DeferredIBLSky.bsl 1.9 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 DeferredIBLFinalize
  12. {
  13. mixin PPBase;
  14. mixin GBufferInput;
  15. mixin PerCameraData;
  16. mixin ImageBasedLighting;
  17. blend
  18. {
  19. target
  20. {
  21. enabled = true;
  22. color = { dstA, one, add };
  23. };
  24. };
  25. variations
  26. {
  27. MSAA = { true, false };
  28. MSAA_RESOLVE_0TH = { true, false };
  29. };
  30. #if MSAA
  31. stencil
  32. {
  33. enabled = true;
  34. readmask = 0x80;
  35. #if INSIDE_GEOMETRY
  36. back = { keep, keep, keep, eq };
  37. #else
  38. front = { keep, keep, keep, eq };
  39. #endif
  40. #if MSAA_RESOLVE_0TH
  41. reference = 0;
  42. #else
  43. reference = 0x80;
  44. #endif
  45. };
  46. #endif
  47. code
  48. {
  49. float4 fsmain(VStoFS input, float4 pixelPos : SV_Position
  50. #if MSAA_COUNT > 1 && !MSAA_RESOLVE_0TH
  51. , uint sampleIdx : SV_SampleIndex
  52. #endif
  53. ) : SV_Target0
  54. {
  55. #if MSAA_COUNT > 1
  56. #if MSAA_RESOLVE_0TH
  57. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy, 0);
  58. #else
  59. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy, sampleIdx);
  60. #endif
  61. #else
  62. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy);
  63. #endif
  64. if(surfaceData.worldNormal.w > 0.0f && gSkyCubemapAvailable > 0 && gUseReflectionMaps != 0)
  65. {
  66. float3 worldPosition = NDCToWorld(input.screenPos, surfaceData.depth);
  67. float3 V = normalize(gViewOrigin - worldPosition);
  68. float3 N = surfaceData.worldNormal.xyz;
  69. float3 R = 2 * dot(V, N) * N - V;
  70. float skyMipLevel = mapRoughnessToMipLevel(surfaceData.roughness, gSkyCubemapNumMips);
  71. float4 skySample = gSkyReflectionTex.SampleLevel(gSkyReflectionSamp, R, skyMipLevel) * gSkyBrightness;
  72. return float4(skySample.rgb, 1.0f);
  73. }
  74. else
  75. return float4(0.0f, 0.0f, 0.0f, 0.0f);
  76. }
  77. };
  78. };