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@@ -82,97 +82,32 @@ float3 iblSkylightSpecular(Surface surface, ProbeData probe)
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float3 iblBoxDiffuse( Surface surface, ProbeData probe)
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float3 iblBoxDiffuse( Surface surface, ProbeData probe)
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{
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{
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- float3 wsPosition;
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- float radius;
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- float3 boxMin;
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- float3 boxMax;
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- float attenuation;
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- float4x4 worldToLocal;
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- uint probeIdx;
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- uint type; //box = 0, sphere = 1
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- float contribution;
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- float3 refPosition;
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- float3 pad;
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-
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- inline void defineSphereSpaceInfluence(Surface surface, float3 wsEyeRay)
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- {
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- float3 L = wsPosition.xyz - surface.P;
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- contribution = 1.0 - length(L) / radius;
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- }
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-
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- inline void defineBoxSpaceInfluence(Surface surface, float3 wsEyeRay)
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- {
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- float3 surfPosLS = mul(worldToLocal, float4(surface.P, 1.0)).xyz;
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-
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- float3 boxMinLS = wsPosition.xyz - (float3(1, 1, 1)*radius);
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- float3 boxMaxLS = wsPosition.xyz + (float3(1, 1, 1)*radius);
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-
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- float boxOuterRange = length(boxMaxLS - boxMinLS);
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- float boxInnerRange = boxOuterRange / attenuation;
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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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- contribution = max(localDir.x, max(localDir.y, localDir.z)) * -1;
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- }
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-
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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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- // and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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- inline float3 boxProject(Surface surface) //float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax
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- {
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- float3 nrdir = normalize(surface.R);
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- float3 offset = surface.P;
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- float3 plane1vec = (boxMax - offset) / nrdir;
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- float3 plane2vec = (boxMin - offset) / nrdir;
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+ float3 dir = boxProject(surface, probe);
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- float3 furthestPlane = max(plane1vec, plane2vec);
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- float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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- float3 posonbox = offset + nrdir * dist;
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-
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- return posonbox - refPosition;
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- }
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-
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- inline float3 iblBoxDiffuse( Surface surface)
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- {
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- float3 dir = boxProject(surface);
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-
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- float lod = surface.roughness*cubeMips;
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- float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probeIdx, lod).xyz;
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- if (contribution>0)
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- return color*contribution;
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- else
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- return float3(0,0,0);
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- }
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+ float lod = surface.roughness*cubeMips;
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx, lod).xyz;
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- inline float3 iblBoxSpecular(Surface surface)
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- {
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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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+ return color;
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+}
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- float3 dir = boxProject(surface);
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+float3 iblBoxSpecular(Surface surface, ProbeData probe)
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+{
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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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- // Radiance (Specular)
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- #if DEBUGVIZ_SPECCUBEMAP == 0
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- float lod = surface.roughness*cubeMips;
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- #elif DEBUGVIZ_SPECCUBEMAP == 1
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- float lod = 0;
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- #endif
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+ float3 dir = boxProject(surface, probe);
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- float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probeIdx, lod).xyz * (brdf.x + brdf.y);
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+ // Radiance (Specular)
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+#if DEBUGVIZ_SPECCUBEMAP == 0
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+ float lod = surface.roughness*cubeMips;
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+#elif DEBUGVIZ_SPECCUBEMAP == 1
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+ float lod = 0;
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+#endif
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- if (contribution>0)
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- return color*contribution;
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- else
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- return float3(0,0,0);
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- }
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-
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- inline void reweight(float bias)
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- {
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- contribution = bias;
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- }
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-};
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.probeIdx, lod).xyz * (brdf.x + brdf.y);
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+ return color;
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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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{
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{
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@@ -190,6 +125,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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}
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}
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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 blendFactor[MAX_PROBES];
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float blendSum = 0;
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float blendSum = 0;
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float blendFacSum = 0;
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float blendFacSum = 0;
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@@ -214,11 +150,11 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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if (probes[i].type == 0) //box
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if (probes[i].type == 0) //box
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{
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{
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- probes[i].defineBoxSpaceInfluence(surface, IN.wsEyeRay);
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+ blendVal[i] = defineBoxSpaceInfluence(surface, probes[i], IN.wsEyeRay);
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}
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}
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else if (probes[i].type == 1) //sphere
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else if (probes[i].type == 1) //sphere
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{
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{
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- probes[i].defineSphereSpaceInfluence(surface,IN.wsEyeRay);
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+ blendVal[i] = defineSphereSpaceInfluence(surface, probes[i], IN.wsEyeRay);
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}
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}
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else //skylight
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else //skylight
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{
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{
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@@ -240,36 +176,33 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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{
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{
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if (numProbes>1)
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if (numProbes>1)
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{
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{
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- blendFactor[i] = (( probes[i].contribution / blendSum)) / (numProbes - 1);
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- blendFactor[i] *= (( probes[i].contribution) / invBlendSum);
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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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blendFacSum += blendFactor[i];
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}
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}
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else
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else
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{
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{
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- blendFactor[i] = probes[i].contribution;
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- blendFacSum = probes[i].contribution;
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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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}
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}
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// Normalize blendVal
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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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if (blendFacSum == 0.0f) // Possible with custom weight
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{
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{
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blendFacSum = 1.0f;
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blendFacSum = 1.0f;
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}
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}
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+#endif
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float invBlendSumWeighted = 1.0f / blendFacSum;
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float invBlendSumWeighted = 1.0f / blendFacSum;
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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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blendFactor[i] *= invBlendSumWeighted;
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- probes[i].reweight(blendFactor[i]);
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}
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}
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+
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#if DEBUGVIZ_ATTENUATION == 1
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#if DEBUGVIZ_ATTENUATION == 1
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- float attenVis = 0;
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- for (i = 0; i < numProbes; ++i)
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- {
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- attenVis += probes[i].contribution;
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- }
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- return float4(attenVis, attenVis, attenVis, 1);
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+ return float4(blendFacSum, blendFacSum, blendFacSum, 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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@@ -277,10 +210,10 @@ 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 (probes[i].contribution == 0)
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+ if (blendFactor[i] == 0)
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continue;
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continue;
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- finalContribColor += probes[i].contribution * probeContribColors[i].rgb;
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+ finalContribColor += blendFactor[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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@@ -297,7 +230,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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kD *= 1.0 - surface.metalness;
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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 (probes[i].contribution == 0)
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+ if (blendVal[i] == 0)
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continue;
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continue;
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if (probes[i].type == 2) //skylight
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if (probes[i].type == 2) //skylight
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@@ -351,4 +284,4 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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return float4(cubeColor, 1);
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return float4(cubeColor, 1);
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#endif
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#endif
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-}
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+}
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