#define DEFAULT_SPECULAR_VALUE 0.04
#define GBUFFER_LIT_SPECULAR_COLOR 15
#define GBUFFER_LIT_SSS_OR_TRANSMISSION 14
#define GBUFFER_LIT_IRIDESCENCE 13
#define GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND 12
#define GBUFFER_LIT_STANDARD 0
#define GBUFFER_LIT_TRANSMISSION 1 // TODO
#define GBUFFER_LIT_TRANSMISSION_SSS 2
#define GBUFFER_LIT_ANISOTROPIC 3
#define GBUFFER_LIT_IRIDESCENCE 4 // TODO
#define CLEAR_COAT_IOR 1.5
#define CLEAR_COAT_IETA (1.0 / CLEAR_COAT_IOR) // IETA is the inverse eta which is the ratio of IOR of two interface
ApplyDebugToSurfaceData(surfaceData);
// RT0 - 8:8:8:8 sRGB
// Warning: the contents are later overwritten for Standard and SSS!
// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding
// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model)
// Encode normal on 20bit with oct compression + 2bit of sign
// To have more precision encode the sign of xy in a separate uint
// To have better precision encode the sign of XY separately.
// We store perceptualRoughness instead of roughness because it is perceptually linear.
// mettalic will be store on 4 bit and store special value when not used
int metallic15 = int(surfaceData.metallic * (GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND + 0.5)); // Remap to [0..12] range. 13, 14, 15 are special value
// IMPORTANT: In case of foward or gbuffer pass materialFeatures is statically know at compile time, so the compiler can do compile time optimization
// Currently material features SpecularColor, Iridescence, SubsurfaceScattering/Transmission, Anisotropy are mutually exclusive due to Gbuffer constrain
// The priority of feature is handled in the code here and reflect in the UI (see LitUI.cs)
uint materialFeatureId;
// Process SSS and Transmission together as they encode almost the same data, negligible cost
// TODO: split SSS and transmission.
metallic15 = GBUFFER_LIT_SSS_OR_TRANSMISSION;
// Special case: For SSS we will store the profile id and the subsurface radius at the location of the specular occlusion (in alpha channel of GBuffer0)
// and we will move the specular occlusion in GBuffer2. This is an optimization for SSSSS and have no other side effect as specular occlusion is always used
// during lighting pass when other buffer (Gbuffer0, 1, 2) and read anyway.
materialFeatureId = GBUFFER_LIT_TRANSMISSION_SSS;
// For the SSS feature, the alpha channel is overwritten with (diffusionProfile | subsurfaceMask).
// It is done so that the SSS pass only has to read a single G-Buffer 0.
// We move specular occlusion to the red channel of the G-Buffer 2.
outGBuffer2.rgb = float3(surfaceData.specularOcclusion, surfaceData.thickness, HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING) ? 1.0 : 0.0); // thickness for Transmission
// We duplicate the alpha channel of the G-Buffer 0 (for diffusion profile).
// It allows us to delay reading the G-Buffer 0 until the end of the deferred lighting shader.
outGBuffer2.rgb = float3(surfaceData.specularOcclusion, surfaceData.thickness, outGBuffer0.a);
else
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR))
{
metallic15 = GBUFFER_LIT_SPECULAR_COLOR;
outGBuffer2.rgb = LinearToGamma20(surfaceData.specularColor);
}
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
// Reconstruct the default tangent frame.
float3x3 frame = GetLocalFrame(surfaceData.normalWS);
materialFeatureId = GBUFFER_LIT_ANISOTROPIC;
// Compute the rotation angle of the actual tangent frame with respect to the default one.
float sinFrame = dot(surfaceData.tangentWS, frame[1]);
float cosFrame = dot(surfaceData.tangentWS, frame[0]);
uint storeSin = abs(sinFrame) < abs(cosFrame) ? 4 : 0;
uint quadrant = ((sinFrame < 0) ? 1 : 0) | ((cosFrame < 0) ? 2 : 0);
// Reconstruct the default tangent frame.
float3x3 frame = GetLocalFrame(surfaceData.normalWS);
outGBuffer2.rgb = float3(min(abs(sinFrame), abs(cosFrame)) * sqrt(2), PackByte(storeSin | quadrant), surfaceData.anisotropy * 0.5 + 0.5);
}
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
metallic15 = GBUFFER_LIT_IRIDESCENCE;
outGBuffer2.rgb = float3(0.0, surfaceData.thicknessIrid, 0.0);
}
else
// Compute the rotation angle of the actual tangent frame with respect to the default one.
float sinFrame = dot(surfaceData.tangentWS, frame[1]);
float cosFrame = dot(surfaceData.tangentWS, frame[0]);
uint storeSin = abs(sinFrame) < abs(cosFrame) ? 4 : 0;
uint quadrant = ((sinFrame < 0) ? 1 : 0) | ((cosFrame < 0) ? 2 : 0);
// sin [and cos] are approximately linear up to [after] 45 degrees.
float sinOrCos = min(abs(sinFrame), abs(cosFrame)) * sqrt(2);
outGBuffer2.rgb = float3(surfaceData.anisotropy * 0.5 + 0.5,
sinOrCos,
PackFloatInt8bit(surfaceData.metallic, storeSin | quadrant, 8));
}
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
materialFeatureId = GBUFFER_LIT_IRIDESCENCE;
outGBuffer2.rgb = float3(0.0 /* TODO: IOR */, surfaceData.thicknessIrid,
PackFloatInt8bit(surfaceData.metallic, 0, 8));
}
else // Standard
{
materialFeatureId = GBUFFER_LIT_STANDARD;
float3 diffuseColor = surfaceData.baseColor;
float3 fresnel0 = surfaceData.specularColor;
if (!HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR))
// Caution: Neutral value for anisotropy is 0.5 not 0
outGBuffer2.rgb = float3(0.0, 0.0, 0.5);
// Convert from the metallic parametrization.
diffuseColor = ComputeDiffuseColor(surfaceData.baseColor, surfaceData.metallic);
fresnel0 = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, DEFAULT_SPECULAR_VALUE);
outGBuffer0.rgb = diffuseColor; // sRGB RT
outGBuffer2.rgb = FastLinearToSRGB(fresnel0); // TODO: optimize
// Encode coatMask (4bit) / mettalic (4bit)
outGBuffer2.a = PackFloatInt8bit(HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? surfaceData.coatMask : 0.0, metallic15, 16.0);
float coatMask = HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? surfaceData.coatMask : 0.0;
outGBuffer2.a = PackFloatInt8bit(coatMask, materialFeatureId, 8);
// Lighting: 11:11:10f
// RT3 - 11f:11f:10f
outGBuffer3 = float4(bakeDiffuseLighting, 0.0);
}
// If you're not using the feature classification system, pass 0.
uint DecodeFromGBuffer(uint2 positionSS, uint tileFeatureFlags, out BSDFData bsdfData, out float3 bakeDiffuseLighting)
{
// Note: we have ZERO_INITIALIZE the struct, so bsdfData.diffusionProfile == DIFFUSION_PROFILE_NEUTRAL_ID,
// bsdfData.anisotropy == 0, bsdfData.subsurfaceMask == 0, etc...
ZERO_INITIALIZE(BSDFData, bsdfData);
// Isolate material features.
GBufferType2 inGBuffer2 = LOAD_TEXTURE2D(_GBufferTexture2, positionSS);
GBufferType3 inGBuffer3 = LOAD_TEXTURE2D(_GBufferTexture3, positionSS);
// Init all material flags from Gbuffer2
// Material classification only uses the G-Buffer 2.
int metallic15 ;
UnpackFloatInt8bit(inGBuffer2.a, 16.0, coatMask, metallic15 );
uint materialFeatureId ;
UnpackFloatInt8bit(inGBuffer2.a, 8, coatMask, materialFeatureId );
uint pixelFeatureFlags = MATERIALFEATUREFLAGS_LIT_STANDARD; // Only sky/background do not have the Standard material flag
bool pixelHasSpecularColor = (metallic15 == GBUFFER_LIT_SPECULAR_COLOR); // This is always a dynamic test as it is very cheap
bool pixelHasTransmission = (metallic15 == GBUFFER_LIT_SSS_OR_TRANSMISSION && inGBuffer2.g > 0); // Thickness > 0
bool pixelHasSubsurface = (metallic15 == GBUFFER_LIT_SSS_OR_TRANSMISSION && inGBuffer2.b > 0); // TagSSS > 0
bool pixelHasAnisotropy = (metallic15 <= GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND && abs(inGBuffer2.b - 0.5) >= 1.0/255.0); // Anisotropy > 0
bool pixelHasIridescence = (metallic15 == GBUFFER_LIT_IRIDESCENCE) ;
bool pixelHasClearCoat = ( coatMask > 0) ;
// Only sky/background do not have the Standard flag.
uint pixelFeatureFlags = MATERIALFEATUREFLAGS_LIT_STANDARD;
bool pixelHasSubsurface = materialFeatureId == GBUFFER_LIT_TRANSMISSION_SSS;
bool pixelHasTransmission = materialFeatureId == GBUFFER_LIT_TRANSMISSION || pixelHasSubsurface;
bool pixelHasAnisotropy = materialFeatureId == GBUFFER_LIT_ANISOTROPIC;
bool pixelHasIridescence = materialFeatureId == GBUFFER_LIT_IRIDESCENCE ;
bool pixelHasClearCoat = coatMask > 0;
pixelFeatureFlags |= tileFeatureFlags & (pixelHasSpecularColor ? MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasTransmission ? MATERIALFEATUREFLAGS_LIT_TRANSMISSION : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasSubsurface ? MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasAnisotropy ? MATERIALFEATUREFLAGS_LIT_ANISOTROPY : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasIridescence ? MATERIALFEATUREFLAGS_LIT_IRIDESCENCE : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasClearCoat ? MATERIALFEATUREFLAGS_LIT_CLEAR_COAT : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasSubsurface ? MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasTransmission ? MATERIALFEATUREFLAGS_LIT_TRANSMISSION : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasAnisotropy ? MATERIALFEATUREFLAGS_LIT_ANISOTROPY : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasIridescence ? MATERIALFEATUREFLAGS_LIT_IRIDESCENCE : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasClearCoat ? MATERIALFEATUREFLAGS_LIT_CLEAR_COAT : 0);
// Start decompressing GBuffer
// Decompress feature-agnostic data from the G-Buffer.
bsdfData.specularOcclusion = inGBuffer0.a;
bsdfData.specularOcclusion = inGBuffer0.a; // Later overwritten for SSS
bsdfData.perceptualRoughness = inGBuffer1.r;
float2 octNormalWS = inGBuffer1.gb;
bsdfData.normalWS = UnpackNormalOctRectEncode(octNormalWS);
// metallic15 is range [0..12] if metallic data is needed
bool pixelHasNoMetallic = HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION);
float metallic = pixelHasNoMetallic ? 0 : metallic15 * (1.0 / GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND);
bsdfData.diffuseColor = ComputeDiffuseColor(baseColor, metallic);
bsdfData.fresnel0 = HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR) ? Gamma20ToLinear(inGBuffer2.rgb) : ComputeFresnel0(baseColor, metallic, DEFAULT_SPECULAR_VALUE);
bakeDiffuseLighting = inGBuffer3.rgb;
// Always assign even if not used, DIFFUSION_PROFILE_NEUTRAL_ID is 0
// Note: we have ZERO_INITIALIZE the struct, so bsdfData.diffusionProfile == DIFFUSION_PROFILE_NEUTRAL_ID, bsdfData.anisotropy == 0, bsdfData.subsurfaceMask == 0 etc...
// Decompress feature-specific data from the G-Buffer.
bool pixelHasMetallic = HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE);
// Process SSS and Transmission together as they encode almost the same data
if (HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
if (pixelHasMetallic)
// First we must extract the diffusion profile
float metallic;
uint unused;
UnpackFloatInt8bit(inGBuffer2.b, 8, metallic, unused);
// Reminder: when using SSS we exchange specular occlusion and subsurfaceMask/profileID
bsdfData.specularOcclusion = inGBuffer2.r;
bsdfData.diffuseColor = ComputeDiffuseColor(baseColor, metallic);
bsdfData.fresnel0 = ComputeFresnel0(baseColor, metallic, DEFAULT_SPECULAR_VALUE);
}
else
{
bsdfData.diffuseColor = baseColor;
bsdfData.fresnel0 = FastSRGBToLinear(inGBuffer2.rgb); // Later overwritten for SSS
}
if (HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
bsdfData.diffusionProfile = sssData.diffusionProfile;
// Overwrite the diffusion profile extracted by DecodeFromSSSBuffer().
// We must do this so the compiler can optimize away the read from the G-Buffer 0.
float unused;
UnpackFloatInt8bit(inGBuffer2.b, 16, unused, sssData.diffusionProfile);
// Reminder: when using SSS we exchange specular occlusion and subsurfaceMask/profileID
bsdfData.specularOcclusion = inGBuffer2.r;
// Modify fresnel0
// Overwrite fresnel0
FillMaterialSSS(sssData.subsurfaceMask, bsdfData);
}
if (HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
anisotropy = inGBuffer2.b * 2.0 - 1.0;
anisotropy = inGBuffer2.r * 2.0 - 1.0;
uint quadrant = UnpackByte(inGBuffer2.g );
uint storeSin = UnpackByte(inGBuffer2.g ) & 4;
float absVal0 = inGBuffer2.r * rsqrt(2);
float absVal1 = sqrt(1 - absVal0 * absVal0 );
float sinFrame = storeSin ? absVal0 : absVal1 ;
float cosFrame = storeSin ? absVal1 : absVal0 ;
uint quadrant = UnpackByte(inGBuffer2.b );
uint storeSin = UnpackByte(inGBuffer2.b ) & 4;
float sinOrCos = inGBuffer2.g * rsqrt(2);
float cosOrSin = sqrt(1 - sinOrCos * sinOrCos );
float sinFrame = storeSin ? sinOrCos : cosOrSin ;
float cosFrame = storeSin ? cosOrSin : sinOrCos ;
sinFrame = (quadrant & 1) ? -sinFrame : sinFrame;
cosFrame = (quadrant & 2) ? -cosFrame : cosFrame;
// perceptualRoughness is not clamped, and is meant to be used for IBL.
// perceptualRoughness can be modify by FillMaterialClearCoatData, so ConvertAnisotropyToClampRoughness must be call after
ConvertAnisotropyToClampRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
bakeDiffuseLighting = inGBuffer3.rgb;
return pixelFeatureFlags;
}