ReflectionCubemapSampling.bslinc 7.3 KB

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  1. Technique : base("ReflectionCubemapSampling") =
  2. {
  3. Language = "HLSL11";
  4. Pass =
  5. {
  6. Common =
  7. {
  8. // Arbitrary limit, increase if needed
  9. #define MAX_PROBES 512
  10. struct ReflProbeData
  11. {
  12. float3 position;
  13. float radius;
  14. float3 boxExtents;
  15. float4x4 invBoxTransform;
  16. float transitionDistance;
  17. uint cubemapIdx;
  18. uint type; // 0 - Sphere, 1 - Box
  19. };
  20. TextureCube gSkyCubemapTex;
  21. SamplerState gSkyCubemapSamp;
  22. TextureCubeArray gReflProbeCubmaps;
  23. SamplerState gReflProbeSamp;
  24. Texture2D gPreintegratedEnvBRDF;
  25. SamplerState gPreintegratedEnvBRDFSamp;
  26. StructuredBuffer<ReflProbeData> gReflectionProbes;
  27. #ifdef USE_COMPUTE_INDICES
  28. groupshared uint gReflectionProbeIndices[MAX_PROBES];
  29. #else
  30. Buffer<uint> gReflectionProbeIndices;
  31. #endif
  32. cbuffer ReflProbeParams
  33. {
  34. uint gReflCubemapNumMips;
  35. uint gNumProbes;
  36. uint gSkyCubemapAvailable;
  37. uint gSkyCubemapNumMips;
  38. }
  39. float3 getSkyReflection(float3 dir, float roughness)
  40. {
  41. float mipLevel = mapRoughnessToMipLevel(roughness, gReflCubemapNumMips);
  42. float3 reflection = gSkyCubemapTex.SampleLevel(gSkyCubemapSamp, dir, mipLevel);
  43. return reflection;
  44. }
  45. float3 getSphereReflectionContribution(float normalizedDistance)
  46. {
  47. // If closer than 60% to the probe radius, then full contribution is used.
  48. // For the other 40% we smoothstep and return contribution lower than 1 so other
  49. // reflection probes can be blended.
  50. // smoothstep from 1 to 0.6:
  51. // float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
  52. // return t * t * (3.0 - 2.0 * t);
  53. float t = saturate(2.5 - 2.5 * normalizedDistance);
  54. return t * t * (3.0 - 2.0 * t);
  55. }
  56. float3 getLookupForSphereProxy(float3 originWS, float3 dirWS, float3 centerWS, float radius)
  57. {
  58. float radius2 = radius * radius;
  59. float3 originLS = originWS - centerWS;
  60. float a = dot(originLS, dirWS);
  61. float dist2 = a * a - dot(originLS, originLS) + radius2;
  62. float3 lookupDir = dirWS;
  63. [flatten]
  64. if(dist2 >= 0)
  65. {
  66. float farDist = sqrt(dist2) - a;
  67. lookupDir = originLS + farDist * dirWS;
  68. }
  69. return lookupDir;
  70. }
  71. float3 getDistBoxToPoint(float3 pt, float3 extents)
  72. {
  73. float3 d = max(max(-extents - pt, 0), pt - extents);
  74. return length(d);
  75. }
  76. float3 getLookupForBoxProxy(float3 originWS, float3 dirWS, float3 centerWS, float3 extents, float4x4 invBoxTransform, float transitionDistance, out float contribution)
  77. {
  78. // Transform origin and direction into box local space, where it is united sized and axis aligned
  79. float3 originLS = mul(invBoxTransform, float4(originWS, 1)).xyz;
  80. float3 dirLS = mul(invBoxTransform, float4(dirWS, 0)).xyz;
  81. // Get distance from 3 min planes and 3 max planes of the unit AABB
  82. // float3 unitVec = float3(1.0f, 1.0f, 1.0f);
  83. // float3 intersectsMax = (unitVec - originLS) / dirLS;
  84. // float3 intersectsMin = (-unitVec - originLS) / dirLS;
  85. float3 invDirLS = rcp(dirLS);
  86. float3 intersectsMax = invDirLS - originLS * invDirLS;
  87. float3 intersectsMin = -invDirLS - originLS * invDirLS;
  88. // Find nearest positive (along ray direction) intersection
  89. float3 positiveIntersections = max(intersectsMax, intersectsMin);
  90. float intersectDist = min(positiveIntersections.x, min(positiveIntersections.y, positiveIntersections.z));
  91. float3 intersectPositionWS = originWS + intersectDist * dirWS;
  92. float3 lookupDir = intersectPositionWS - centerWS;
  93. // Calculate contribution
  94. //// Shrink the box so fade out happens within box extents
  95. float3 reducedExtents = extents - float3(transitionDistance, transitionDistance, transitionDistance);
  96. float distToBox = getDistBoxToPoint(originLS * reducedExtents, reducedExtents);
  97. float normalizedDistance = distToBox / transitionDistance;
  98. // If closer than 70% to the probe radius, then full contribution is used.
  99. // For the other 30% we smoothstep and return contribution lower than 1 so other
  100. // reflection probes can be blended.
  101. // smoothstep from 1 to 0.7:
  102. // float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
  103. // return t * t * (3.0 - 2.0 * t);
  104. float t = saturate(3.3333 - 3.3333 * normalizedDistance);
  105. return t * t * (3.0 - 2.0 * t);
  106. return lookupDir;
  107. }
  108. float3 gatherReflectionRadiance(float3 worldPos, float3 dir, float roughness, uint probeOffset, uint numProbes)
  109. {
  110. #if FIXED_REFLECTION_COLOR
  111. return float3(1.0f, 1.0f, 1.0f);
  112. #else
  113. float mipLevel = mapRoughnessToMipLevel(roughness, gReflCubemapNumMips);
  114. float3 output = 0;
  115. float leftoverContribution = 1.0f;
  116. for(uint i = 0; i < numProbes; i++)
  117. {
  118. if(leftoverContribution < 0.001f)
  119. break;
  120. uint probeIdx = gReflectionProbeIndices[probeOffset + i];
  121. ReflProbeData probeData = gReflectionProbes[probeIdx];
  122. float3 probeToPos = worldPos - probeData.position;
  123. float distToProbe = length(probeToPos);
  124. float normalizedDist = saturate(distToProbe / probeData.radius);
  125. if(distToProbe <= probeData.radius)
  126. {
  127. float3 correctedDir;
  128. float contribution = 0;
  129. if(probeData.type == 0) // Sphere
  130. {
  131. correctedDir = getLookupForSphereProxy(worldPos, dir, probeData.position, probeData.radius);
  132. contribution = getSphereReflectionContribution(normalizedDist);
  133. }
  134. else if(probeData.type == 1) // Box
  135. {
  136. correctedDir = getLookupForBoxProxy(worldPos, dir, probeData.position, probeData.boxExtents, probeData.invBoxTransform, probeData.transitionDistance, contribution);
  137. }
  138. float4 sample = gReflProbeCubmaps.SampleLevel(gReflProbeSamp, float4(correctedDir, probeData.cubemapIdx), mipLevel);
  139. sample *= contribution;
  140. output += sample * leftoverContribution;
  141. leftoverContribution *= (1.0f - contribution);
  142. }
  143. }
  144. if(gSkyCubemapAvailable > 0)
  145. {
  146. float skyMipLevel = mapRoughnessToMipLevel(roughness, gSkyCubemapNumMips);
  147. float4 sample = gSkyCubemapTex.SampleLevel(gSkyCubemapSamp, dir, skyMipLevel);
  148. output += sample * leftoverContribution;
  149. }
  150. return output;
  151. #endif
  152. }
  153. float3 getImageBasedSpecular(float3 worldPos, float3 V, SurfaceData surfaceData)
  154. {
  155. // See C++ code for generation of gPreintegratedEnvBRDF to see why this code works as is
  156. float3 N = surfaceData.worldNormal.xyz;
  157. float NoV = saturate(dot(N, V));
  158. // Note: Using a fixed F0 value of 0.04 (plastic) for dielectrics, and using albedo as specular for conductors.
  159. // For more customizability allow the user to provide separate albedo/specular colors for both types.
  160. float3 specularColor = lerp(float3(0.04f, 0.04f, 0.04f), surfaceData.albedo.rgb, surfaceData.metalness);
  161. float3 R = 2 * dot(V, N) * N - V;
  162. float radiance = gatherReflectionRadiance(worldPos, R, surfaceData.roughness, 0, 0);
  163. float2 envBRDF = gPreintegratedEnvBRDF.SampleLevel(gPreintegratedEnvBRDFSamp, float2(NoV, surfaceData.roughness), 0).rg;
  164. return radiance * (specularColor * envBRDF.x + envBRDF.y);
  165. }
  166. };
  167. };
  168. };
  169. Technique : base("ReflectionCubemapSampling") =
  170. {
  171. Language = "GLSL";
  172. Pass =
  173. {
  174. Common =
  175. {
  176. };
  177. };
  178. };