DeferredIBLSky.bsl 1.9 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889
  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. #include "$ENGINE$\ImageBasedLighting.bslinc"
  10. technique DeferredIBLFinalize
  11. {
  12. mixin PPBase;
  13. mixin GBufferInput;
  14. mixin PerCameraData;
  15. mixin ImageBasedLighting;
  16. blend
  17. {
  18. target
  19. {
  20. enabled = true;
  21. color = { dstA, one, add };
  22. };
  23. };
  24. variations
  25. {
  26. MSAA = { true, false };
  27. MSAA_RESOLVE_0TH = { true, false };
  28. };
  29. #if MSAA
  30. stencil
  31. {
  32. enabled = true;
  33. readmask = 0x80;
  34. #if INSIDE_GEOMETRY
  35. back = { keep, keep, keep, eq };
  36. #else
  37. front = { keep, keep, keep, eq };
  38. #endif
  39. #if MSAA_RESOLVE_0TH
  40. reference = 0;
  41. #else
  42. reference = 0x80;
  43. #endif
  44. };
  45. #endif
  46. code
  47. {
  48. float4 fsmain(VStoFS input, float4 pixelPos : SV_Position
  49. #if MSAA_COUNT > 1 && !MSAA_RESOLVE_0TH
  50. , uint sampleIdx : SV_SampleIndex
  51. #endif
  52. ) : SV_Target0
  53. {
  54. #if MSAA_COUNT > 1
  55. #if MSAA_RESOLVE_0TH
  56. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy, 0);
  57. #else
  58. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy, sampleIdx);
  59. #endif
  60. #else
  61. SurfaceData surfaceData = getGBufferData((uint2)pixelPos.xy);
  62. #endif
  63. if(surfaceData.worldNormal.w > 0.0f && gSkyCubemapAvailable > 0 && gUseReflectionMaps != 0)
  64. {
  65. float3 worldPosition = NDCToWorld(input.screenPos, surfaceData.depth);
  66. float3 V = normalize(gViewOrigin - worldPosition);
  67. float3 N = surfaceData.worldNormal.xyz;
  68. float3 R = 2 * dot(V, N) * N - V;
  69. float skyMipLevel = mapRoughnessToMipLevel(surfaceData.roughness, gSkyCubemapNumMips);
  70. float4 skySample = gSkyReflectionTex.SampleLevel(gSkyReflectionSamp, R, skyMipLevel) * gSkyBrightness;
  71. return float4(skySample.rgb, 1.0f);
  72. }
  73. else
  74. return float4(0.0f, 0.0f, 0.0f, 0.0f);
  75. }
  76. };
  77. };