(FogInfo.FogData[0].Density, FogInfo.FogData[0].Height, FogInfo.InscatteringColorCubemap ? 1.0f : 0.0f, FogInfo.FogCutoffDistance);
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View.SinCosInscatteringColorCubemapRotation = FVector2f(FMath::Sin(FogInfo.InscatteringColorCubemapAngle), FMath::Cos(FogInfo.InscatteringColorCubemapAngle));
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View.FogInscatteringColorCubemap = FogInfo.InscatteringColorCubemap;
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const float InvRange = 1.0f / FMath::Max(FogInfo.FullyDirectionalInscatteringColorDistance - FogInfo.NonDirectionalInscatteringColorDistance, .00001f);
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float NumMips = 1.0f;
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if (FogInfo.InscatteringColorCubemap)
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{
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NumMips = FogInfo.InscatteringColorCubemap->GetNumMips();
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}
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View.FogInscatteringTextureParameters = FVector(InvRange, -FogInfo.NonDirectionalInscatteringColorDistance * InvRange, NumMips);
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View.DirectionalInscatteringExponent = FogInfo.DirectionalInscatteringExponent;
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View.DirectionalInscatteringStartDistance = FogInfo.DirectionalInscatteringStartDistance;
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View.InscatteringLightDirection = FVector(0);
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FLightSceneInfo* SunLight = Scene->AtmosphereLights[0] ? Scene->AtmosphereLights[0] : Scene->SimpleDirectionalLight; // Fog only takes into account a single atmosphere light with index 0, or the default scene directional light.
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if (SunLight)
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{
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View.InscatteringLightDirection = -SunLight->Proxy->GetDirection();
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View.DirectionalInscatteringColor = FogInfo.DirectionalInscatteringColor * SunLight->Proxy->GetColor().GetLuminance();
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}
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View.bUseDirectionalInscattering = SunLight != nullptr;
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}
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}
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}
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FFogPassParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FHeightFogVS::FParameters, VS)
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SHADER_PARAMETER_STRUCT_INCLUDE(FExponentialHeightFogPS::FParameters, PS)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static FFogPassParameters* CreateDefaultFogPassParameters(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesUniformbuffer,
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TRDGUniformBufferRef<FFogUniformParameters>& FogUniformBuffer,
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FRDGTextureRef LightShaftOcclusionTexture,
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const FScreenPassTextureViewportParameters LightShaftParameters)
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{
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extern int32 GVolumetricFogGridPixelSize;
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FFogPassParameters* PassParameters = GraphBuilder.AllocParameters<FFogPassParameters>();
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PassParameters->SceneTextures = SceneTexturesUniformbuffer;
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PassParameters->VS.ViewUniformBuffer = GetShaderBinding(View.ViewUniformBuffer);
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PassParameters->PS.ViewUniformBuffer = GetShaderBinding(View.ViewUniformBuffer);
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PassParameters->PS.FogUniformBuffer = FogUniformBuffer;
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PassParameters->PS.OcclusionTexture = LightShaftOcclusionTexture != nullptr ? LightShaftOcclusionTexture : GSystemTextures.GetWhiteDummy(GraphBuilder);
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PassParameters->PS.OcclusionSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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PassParameters->PS.LinearDepthTexture = GSystemTextures.GetDepthDummy(GraphBuilder);
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PassParameters->PS.LinearDepthSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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PassParameters->PS.OcclusionTextureMinMaxUV = FVector4f(LightShaftParameters.UVViewportBilinearMin, LightShaftParameters.UVViewportBilinearMax);
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PassParameters->PS.LinearDepthTextureMinMaxUV = FVector4f::Zero();
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PassParameters->PS.UpsampleJitterMultiplier = CVarUpsampleJitterMultiplier.GetValueOnRenderThread() * GVolumetricFogGridPixelSize;
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PassParameters->PS.bOnlyOnRenderedOpaque = View.bFogOnlyOnRenderedOpaque;
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PassParameters->PS.bUseLinearDepthTexture = 0.0f;
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return PassParameters;
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}
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static void RenderViewFog(
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FRHICommandList& RHICmdList,
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const FViewInfo& View,
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FIntRect ViewRect,
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FFogPassParameters* PassParameters,
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bool bShouldRenderVolumetricFog)
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{
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FGraphicsPipelineStateInitializer GraphicsPSOInit;
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RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
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RHICmdList.SetViewport(ViewRect.Min.X, ViewRect.Min.Y, 0.0f, ViewRect.Max.X, ViewRect.Max.Y, 1.0f);
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GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
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GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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// disable alpha writes in order to preserve scene depth values on PC
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GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
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TShaderMapRef<FHeightFogVS> VertexShader(View.ShaderMap);
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFogVertexDeclaration.VertexDeclarationRHI;
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
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const bool bUseFogInscatteringColorCubemap = View.FogInscatteringColorCubemap != nullptr;
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FExponentialHeightFogPS::FPermutationDomain PsPermutationVector;
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PsPermutationVector.Set<FExponentialHeightFogPS::FSupportFogInScatteringTexture>(bUseFogInscatteringColorCubemap);
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PsPermutationVector.Set<FExponentialHeightFogPS::FSupportFogDirectionalLightInScattering>(!bUseFogInscatteringColorCubemap && View.bUseDirectionalInscattering);
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PsPermutationVector.Set<FExponentialHeightFogPS::FSupportVolumetricFog>(bShouldRenderVolumetricFog);
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TShaderMapRef<FExponentialHeightFogPS> PixelShader(View.ShaderMap, PsPermutationVector);
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
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// Setup the depth bound optimization if possible on that platform.
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GraphicsPSOInit.bDepthBounds = GSupportsDepthBoundsTest && CVarFogUseDepthBounds.GetValueOnAnyThread();
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if (GraphicsPSOInit.bDepthBounds)
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{
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// The fog can be set to start at a certain euclidean distance.
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// clamp the value to be behind the near plane z
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float FogStartDistance = FMath::Max(30.0f, View.ExponentialFogParameters.W);
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// Here we compute the nearest z value the fog can start
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// to skip shader execution on pixels that are closer.
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// This means with a bigger distance specified more pixels are
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// are culled and don't need to be rendered. This is faster if
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// there is opaque content nearer than the computed z.
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// This optimization is achieved using depth bound tests.
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// Mobile platforms typically does not support that feature
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// but typically renders the world using forward shading
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// with height fog evaluated as part of the material vertex or pixel shader.
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FMatrix InvProjectionMatrix = View.ViewMatrices.GetInvProjectionMatrix();
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FVector ViewSpaceCorner = InvProjectionMatrix.TransformFVector4(FVector4(1, 1, 1, 1));
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float Ratio = ViewSpaceCorner.Z / ViewSpaceCorner.Size();
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FVector ViewSpaceStartFogPoint(0.0f, 0.0f, FogStartDistance * Ratio);
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FVector4f ClipSpaceMaxDistance = View.ViewMatrices.GetProjectionMatrix().TransformPosition(ViewSpaceStartFogPoint);
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float FogClipSpaceZ = ClipSpaceMaxDistance.Z / ClipSpaceMaxDistance.W;
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if (bool(ERHIZBuffer::IsInverted))
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{
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RHICmdList.SetDepthBounds(0.0f, FogClipSpaceZ);
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}
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else
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{
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RHICmdList.SetDepthBounds(FogClipSpaceZ, 1.0f);
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}
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}
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
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ClearUnusedGraphResources(VertexShader, &PassParameters->VS);
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ClearUnusedGraphResources(PixelShader, &PassParameters->PS);
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SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), PassParameters->VS);
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SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), PassParameters->PS);
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// Draw a quad covering the view.
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RHICmdList.SetStreamSource(0, GScreenSpaceVertexBuffer.VertexBufferRHI, 0);
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RHICmdList.DrawIndexedPrimitive(GTwoTrianglesIndexBuffer.IndexBufferRHI, 0, 0, 4, 0, 2, 1);
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}
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void FDeferredShadingSceneRenderer::RenderFog(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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FRDGTextureRef LightShaftOcclusionTexture)
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{
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if (Scene->ExponentialFogs.Num() > 0
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// Fog must be done in the base pass for MSAA to work
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&& !IsForwardShadingEnabled(ShaderPlatform))
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{
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RDG_EVENT_SCOPE(GraphBuilder, "ExponentialHeightFog");
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RDG_GPU_STAT_SCOPE(GraphBuilder, Fog);
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const bool bShouldRenderVolumetricFog = ShouldRenderVolumetricFog();
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for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
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{
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const FViewInfo& View = Views[ViewIndex];
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if (View.IsPerspectiveProjection())
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{
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RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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TRDGUniformBufferRef<FFogUniformParameters> FogUniformBuffer = CreateFogUniformBuffer(GraphBuilder, View);
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const FScreenPassTextureViewport SceneViewport(SceneTextures.Config.Extent, View.ViewRect);
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const FScreenPassTextureViewport OutputViewport(GetDownscaledViewport(SceneViewport, GetLightShaftDownsampleFactor()));
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const FScreenPassTextureViewportParameters LightShaftParameters = GetScreenPassTextureViewportParameters(OutputViewport);
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FFogPassParameters* PassParameters = CreateDefaultFogPassParameters(GraphBuilder, View, SceneTextures.UniformBuffer, FogUniformBuffer, LightShaftOcclusionTexture, LightShaftParameters);
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PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.Color.Target, ERenderTargetLoadAction::ELoad);
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PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite);
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GraphBuilder.AddPass(RDG_EVENT_NAME("Fog"), PassParameters, ERDGPassFlags::Raster,
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[this, &View, PassParameters, bShouldRenderVolumetricFog](FRHICommandList& RHICmdList)
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{
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RenderViewFog(RHICmdList, View, View.ViewRect, PassParameters, bShouldRenderVolumetricFog);
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});
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}
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}
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}
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}
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void FDeferredShadingSceneRenderer::RenderUnderWaterFog(
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FRDGBuilder& GraphBuilder,
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const FSceneWithoutWaterTextures& SceneWithoutWaterTextures,
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesWithDepth)
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{
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if (Scene->ExponentialFogs.Num() > 0
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// Fog must be done in the base pass for MSAA to work
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&& !IsForwardShadingEnabled(ShaderPlatform))
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{
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RDG_EVENT_SCOPE(GraphBuilder, "ExponentialHeightFog");
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RDG_GPU_STAT_SCOPE(GraphBuilder, Fog);
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FRDGTextureRef LinearDepthTexture = SceneWithoutWaterTextures.DepthTexture;
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check(LinearDepthTexture);
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const bool bShouldRenderVolumetricFog = ShouldRenderVolumetricFog();
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// This must match SINGLE_LAYER_WATER_DEPTH_SCALE from SingleLayerWaterCommon.ush and SingleLayerWaterComposite.usf.
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const float kSingleLayerWaterDepthScale = 100.0f;
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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const FViewInfo& View = Views[ViewIndex];
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if (View.IsPerspectiveProjection())
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{
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RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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const auto& SceneWithoutWaterView = SceneWithoutWaterTextures.Views[ViewIndex];
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TRDGUniformBufferRef<FFogUniformParameters> FogUniformBuffer = CreateFogUniformBuffer(GraphBuilder, View);
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// TODO add support for occlusion texture on water
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FRDGTextureRef LightShaftOcclusionTexture = nullptr;
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FScreenPassTextureViewportParameters LightShaftParameters = FScreenPassTextureViewportParameters();
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FFogPassParameters* PassParameters = CreateDefaultFogPassParameters(GraphBuilder, View, SceneTexturesWithDepth, FogUniformBuffer, LightShaftOcclusionTexture, LightShaftParameters);
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PassParameters->PS.LinearDepthTexture = LinearDepthTexture;
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PassParameters->PS.bUseLinearDepthTexture = kSingleLayerWaterDepthScale;
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PassParameters->PS.LinearDepthTextureMinMaxUV = SceneWithoutWaterView.MinMaxUV;
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PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneWithoutWaterTextures.ColorTexture, ERenderTargetLoadAction::ELoad);
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GraphBuilder.AddPass(RDG_EVENT_NAME("FogBehindWater"), PassParameters, ERDGPassFlags::Raster, [this, &View, SceneWithoutWaterView, PassParameters, bShouldRenderVolumetricFog](FRHICommandList& RHICmdList)
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{
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RenderViewFog(RHICmdList, View, SceneWithoutWaterView.ViewRect, PassParameters, bShouldRenderVolumetricFog);
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});
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}
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}
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}
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}
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bool ShouldRenderFog(const FSceneViewFamily& Family)
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{
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const FEngineShowFlags EngineShowFlags = Family.EngineShowFlags;
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return EngineShowFlags.Fog
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&& EngineShowFlags.Materials
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&& !Family.UseDebugViewPS()
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&& CVarFog.GetValueOnRenderThread() == 1
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&& !EngineShowFlags.StationaryLightOverlap
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&& !EngineShowFlags.LightMapDensity;
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}
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