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#define GBUFFER_LIT_STANDARD 0 |
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// we have not enough space (3bit) to store mat feature to have SSS and Transmission as bitmask, such why we have all variant |
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#define GBUFFER_LIT_SSS 1 |
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#define GBUFFER_LIT_TRANSMISSION 2 |
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#define GBUFFER_LIT_TRANSMISSION 2 |
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#define GBUFFER_LIT_TRANSMISSION_SSS 3 |
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#define GBUFFER_LIT_ANISOTROPIC 4 |
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#define GBUFFER_LIT_IRIDESCENCE 5 // TODO |
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bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a; |
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bsdfData.thickness = _ThicknessRemaps[diffusionProfile].x + _ThicknessRemaps[diffusionProfile].y * thickness; |
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#if SHADEROPTIONS_USE_DISNEY_SSS |
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bsdfData.transmittance = ComputeTransmittanceDisney( _ShapeParams[diffusionProfile].rgb, |
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_TransmissionTintsAndFresnel0[diffusionProfile].rgb, |
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reflectivity = preFGD.y; |
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} |
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void ApplyDebugToSurfaceData(inout SurfaceData surfaceData) |
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void ApplyDebugToSurfaceData(FragInputs input, inout SurfaceData surfaceData) |
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING) |
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// Override value if requested by user |
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// this can be use also in case of debug lighting mode like diffuse only |
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bool overrideAlbedo = _DebugLightingAlbedo.x != 0.0; |
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bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0; |
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bool overrideNormal = _DebugLightingNormal.x != 0.0; |
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if (overrideAlbedo) |
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bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0; |
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float overrideSmoothnessValue = _DebugLightingSmoothness.y; |
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float3 overrideAlbedoValue = _DebugLightingAlbedo.yzw; |
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surfaceData.baseColor = overrideAlbedoValue; |
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} |
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if (overrideSmoothness) |
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{ |
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surfaceData.perceptualSmoothness = overrideSmoothnessValue; |
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} |
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if (overrideSmoothness) |
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{ |
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float overrideSmoothnessValue = _DebugLightingSmoothness.y; |
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surfaceData.perceptualSmoothness = overrideSmoothnessValue; |
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING) |
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if (overrideNormal) |
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surfaceData.baseColor = _DebugLightingAlbedo.xyz; |
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float overrideNormalValue = _DebugLightingNormal.yzw; |
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surfaceData.normalWS = input.worldToTangent[2]; |
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} |
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#endif |
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} |
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BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) |
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{ |
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ApplyDebugToSurfaceData(surfaceData); |
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BSDFData bsdfData; |
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ZERO_INITIALIZE(BSDFData, bsdfData); |
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out GBufferType3 outGBuffer3 |
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) |
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{ |
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ApplyDebugToSurfaceData(surfaceData); |
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// RT0 - 8:8:8:8 sRGB |
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// Warning: the contents are later overwritten for Standard and SSS! |
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outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion); |
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} |
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else // Standard |
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{ |
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// In the case of standard or specular color we always convert to specular color parametrization before encoding, |
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// In the case of standard or specular color we always convert to specular color parametrization before encoding, |
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// so decoding is more efficient (it allow better optimization for the compiler and save VGPR) |
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// This mean that on the decode side, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR doesn't exist anymore |
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materialFeatureId = GBUFFER_LIT_STANDARD; |
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// Overwrite the diffusion profile/subsurfaceMask extracted by DecodeFromSSSBuffer(). |
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// We must do this so the compiler can optimize away the read from the G-Buffer 0 to the very end (in PostEvaluateBSDF) |
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// Note that we don't use sssData.subsurfaceMask here. But it is still assign so we can have the information in the |
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// material debug view + If we require it in the future. |
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// Note that we don't use sssData.subsurfaceMask here. But it is still assign so we can have the information in the |
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// material debug view + If we require it in the future. |
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UnpackFloatInt8bit(inGBuffer2.b, 16, sssData.subsurfaceMask, sssData.diffusionProfile); |
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// Reminder: when using SSS we exchange specular occlusion and subsurfaceMask/profileID |
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// _preIntegratedFGD and _CubemapLD are unique for each BRDF |
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IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, |
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float3 V, PositionInputs posInput, |
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PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData, |
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PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData, |
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int influenceShapeType, int GPUImageBasedLightingType, |
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inout float hierarchyWeight) |
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{ |
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