LightingCommon.bslinc 15 KB

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  1. #include "$ENGINE$\SurfaceData.bslinc"
  2. mixin LightingCommon
  3. {
  4. mixin SurfaceData;
  5. code
  6. {
  7. // Arbitrary limit, increase if needed
  8. #define MAX_LIGHTS 512
  9. #define PI 3.1415926
  10. #define HALF_PI 1.5707963
  11. // Note: Size must be multiple of largest element, because of std430 rules
  12. struct LightData
  13. {
  14. float3 position;
  15. float attRadius;
  16. float3 direction;
  17. float luminance;
  18. float3 spotAngles;
  19. float attRadiusSqrdInv;
  20. float3 color;
  21. float srcRadius;
  22. float3 shiftedLightPosition;
  23. float padding;
  24. };
  25. float3 calcMicrofacetFresnelShlick(float3 F0, float LoH)
  26. {
  27. return F0 + (1.0f - F0) * pow(1.0f - LoH, 5.0f);
  28. }
  29. float calcMicrofacetShadowingSmithGGX(float roughness4, float NoV, float NoL)
  30. {
  31. // Note: It's probably better to use the joint shadowing + masking version of this function
  32. // Note: Original GGX G1 multiplied by NoV & NoL (respectively), so that the microfacet function divisor gets canceled out
  33. // Original formula being (ignoring the factor for masking negative directions):
  34. // G1(v) = 2 / (1 + sqrt(1 + roughness^4 * tan^2(v)))
  35. //
  36. // Using trig identities: tan = sin/cos & sin^2 + cos^2 = 1
  37. // G1(v) = 2 / (1 + sqrt(1 + roughness^4 * (1 - cos^2(v))/cos^2(v)))
  38. //
  39. // Multiply by cos(v) so that we cancel out the (NoL * NoV) factor in the microfacet formula divisor
  40. // G1(v) = 2 * cos(v) / (cos^2(v) + sqrt(cos^2 + roughness^4 - roughness^4 * cos^2(v)))
  41. //
  42. // Actually do the cancellation:
  43. // G1(v) = 2 / (cos^2(v) + sqrt(cos^2 + roughness^4 - roughness^4 * cos^2(v)))
  44. //
  45. // Also cancel out the 2 and the 4:
  46. // G1(v) = 1 / (cos^2(v) + sqrt(cos^2 + roughness^4 - roughness^4 * cos^2(v)))
  47. //
  48. // Final equation being:
  49. // G(v, l) = G1(v) * G1(l)
  50. //
  51. // Where cos(v) is NoV or NoL
  52. float g1V = NoV + sqrt(NoV * (NoV - NoV * roughness4) + roughness4);
  53. float g1L = NoL + sqrt(NoL * (NoL - NoL * roughness4) + roughness4);
  54. return rcp(g1V * g1L);
  55. }
  56. float calcMicrofacetDistGGX(float roughness4, float NoH)
  57. {
  58. float d = (NoH * roughness4 - NoH) * NoH + 1.0f;
  59. return roughness4 / (PI * d * d);
  60. }
  61. float3 calcDiffuseLambert(float3 color)
  62. {
  63. return color * (1.0f / PI);
  64. }
  65. float getSpotAttenuation(float3 toLight, LightData lightData)
  66. {
  67. float output = saturate((dot(toLight, -lightData.direction) - lightData.spotAngles.y) * lightData.spotAngles.z);
  68. return output * output;
  69. }
  70. // Window function to ensure the light contribution fades out to 0 at attenuation radius
  71. float getRadialAttenuation(float distance2, LightData lightData)
  72. {
  73. float radialAttenuation = distance2 * lightData.attRadiusSqrdInv;
  74. radialAttenuation *= radialAttenuation;
  75. radialAttenuation = saturate(1.0f - radialAttenuation);
  76. radialAttenuation *= radialAttenuation;
  77. return radialAttenuation;
  78. }
  79. // Calculates illuminance from a non-area point light
  80. float illuminancePointLight(float distance2, float NoL, LightData lightData)
  81. {
  82. return (lightData.luminance * NoL) / max(distance2, 0.01f*0.01f);
  83. }
  84. // Calculates illuminance scale for a sphere or a disc area light, while also handling the case when
  85. // parts of the area light are below the horizon.
  86. // Input NoL must be unclamped.
  87. // Sphere solid angle = arcsin(r / d)
  88. // Right disc solid angle = atan(r / d)
  89. // - To compensate for oriented discs, multiply by dot(diskNormal, -L)
  90. float illuminanceScaleSphereDiskAreaLight(float unclampedNoL, float sinSolidAngleSqrd)
  91. {
  92. // Handles parts of the area light below the surface horizon
  93. // See https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf for reference
  94. float sinSolidAngle = sqrt(sinSolidAngleSqrd);
  95. // TODO - Below horizon handling disabled as it currently outputs incorrect values, need to find a better approximation or just use the reference implementation
  96. //if(unclampedNoL < sinSolidAngle)
  97. //{
  98. // // Hermite spline approximation (see reference for exact formula)
  99. // unclampedNoL = max(unclampedNoL, -sinSolidAngle);
  100. // return ((sinSolidAngle + unclampedNoL) * (sinSolidAngle + unclampedNoL)) / (4 * sinSolidAngle);
  101. //}
  102. //else
  103. return PI * sinSolidAngleSqrd * saturate(unclampedNoL);
  104. }
  105. // Calculates illuminance from a sphere area light.
  106. float illuminanceSphereAreaLight(float unclampedNoL, float distToLight2, LightData lightData)
  107. {
  108. float radius2 = lightData.srcRadius * lightData.srcRadius;
  109. // Squared sine of the sphere solid angle
  110. float sinSolidAngle2 = radius2 / distToLight2;
  111. // Prevent divide by zero
  112. sinSolidAngle2 = min(sinSolidAngle2, 0.9999f);
  113. return lightData.luminance * illuminanceScaleSphereDiskAreaLight(unclampedNoL, sinSolidAngle2);
  114. }
  115. // Calculates illuminance from a disc area light.
  116. float illuminanceDiscAreaLight(float unclampedNoL, float distToLight2, float3 L, LightData lightData)
  117. {
  118. // Solid angle for right disk = atan (r / d)
  119. // atan (r / d) = asin((r / d)/sqrt((r / d)^2+1))
  120. // sinAngle = (r / d)/sqrt((r / d)^2 + 1)
  121. // sinAngle^2 = (r / d)^2 / (r / d)^2 + 1
  122. // = r^2 / (d^2 + r^2)
  123. float radius2 = lightData.srcRadius * lightData.srcRadius;
  124. // max() to prevent light penetrating object
  125. float sinSolidAngle2 = saturate(radius2 / (radius2 + max(radius2, distToLight2)));
  126. // Multiply by extra term to somewhat handle the case of the oriented disc (formula above only works
  127. // for right discs).
  128. return lightData.luminance * illuminanceScaleSphereDiskAreaLight(unclampedNoL, sinSolidAngle2 * saturate(dot(lightData.direction, -L)));
  129. }
  130. // With microfacet BRDF the BRDF lobe is not centered around the reflected (mirror) direction.
  131. // Because of NoL and shadow-masking terms the lobe gets shifted toward the normal as roughness
  132. // increases. This is called the "off-specular peak". We approximate it using this function.
  133. float3 getSpecularDominantDir(float3 N, float3 R, float roughness)
  134. {
  135. // Note: Try this formula as well:
  136. // float smoothness = 1 - roughness;
  137. // return lerp(N, R, smoothness * (sqrt(smoothness) + roughness));
  138. float r2 = roughness * roughness;
  139. return normalize(lerp(N, R, (1 - r2) * (sqrt(1 - r2) + r2)));
  140. }
  141. float3 getSurfaceShading(float3 V, float3 L, float specLobeEnergy, SurfaceData surfaceData)
  142. {
  143. float3 N = surfaceData.worldNormal.xyz;
  144. float3 H = normalize(V + L);
  145. float LoH = saturate(dot(L, H));
  146. float NoH = saturate(dot(N, H));
  147. float NoV = saturate(dot(N, V));
  148. float NoL = saturate(dot(N, L));
  149. float3 diffuseColor = lerp(surfaceData.albedo.rgb, float3(0.0f, 0.0f, 0.0f), surfaceData.metalness);
  150. // Note: Using a fixed F0 value of 0.04 (plastic) for dielectrics, and using albedo as specular for conductors.
  151. // For more customizability allow the user to provide separate albedo/specular colors for both types.
  152. float3 specularColor = lerp(float3(0.04f, 0.04f, 0.04f), surfaceData.albedo.rgb, surfaceData.metalness);
  153. float3 diffuse = calcDiffuseLambert(diffuseColor);
  154. float roughness = max(surfaceData.roughness, 0.04f); // Prevent NaNs
  155. float roughness2 = roughness * roughness;
  156. float roughness4 = roughness2 * roughness2;
  157. float3 specular = calcMicrofacetFresnelShlick(specularColor, LoH) *
  158. calcMicrofacetDistGGX(roughness4, NoH) *
  159. calcMicrofacetShadowingSmithGGX(roughness4, NoV, NoL);
  160. // Note: Need to add energy conservation between diffuse and specular terms?
  161. return diffuse + specular * specLobeEnergy;
  162. }
  163. float3 getLuminanceDirectional(LightData lightData, float3 worldPos, float3 V, float3 R, SurfaceData surfaceData)
  164. {
  165. float3 N = surfaceData.worldNormal.xyz;
  166. float3 L = -lightData.direction;
  167. float NoL = saturate(dot(N, L));
  168. float specEnergy = 1.0f;
  169. // Distant disk area light. Calculate its contribution analytically by
  170. // finding the most important (least error) point on the area light and
  171. // use it as a form of importance sampling.
  172. if(lightData.srcRadius > 0)
  173. {
  174. float diskRadius = sin(lightData.srcRadius);
  175. float distanceToDisk = cos(lightData.srcRadius);
  176. // Closest point to disk (approximation for distant disks)
  177. float DoR = dot(L, R);
  178. float3 S = normalize(R - DoR * L);
  179. L = DoR < distanceToDisk ? normalize(distanceToDisk * L + S * diskRadius) : R;
  180. }
  181. float3 surfaceShading = getSurfaceShading(V, L, specEnergy, surfaceData);
  182. float illuminance = lightData.luminance * NoL;
  183. return lightData.color * illuminance * surfaceShading;
  184. }
  185. float3 getLuminanceRadial(LightData lightData, float3 worldPos, float3 V, float3 R, float roughness2, SurfaceData surfaceData)
  186. {
  187. float3 N = surfaceData.worldNormal.xyz;
  188. float3 toLight = lightData.position - worldPos;
  189. float distToLightSqrd = dot(toLight, toLight);
  190. float invDistToLight = rsqrt(distToLightSqrd);
  191. float3 L = toLight * invDistToLight;
  192. float NoL = dot(N, L);
  193. float specEnergy = 1.0f;
  194. float illuminance = 0.0f;
  195. // Sphere area light. Calculate its contribution analytically by
  196. // finding the most important (least error) point on the area light and
  197. // use it as a form of importance sampling.
  198. if(lightData.srcRadius > 0)
  199. {
  200. // Calculate illuminance depending on source size, distance and angle
  201. illuminance = illuminanceSphereAreaLight(NoL, distToLightSqrd, lightData);
  202. // Energy conservation:
  203. // We are widening the specular distribution by the sphere's subtended angle,
  204. // so we need to handle the increase in energy. It is not enough just to account
  205. // for the sphere solid angle, since the energy difference is highly dependent on
  206. // specular distribution. By accounting for this energy difference we ensure glossy
  207. // reflections have sharp edges, instead of being too blurry.
  208. // See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for reference
  209. float sphereAngle = saturate(lightData.srcRadius * invDistToLight);
  210. specEnergy = roughness2 / saturate(roughness2 + 0.5f * sphereAngle);
  211. specEnergy *= specEnergy;
  212. // Find closest point on sphere to ray
  213. float3 closestPointOnRay = dot(toLight, R) * R;
  214. float3 centerToRay = closestPointOnRay - toLight;
  215. float invDistToRay = rsqrt(dot(centerToRay, centerToRay));
  216. float3 closestPointOnSphere = toLight + centerToRay * saturate(lightData.srcRadius * invDistToRay);
  217. toLight = closestPointOnSphere;
  218. L = normalize(toLight);
  219. }
  220. else
  221. {
  222. NoL = saturate(NoL);
  223. illuminance = illuminancePointLight(distToLightSqrd, NoL, lightData);
  224. }
  225. float attenuation = getRadialAttenuation(distToLightSqrd, lightData);
  226. float3 surfaceShading = getSurfaceShading(V, L, specEnergy, surfaceData);
  227. return lightData.color * illuminance * attenuation * surfaceShading;
  228. }
  229. float3 getLuminanceSpot(LightData lightData, float3 worldPos, float3 V, float3 R, float roughness2, SurfaceData surfaceData)
  230. {
  231. float3 N = surfaceData.worldNormal.xyz;
  232. float3 toLight = lightData.position - worldPos;
  233. float distToLightSqrd = dot(toLight, toLight);
  234. float invDistToLight = rsqrt(distToLightSqrd);
  235. float3 L = toLight * invDistToLight;
  236. float NoL = dot(N, L);
  237. float specEnergy = 1.0f;
  238. float illuminance = 0.0f;
  239. float spotAttenuation = 1.0f;
  240. // Disc area light. Calculate its contribution analytically by
  241. // finding the most important (least error) point on the area light and
  242. // use it as a form of importance sampling.
  243. if(lightData.srcRadius > 0)
  244. {
  245. // Calculate illuminance depending on source size, distance and angle
  246. illuminance = illuminanceDiscAreaLight(NoL, distToLightSqrd, L, lightData);
  247. // Energy conservation: Similar case as with radial lights
  248. float rightDiscAngle = saturate(lightData.srcRadius * invDistToLight);
  249. // Account for disc orientation somewhat
  250. float discAngle = rightDiscAngle * saturate(dot(lightData.direction, -L));
  251. specEnergy = roughness2 / saturate(roughness2 + 0.5f * discAngle);
  252. specEnergy *= specEnergy;
  253. // Find closest point on disc to ray
  254. float3 discNormal = -lightData.direction;
  255. float distAlongLightDir = max(dot(R, discNormal), 1e-6f);
  256. float t = dot(toLight, discNormal) / distAlongLightDir;
  257. float3 closestPointOnPlane = R * t; // Relative to shaded world point
  258. float3 centerToRay = closestPointOnPlane - toLight;
  259. float invDistToRay = rsqrt(dot(centerToRay, centerToRay));
  260. float3 closestPointOnDisc = toLight + centerToRay * saturate(lightData.srcRadius * invDistToRay);
  261. toLight = closestPointOnDisc;
  262. L = normalize(toLight);
  263. // Expand spot attenuation by disc radius (not physically based)
  264. float3 toSpotEdge = normalize(lightData.shiftedLightPosition - worldPos);
  265. spotAttenuation = getSpotAttenuation(toSpotEdge, lightData);
  266. // TODO - Spot attenuation fades out the specular highlight in a noticeable way
  267. }
  268. else
  269. {
  270. NoL = saturate(NoL);
  271. illuminance = illuminancePointLight(distToLightSqrd, NoL, lightData);
  272. spotAttenuation = getSpotAttenuation(L, lightData);
  273. }
  274. float radialAttenuation = getRadialAttenuation(distToLightSqrd, lightData);
  275. float attenuation = spotAttenuation * radialAttenuation;
  276. float3 surfaceShading = getSurfaceShading(V, L, specEnergy, surfaceData);
  277. return lightData.color * illuminance * attenuation * surfaceShading;
  278. }
  279. #ifdef USE_COMPUTE_INDICES
  280. groupshared uint gLightIndices[MAX_LIGHTS];
  281. StructuredBuffer<LightData> gLights;
  282. #define REQUIRES_LIGHT_ITERATION 1
  283. #endif
  284. #ifdef USE_LIGHT_GRID_INDICES
  285. Buffer<uint> gLightIndices;
  286. StructuredBuffer<LightData> gLights;
  287. #define REQUIRES_LIGHT_ITERATION 1
  288. #endif
  289. #ifdef REQUIRES_LIGHT_ITERATION
  290. float4 getDirectLighting(float3 worldPos, float3 V, float3 R, SurfaceData surfaceData, uint4 lightOffsets)
  291. {
  292. float3 N = surfaceData.worldNormal.xyz;
  293. float roughness2 = max(surfaceData.roughness, 0.08f);
  294. roughness2 *= roughness2;
  295. float3 outLuminance = 0;
  296. float alpha = 0.0f;
  297. if(surfaceData.worldNormal.w > 0.0f)
  298. {
  299. // Handle directional lights
  300. [loop]
  301. for(uint i = 0; i < lightOffsets.x; ++i)
  302. {
  303. LightData lightData = gLights[i];
  304. outLuminance += getLuminanceDirectional(lightData, worldPos, V, R, surfaceData);
  305. }
  306. // Handle radial lights
  307. [loop]
  308. for (uint j = lightOffsets.y; j < lightOffsets.z; ++j)
  309. {
  310. uint lightIdx = gLightIndices[j];
  311. LightData lightData = gLights[lightIdx];
  312. outLuminance += getLuminanceRadial(lightData, worldPos, V, R, roughness2, surfaceData);
  313. }
  314. // Handle spot lights
  315. [loop]
  316. for(uint k = lightOffsets.z; k < lightOffsets.w; ++k)
  317. {
  318. uint lightIdx = gLightIndices[k];
  319. LightData lightData = gLights[lightIdx];
  320. outLuminance += getLuminanceSpot(lightData, worldPos, V, R, roughness2, surfaceData);
  321. }
  322. // Ambient term for in-editor visualization, not used in actual lighting
  323. outLuminance += surfaceData.albedo.rgb * gAmbientFactor / PI;
  324. alpha = 1.0f;
  325. }
  326. return float4(outLuminance, alpha);
  327. }
  328. #endif
  329. };
  330. };