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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- // --- Static Options Available ---
- // SKYBOX_TWO_OUTPUTS - Skybox renders to two rendertargets instead of one (SkyBox_TwoOutputs.pass writes to specular and reflection targets)
- //#include <Atom/Features/Pipeline/Forward/ForwardPassSrg.azsli> // GALIB
- #include <Atom/Features/ColorManagement/TransformColor.azsli>
- #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
- #include <Atom/Features/PostProcessing/Tonemap.azsli>
- #include <Atom/Features/MatrixUtility.azsli>
- #include <Atom/Features/ShaderQualityOptions.azsli>
- #include <scenesrg.srgi>
- #include <viewsrg.srgi>
- #ifndef ENABLE_PHYSICAL_SKY
- #define ENABLE_PHYSICAL_SKY 1
- #endif
- #ifndef ENABLE_MERGE_FILMIC_TONEMAP
- #define ENABLE_MERGE_FILMIC_TONEMAP 0
- #endif
- ShaderResourceGroup PassSrg : SRG_PerPass
- {
- [[input_attachment_index(0)]]
- SubpassInput m_depthInput;
- // Required for sampling the skybox texture.
- Sampler LinearSampler
- {
- MinFilter = Linear;
- MagFilter = Linear;
- MipFilter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- AddressW = Clamp;
- };
- }
- struct VSInput
- {
- uint m_vertexID : SV_VertexID;
- };
- struct VSOutput
- {
- float4 m_position : SV_Position;
- float3 m_cubemapCoord : TEXCOORD0;
- };
- // The Hosek-Wilkie version of Perez formula
- // Parameters defination can be found in SkyBoxSystem.h
- // https://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie_SkylightModel_SIGGRAPH2012_Preprint_lowres.pdf
- float3 HosekWilkie(float cosGamma, float gamma, float cosTheta)
- {
- float3 A = SceneSrg::m_physicalSkyData.m_physicalSkyParameterA.xyz;
- float3 B = SceneSrg::m_physicalSkyData.m_physicalSkyParameterB.xyz;
- float3 C = SceneSrg::m_physicalSkyData.m_physicalSkyParameterC.xyz;
- float3 D = SceneSrg::m_physicalSkyData.m_physicalSkyParameterD.xyz;
- float3 E = SceneSrg::m_physicalSkyData.m_physicalSkyParameterE.xyz;
- float3 F = SceneSrg::m_physicalSkyData.m_physicalSkyParameterF.xyz;
- float3 G = SceneSrg::m_physicalSkyData.m_physicalSkyParameterG.xyz;
- float3 H = SceneSrg::m_physicalSkyData.m_physicalSkyParameterH.xyz;
- float3 I = SceneSrg::m_physicalSkyData.m_physicalSkyParameterI.xyz;
- float3 chi = (1 + cosGamma * cosGamma) / pow(1.0 + H * H - 2.0 * cosGamma * H, float3(1.5, 1.5, 1.5));
- return (1.0 + A * exp(B / (cosTheta + 0.01))) * (C + D * exp(E * gamma) + F * (cosGamma * cosGamma) + G * chi + I * sqrt(cosTheta));
- }
- VSOutput MainVS(VSInput input)
- {
- VSOutput OUT;
- float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
- OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
- // camera transform matrix without translation
- float4x4 viewToWorldNoTranslation = ViewSrg::m_viewMatrixInverse;
- viewToWorldNoTranslation[0][3] = 0.0;
- viewToWorldNoTranslation[1][3] = 0.0;
- viewToWorldNoTranslation[2][3] = 0.0;
- viewToWorldNoTranslation[3][3] = 1.0;
- float4x4 skyboxMatrix = mul(viewToWorldNoTranslation, ViewSrg::m_projectionMatrixInverse);
- float usePhysicalSky = (float)SceneSrg::m_physicalSky;
- // Workaround for Qualcomm bug. This is the same as:
- // if(!SceneSrg::m_physicalSky)
- // skyboxMatrix = mul(SceneSrg::m_cubemapRotationMatrix, skyboxMatrix);
- skyboxMatrix = (mul(SceneSrg::m_cubemapRotationMatrix, skyboxMatrix) * (1.0 - usePhysicalSky)) + (skyboxMatrix * usePhysicalSky);
- // calculate cubemap coordinate
- float4 clipPosition = float4(posTex.x, posTex.y, 1.0, 1.0);
- float4 worldPosition = mul(skyboxMatrix, clipPosition);
- OUT.m_cubemapCoord = worldPosition.xyz / worldPosition.w;
- return OUT;
- }
- float3 GetCubemapCoords(float3 original)
- {
- // Environment cubemaps created by IBL Baker have to be rotated to be right-side-up
- return float3(-original.x, original.z, -original.y);
- }
- struct PSOutput
- {
- float4 m_specular : SV_Target0;
- #ifdef SKYBOX_TWO_OUTPUTS
- float4 m_reflection : SV_Target1;
- #endif
- };
- PSOutput MainPS(VSOutput input)
- {
- PSOutput OUT;
- if(!SceneSrg::m_enable)
- {
- discard;
- }
- int3 loadPos = int3(input.m_position.x, input.m_position.y, 0);
- const float zDepth = PassSrg::m_depthInput.SubpassLoad(loadPos).x;
- if (zDepth > 0.0)
- {
- //TODO: discard or clip(-1)?
- // In reverse depth, any value bigger than 0.0 means there's something already rendered here.
- // Because the skybox only renders in empty space, we skip this pixel.
- discard;
- return OUT;
- }
- real3 color = real3(0.5,0.5,0.5);
- #if ENABLE_PHYSICAL_SKY
- if(SceneSrg::m_physicalSky)
- {
- if(input.m_cubemapCoord.z >= 0.0)
- {
- // Default sun direction should be in +Y direction, so sun position should be in -Y
- input.m_cubemapCoord.y = -input.m_cubemapCoord.y;
- // Atom is Z-up, but the value is calculated in Y-up
- float3 worldPosition = normalize(input.m_cubemapCoord.yzx);
- // Theta is the angle between viewing direction and the zenith
- float cosTheta = worldPosition.y;
-
- // Gamma is the angle between viewing direction and the sun
- float cosGamma = dot(worldPosition, SceneSrg::m_physicalSkyData.m_physicalSkySunDirection.xyz);
- float gamma = acos(cosGamma);
- float3 sunParameters = SceneSrg::m_physicalSkyData.m_physicalSkySunParameters.xyz;
- // if gamma is smaller then anular diameter of the sun
- if(cosGamma > sunParameters.z)
- {
- // Render Sun
- // m_physicalSkyAndSunIntensity.y is the sun intensity assigned by user
- color = SceneSrg::m_physicalSkyData.m_physicalSkySunRGB.xyz * SceneSrg::m_physicalSkyData.m_physicalSkyAndSunIntensity.y * PassSrg::m_sunIntensityMultiplier;
- }
- else
- {
- // Render Sky
- // m_physicalSkyParameterZ is the sky color value at zenith
- // m_physicalSkyAndSunIntensity.x is the sky intensity assigned by user
- float3 Z = SceneSrg::m_physicalSkyData.m_physicalSkyParameterZ.xyz;
- float3 srgbColor = Z * HosekWilkie(cosGamma, gamma, cosTheta) * SceneSrg::m_physicalSkyData.m_physicalSkyAndSunIntensity.x;
- color = TransformColor(srgbColor, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
- }
- }
- if (SceneSrg::m_fogEnable)
- {
- if (input.m_cubemapCoord.z >= 0.0 && input.m_cubemapCoord.z <= SceneSrg::m_fogTopHeight)
- {
- color = lerp(SceneSrg::m_fogColor.rgb, color, input.m_cubemapCoord.z > 0.0 ? input.m_cubemapCoord.z/SceneSrg::m_fogTopHeight : 0.0);
- }
- else if (input.m_cubemapCoord.z < 0.0 && input.m_cubemapCoord.z >= -SceneSrg::m_fogBottomHeight)
- {
- color = SceneSrg::m_fogColor.rgb;
- }
- }
- }
- else
- #endif
- {
- color = real3(SceneSrg::m_skyboxCubemap.Sample(PassSrg::LinearSampler, GetCubemapCoords(input.m_cubemapCoord)).rgb);
- //No need to go to acescg if the tonemap will be applied right away.
- #if !ENABLE_MERGE_FILMIC_TONEMAP
- color = TransformColor(color, ColorSpaceId::LinearSRGB, ColorSpaceId::ACEScg);
- #endif
- // apply the exposure for HDRi texture
- real exposureFactor = pow(2.0, real(SceneSrg::m_cubemapExposure));
- color *= exposureFactor;
- }
-
- // Clamp lower bounds of sky to prevent zero or negative values, which can leads to NaNs in other shaders like SMAA
- color = max(0.000001, color);
- #if ENABLE_MERGE_FILMIC_TONEMAP
- // Apply manual exposure compensation
- color = ApplyManualExposure(color, real(ViewSrg::GetExposureValueCompensation()));
- // We could add Aces support here as well if perf allows.
- color = TonemapFilmic(color);
- #endif
- OUT.m_specular = float4(color, 1.0);
- #ifdef SKYBOX_TWO_OUTPUTS
- OUT.m_reflection = float4(color, 1.0);
- #endif
- return OUT;
- }
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