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@@ -33,11 +33,25 @@ uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
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uniform float4 probeContribColors[MAX_PROBES];
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uniform float4 probeContribColors[MAX_PROBES];
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#endif
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#endif
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+struct ProbeData
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+{
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+ float3 wsPosition;
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+ float radius;
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+ float3 boxExtents;
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+ float attenuation;
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+ float4x4 worldToLocal;
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+ uint cubemapIdx;
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+ uint type; //box = 0, sphere = 1
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+ float contribution;
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+ float pad;
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+};
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+
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// Box Projected IBL Lighting
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// Box Projected IBL Lighting
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// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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-float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
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+/*float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
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{
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{
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+ float3 positionLS = mul(worldToObjArray[id], float4(wsEyeRay, 1.0)).xyz;
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//float3 rayLS = mul(worldToObjArray[id], float4(wsEyeRay, 1.0)).xyz;
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//float3 rayLS = mul(worldToObjArray[id], float4(wsEyeRay, 1.0)).xyz;
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//float3 reflCameraLS = mul(worldToObjArray[id], float4(reflectDir), 1.0)).xyz;
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//float3 reflCameraLS = mul(worldToObjArray[id], float4(reflectDir), 1.0)).xyz;
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@@ -51,18 +65,54 @@ float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3
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float3 posonbox = offset + nrdir * dist;
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float3 posonbox = offset + nrdir * dist;
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return posonbox - boxWSPos;
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return posonbox - boxWSPos;
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+}*/
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+
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+float3 defineSphereSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay, out float contribution)
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+{
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+ contribution = 0;
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+ return float3(0, 0, 0);
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+}
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+
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+float3 defineBoxSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay, out float contribution)
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+{
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+ float3 lsPos = mul(probe.worldToLocal, float4(surface.P, 1.0)).xyz;
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+ float3 lsDir = mul(probe.worldToLocal, float4(wsEyeRay, 0)).xyz;
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+
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+ float3 lsInvDir = float3(1 / lsDir.x, 1 / lsDir.y, 1 / lsDir.z);
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+
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+ float3 intersectsMax = lsInvDir - lsPos * lsInvDir;
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+ float3 intersectsMin = -lsInvDir - lsPos * lsInvDir;
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+
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+ float3 positiveIntersections = max(intersectsMax, intersectsMin);
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+ float intersectDist = min(positiveIntersections.x, min(positiveIntersections.y, positiveIntersections.z));
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+
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+ float3 wsIntersectPosition = surface.P + intersectDist * wsEyeRay;
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+ float3 lookupDir = wsIntersectPosition - probe.wsPosition;
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+
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+ float3 reducedExtents = probe.boxExtents - float3(probe.attenuation, probe.attenuation, probe.attenuation);
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+
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+ float distToBox = length(max(max(-reducedExtents - (lsPos * probe.boxExtents), 0), (lsPos * probe.boxExtents) - reducedExtents));
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+
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+ float normalizedDistance = distToBox / 50; //50 is a random BS number. was probe.attenuation
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+
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+ float t = saturate(3.3333 - 3.3333 * normalizedDistance);
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+ contribution = t * t * (3.0 - 2.0 * t);
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+
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+ return lookupDir;
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}
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}
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-float3 iblBoxDiffuse( Surface surface, int id)
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+float4 iblBoxDiffuse( Surface surface, ProbeData probe, float3 dir)
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{
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{
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- float3 cubeN = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
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- return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,surface.roughness*cubeMips).xyz;
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+ float lod = surface.roughness*cubeMips;
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.cubemapIdx, lod).xyz;
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+
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+ return float4(color * probe.contribution, ceil(probe.contribution));
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}
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}
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-float3 iblBoxSpecular(Surface surface, TORQUE_SAMPLER2D(brdfTexture), int id)
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+float4 iblBoxSpecular(Surface surface, ProbeData probe, float3 dir)
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{
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{
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// BRDF
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// BRDF
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- float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(surface.roughness, surface.NdotV,0.0,0.0)).xy;
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+ float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV,0.0,0.0)).xy;
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// Radiance (Specular)
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// Radiance (Specular)
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#if DEBUGVIZ_SPECCUBEMAP == 0
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#if DEBUGVIZ_SPECCUBEMAP == 0
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@@ -71,27 +121,9 @@ float3 iblBoxSpecular(Surface surface, TORQUE_SAMPLER2D(brdfTexture), int id)
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float lod = 0;
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float lod = 0;
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#endif
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#endif
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- float3 cubeR = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.cubemapIdx, lod).xyz * (brdf.x + brdf.y);
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- float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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-
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- return radiance;
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-}
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-
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-float defineBoxSpaceInfluence(Surface surface, int id)
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-{
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- float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
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-
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- float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*probeConfigData[id].g);
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- float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*probeConfigData[id].g);
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-
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- float boxOuterRange = length(boxMaxLS - boxMinLS);
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- float boxInnerRange = boxOuterRange / probeConfigData[id].b;
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-
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- float3 localDir = float3(abs(surfPosLS.x), abs(surfPosLS.y), abs(surfPosLS.z));
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- localDir = (localDir - boxInnerRange) / (boxOuterRange - boxInnerRange);
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-
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- return max(localDir.x, max(localDir.y, localDir.z)) * -1;
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+ return float4(color * probe.contribution, 1);
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}
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}
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float4 main( PFXVertToPix IN ) : SV_TARGET
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float4 main( PFXVertToPix IN ) : SV_TARGET
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@@ -111,67 +143,65 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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int i = 0;
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int i = 0;
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- float blendVal[MAX_PROBES];
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- float blendFactor[MAX_PROBES];
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- float blendSum = 0;
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- float blendFacSum = 0;
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- float invBlendSum = 0;
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+ float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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- for (i = 0; i < numProbes; i++)
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- {
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- if (probeConfigData[i].r)
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- {
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- float3 L = inProbePosArray[i].xyz - surface.P;
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- blendVal[i] = 1.0 - length(L) / probeConfigData[i].g;
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- }
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- else
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- {
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- blendVal[i] = defineBoxSpaceInfluence(surface, i);
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- }
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- blendVal[i] = saturate(blendVal[i]);
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- blendSum += blendVal[i];
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- invBlendSum += (1.0f - blendVal[i]);
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- }
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+ //energy conservation
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+ float3 kD = 1.0.xxx - F;
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+ kD *= 1.0 - surface.metalness;
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- // Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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- // And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
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- // respect constraint B.
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- // Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
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- // and respect constraint A.
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+ float4 irradiance = float4(0, 0, 0, 0);
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+ float4 specular = float4(0, 0, 0, 0);
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- for (i = 0; i < numProbes; i++)
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- {
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- if (numProbes>1)
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- {
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- blendFactor[i] = ((1.0f -blendVal[i] / blendSum)) / (numProbes - 1);
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- blendFactor[i] *= ((1.0f -blendVal[i]) / invBlendSum);
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- blendFacSum += blendFactor[i];
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- }
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- else
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- {
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- blendFactor[i] = blendVal[i];
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- blendFacSum = blendVal[i];
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- }
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- }
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+ float contributingProbeCount = 1;
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- // Normalize blendVal
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-#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
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- if (blendFacSum == 0.0f) // Possible with custom weight
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- {
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- blendFacSum = 1.0f;
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- }
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+ float contribSum = 0;
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+
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+#if DEBUGVIZ_CONTRIB == 1
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+ float contribVal[MAX_PROBES];
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#endif
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#endif
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- float invBlendSumWeighted = 1.0f / blendFacSum;
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+ //Process prooooobes
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for (i = 0; i < numProbes; ++i)
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for (i = 0; i < numProbes; ++i)
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{
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{
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- blendFactor[i] *= invBlendSumWeighted;
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+ ProbeData probe;
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+
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+ probe.wsPosition = inProbePosArray[i].xyz;
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+ probe.radius = probeConfigData[i].g;
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+ probe.boxExtents = length(bbMaxArray[i].xyz - bbMinArray[i].xyz);
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+ probe.attenuation = probeConfigData[i].b;
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+ probe.worldToLocal = worldToObjArray[i];
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+ probe.cubemapIdx = i;
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+ probe.type = probeConfigData[i].r;
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+ probe.contribution = 0;
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+
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+ if (probe.type == 0) //box
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+ {
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+ float3 reflDir = defineBoxSpaceInfluence(surface, probe, IN.wsEyeRay, probe.contribution);
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+
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+ float4 irr = iblBoxDiffuse(surface, probe, reflDir);
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+
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+ float3 spec = iblBoxSpecular(surface, probe, reflDir).rgb * F;
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+
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+ irradiance += irr;
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+ specular += float4(spec,1);
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+
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+ contributingProbeCount += irr.a; //if we have any contribution to this pixel, our a should be at a 1, which we'll ultimately utilize to average the total
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+
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+ contribSum += probe.contribution;
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+
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+#if DEBUGVIZ_CONTRIB == 1
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+ contribVal[i] = probe.contribution;
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+#endif
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+ }
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}
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}
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- //return float4(blendFactor[0], blendFactor[0], blendFactor[0], 1);
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+ //Average these bad boys out
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+ //irradiance /= contributingProbeCount;
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+ //specular /= contributingProbeCount;
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+
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#if DEBUGVIZ_ATTENUATION == 1
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#if DEBUGVIZ_ATTENUATION == 1
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- return float4(blendFacSum, blendFacSum, blendFacSum, 1);
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+ return float4(contribSum, contribSum, contribSum, 1);
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#endif
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#endif
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#if DEBUGVIZ_CONTRIB == 1
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#if DEBUGVIZ_CONTRIB == 1
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@@ -179,10 +209,10 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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float3 finalContribColor = float3(0, 0, 0);
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float3 finalContribColor = float3(0, 0, 0);
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for (i = 0; i < numProbes; ++i)
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for (i = 0; i < numProbes; ++i)
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{
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{
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- if (blendFactor[i] == 0)
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+ if (contribVal[i] == 0)
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continue;
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continue;
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- finalContribColor += blendFactor[i] * probeContribColors[i].rgb;
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+ finalContribColor += contribVal[i] * probeContribColors[i].rgb;
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}
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}
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return float4(finalContribColor, 1);
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return float4(finalContribColor, 1);
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@@ -190,44 +220,26 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
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#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
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- float3 irradiance = float3(0,0,0);
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- float3 specular = float3(0,0,0);
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- float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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- //energy conservation
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- float3 kD = 1.0.xxx - F;
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- kD *= 1.0 - surface.metalness;
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- for (i = 0; i < numProbes; ++i)
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+ /*for (i = 0; i < numProbes; ++i)
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{
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{
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- if (blendFactor[i] == 0)
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+ if (blendVal[i] == 0)
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continue;
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continue;
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- irradiance += blendFactor[i]*iblBoxDiffuse(surface, i);
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+ irradiance += blendVal[i]*iblBoxDiffuse(surface, i);
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- specular += blendFactor[i]*F*iblBoxSpecular(surface, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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- }
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+ specular += blendVal[i]*F*iblBoxSpecular(surface, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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+ }*/
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//final diffuse color
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//final diffuse color
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- float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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- float4 finalColor = float4(diffuse + specular * surface.ao, blendFacSum);
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+ float3 diffuse = kD * irradiance.rgb * surface.baseColor.rgb;
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+ float4 finalColor = float4(diffuse + specular.rgb * surface.ao, contribSum);
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- return finalColor;
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+ return finalColor;
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#elif DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
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#elif DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
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- float3 cubeColor = float3(0, 0, 0);
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- for (i = 0; i < numProbes; ++i)
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- {
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- cubeColor += blendFactor[i] * iblBoxSpecular(surface, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), i);
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- }
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-
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- return float4(cubeColor,1);
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+ return float4(specular.rgb, 1);
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#elif DEBUGVIZ_DIFFCUBEMAP == 1
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#elif DEBUGVIZ_DIFFCUBEMAP == 1
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- float3 cubeColor = float3(0, 0, 0);
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- for (i = 0; i < numProbes; ++i)
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- {
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- cubeColor += blendFactor[i] * iblBoxDiffuse(surface, i);
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- }
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-
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- return float4(cubeColor, 1);
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+ return float4(irradiance.rgb, 1);
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#endif
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#endif
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}
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}
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