DeferredIBLSetup.bsl 2.5 KB

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  1. #if MSAA
  2. #define MSAA_COUNT 2
  3. #else
  4. #define MSAA_COUNT 1
  5. #endif
  6. #include "$ENGINE$\GBufferInput.bslinc"
  7. #include "$ENGINE$\PPBase.bslinc"
  8. #include "$ENGINE$\PerCameraData.bslinc"
  9. #define STANDARD_DEFERRED
  10. #include "$ENGINE$\ImageBasedLighting.bslinc"
  11. technique DeferredIBLSetup
  12. {
  13. mixin PPBase;
  14. mixin GBufferInput;
  15. mixin PerCameraData;
  16. mixin ImageBasedLighting;
  17. variations
  18. {
  19. MSAA = { true, false };
  20. MSAA_RESOLVE_0TH = { true, false };
  21. };
  22. #if MSAA
  23. stencil
  24. {
  25. enabled = true;
  26. readmask = 0x80;
  27. #if INSIDE_GEOMETRY
  28. back = { keep, keep, keep, eq };
  29. #else
  30. front = { keep, keep, keep, eq };
  31. #endif
  32. #if MSAA_RESOLVE_0TH
  33. reference = 0;
  34. #else
  35. reference = 0x80;
  36. #endif
  37. };
  38. #endif
  39. code
  40. {
  41. float4 fsmain(VStoFS input, float4 pixelPos : SV_Position
  42. #if MSAA_COUNT > 1 && !MSAA_RESOLVE_0TH
  43. , uint sampleIdx : SV_SampleIndex
  44. #endif
  45. ) : SV_Target0
  46. {
  47. #if MSAA_COUNT > 1
  48. #if MSAA_RESOLVE_0TH
  49. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy, 0);
  50. #else
  51. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy, sampleIdx);
  52. #endif
  53. #else
  54. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy);
  55. #endif
  56. if(surfaceData.worldNormal.w > 0.0f)
  57. {
  58. float3 worldPosition = NDCToWorld(input.screenPos, surfaceData.depth);
  59. float ao = gAmbientOcclusionTex.SampleLevel(gAmbientOcclusionSamp, input.uv0, 0.0f).r;
  60. float4 ssr = gSSRTex.SampleLevel(gSSRSamp, input.uv0, 0.0f);
  61. float3 V = normalize(gViewOrigin - worldPosition);
  62. float3 N = surfaceData.worldNormal.xyz;
  63. float NoV = saturate(dot(N, V));
  64. float3 radiance = ssr.rgb;
  65. float alpha = 1.0f - ssr.a; // Determines how much to blend in reflection probes & skybox
  66. // Generate an approximate spec. occlusion value from AO. This doesn't need to be applied to SSR since it accounts
  67. // for occlusion by tracing rays.
  68. float specOcclusion = getSpecularOcclusion(NoV, surfaceData.roughness * surfaceData.roughness, ao);
  69. alpha *= specOcclusion;
  70. if(gUseReflectionMaps == 0)
  71. {
  72. // Note: Using a fixed F0 value of 0.04 (plastic) for dielectrics, and using albedo as specular for conductors.
  73. // For more customizability allow the user to provide separate albedo/specular colors for both types.
  74. float3 specularColor = lerp(float3(0.04f, 0.04f, 0.04f), surfaceData.albedo.rgb, surfaceData.metalness);
  75. radiance += specularColor;
  76. }
  77. return float4(radiance, alpha);
  78. }
  79. else
  80. return float4(0.0f, 0.0f, 0.0f, 0.0f);
  81. }
  82. };
  83. };