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273 行
12 KiB
273 行
12 KiB
#include "CoreRP/ShaderLibrary/Macros.hlsl"
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//-----------------------------------------------------------------------------
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// LightLoop
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// ----------------------------------------------------------------------------
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void ApplyDebug(LightLoopContext lightLoopContext, float3 positionWS, inout float3 diffuseLighting, inout float3 specularLighting)
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{
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#ifdef DEBUG_DISPLAY
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING)
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{
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specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
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}
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else if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING)
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{
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diffuseLighting = float3(0.0, 0.0, 0.0); // Disable diffuse lighting
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}
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else if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
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{
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specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
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// Take the luminance
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diffuseLighting = Luminance(diffuseLighting).xxx;
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}
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else if (_DebugLightingMode == DEBUGLIGHTINGMODE_VISUALIZE_CASCADE)
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{
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specularLighting = float3(0.0, 0.0, 0.0);
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const float3 s_CascadeColors[] = {
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float3(1.0, 0.0, 0.0),
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float3(0.0, 1.0, 0.0),
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float3(0.0, 0.0, 1.0),
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float3(1.0, 1.0, 0.0),
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float3(1.0, 1.0, 1.0)
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};
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diffuseLighting = float3(1.0, 1.0, 1.0);
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if (_DirectionalLightCount > 0)
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{
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int shadowIdx = _DirectionalLightDatas[0].shadowIndex;
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float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, float3(0.0, 1.0, 0.0 ), shadowIdx, -_DirectionalLightDatas[0].forward, float2(0.0, 0.0));
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uint payloadOffset;
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real alpha;
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int cascadeCount;
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int shadowSplitIndex = EvalShadow_GetSplitIndex(lightLoopContext.shadowContext, shadowIdx, positionWS, payloadOffset, alpha, cascadeCount);
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if (shadowSplitIndex >= 0)
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{
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diffuseLighting = lerp(s_CascadeColors[shadowSplitIndex], s_CascadeColors[shadowSplitIndex+1], alpha) * shadow;
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}
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}
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}
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// We always apply exposure when in debug mode. The exposure value will be at a neutral 0.0 when not needed.
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diffuseLighting *= exp2(_DebugExposure);
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specularLighting *= exp2(_DebugExposure);
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#endif
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}
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// Factor all test so we can disable it easily
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bool IsMatchingLightLayer(uint lightLayers, uint renderingLayers)
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{
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return (lightLayers & renderingLayers) != 0;
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}
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void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, uint featureFlags,
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out float3 diffuseLighting,
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out float3 specularLighting)
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{
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LightLoopContext context;
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context.sampleReflection = 0;
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context.shadowContext = InitShadowContext();
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context.contactShadow = InitContactShadow(posInput);
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// This struct is define in the material. the Lightloop must not access it
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// PostEvaluateBSDF call at the end will convert Lighting to diffuse and specular lighting
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AggregateLighting aggregateLighting;
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ZERO_INITIALIZE(AggregateLighting, aggregateLighting); // LightLoop is in charge of initializing the struct
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uint i = 0; // Declare once to avoid the D3D11 compiler warning.
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if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
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{
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for (i = 0; i < _DirectionalLightCount; ++i)
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{
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if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
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{
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DirectLighting lighting = EvaluateBSDF_Directional(context, V, posInput, preLightData, _DirectionalLightDatas[i], bsdfData, builtinData);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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}
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}
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if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
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{
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uint lightCount, lightStart;
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#ifdef LIGHTLOOP_TILE_PASS
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GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
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#else
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lightCount = _PunctualLightCount;
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lightStart = 0;
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#endif
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for (i = 0; i < lightCount; i++)
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{
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LightData lightData = FetchLight(lightStart, i);
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if (IsMatchingLightLayer(lightData.lightLayers, builtinData.renderingLayers))
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{
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DirectLighting lighting = EvaluateBSDF_Punctual(context, V, posInput, preLightData, lightData, bsdfData, builtinData);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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}
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}
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if (featureFlags & LIGHTFEATUREFLAGS_AREA)
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{
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uint lightCount, lightStart;
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#ifdef LIGHTLOOP_TILE_PASS
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GetCountAndStart(posInput, LIGHTCATEGORY_AREA, lightStart, lightCount);
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#else
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lightCount = _AreaLightCount;
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lightStart = _PunctualLightCount;
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#endif
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// COMPILER BEHAVIOR WARNING!
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// If rectangle lights are before line lights, the compiler will duplicate light matrices in VGPR because they are used differently between the two types of lights.
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// By keeping line lights first we avoid this behavior and save substantial register pressure.
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// TODO: This is based on the current Lit.shader and can be different for any other way of implementing area lights, how to be generic and ensure performance ?
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if (lightCount > 0)
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{
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i = 0;
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uint last = lightCount - 1;
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LightData lightData = FetchLight(lightStart, i);
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while (i <= last && lightData.lightType == GPULIGHTTYPE_LINE)
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{
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lightData.lightType = GPULIGHTTYPE_LINE; // Enforce constant propagation
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if (IsMatchingLightLayer(lightData.lightLayers, builtinData.renderingLayers))
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{
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DirectLighting lighting = EvaluateBSDF_Area(context, V, posInput, preLightData, lightData, bsdfData, builtinData);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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lightData = FetchLight(lightStart, min(++i, last));
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}
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while (i <= last) // GPULIGHTTYPE_RECTANGLE
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{
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lightData.lightType = GPULIGHTTYPE_RECTANGLE; // Enforce constant propagation
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if (IsMatchingLightLayer(lightData.lightLayers, builtinData.renderingLayers))
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{
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DirectLighting lighting = EvaluateBSDF_Area(context, V, posInput, preLightData, lightData, bsdfData, builtinData);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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lightData = FetchLight(lightStart, min(++i, last));
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}
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}
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}
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// Define macro for a better understanding of the loop
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#define EVALUATE_BSDF_ENV(envLightData, TYPE, type) \
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IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightData, bsdfData, envLightData.influenceShapeType, MERGE_NAME(GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), MERGE_NAME(type, HierarchyWeight)); \
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AccumulateIndirectLighting(lighting, aggregateLighting);
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// First loop iteration
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if (featureFlags & (LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION))
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{
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float reflectionHierarchyWeight = 0.0; // Max: 1.0
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float refractionHierarchyWeight = 0.0; // Max: 1.0
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uint envLightStart, envLightCount;
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// Fetch first env light to provide the scene proxy for screen space computation
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#ifdef LIGHTLOOP_TILE_PASS
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GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
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#else
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envLightCount = _EnvLightCount;
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envLightStart = 0;
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#endif
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// Reflection / Refraction hierarchy is
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// 1. Screen Space Refraction / Reflection
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// 2. Environment Reflection / Refraction
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// 3. Sky Reflection / Refraction
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EnvLightData envLightData;
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if (envLightCount > 0)
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{
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envLightData = FetchEnvLight(envLightStart, 0);
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}
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else
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{
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envLightData = InitSkyEnvLightData(0);
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}
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if (featureFlags & LIGHTFEATUREFLAGS_SSREFLECTION)
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{
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IndirectLighting lighting = EvaluateBSDF_SSLighting( context, V, posInput, preLightData, bsdfData, envLightData,
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GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
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{
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IndirectLighting lighting = EvaluateBSDF_SSLighting( context, V, posInput, preLightData, bsdfData, envLightData,
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GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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// Reflection probes are sorted by volume (in the increasing order).
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if (featureFlags & LIGHTFEATUREFLAGS_ENV)
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{
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context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
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// Note: In case of IBL we are sorted from smaller to bigger projected solid angle bounds. We are not sorted by type so we can't do a 'while' approach like for area light.
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for (i = 0; i < envLightCount && reflectionHierarchyWeight < 1.0; ++i)
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{
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EVALUATE_BSDF_ENV(FetchEnvLight(envLightStart, i), REFLECTION, reflection);
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}
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// Refraction probe and reflection probe will process exactly the same weight. It will be good for performance to be able to share this computation
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// However it is hard to deal with the fact that reflectionHierarchyWeight and refractionHierarchyWeight have not the same values, they are independent
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// The refraction probe is rarely used and happen only with sphere shape and high IOR. So we accept the slow path that use more simple code and
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// doesn't affect the performance of the reflection which is more important.
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// We reuse LIGHTFEATUREFLAGS_SSREFRACTION flag as refraction is mainly base on the screen. Would be a waste to not use screen and only cubemap.
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if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
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{
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for (i = 0; i < envLightCount && refractionHierarchyWeight < 1.0; ++i)
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{
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EVALUATE_BSDF_ENV(FetchEnvLight(envLightStart, i), REFRACTION, refraction);
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}
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}
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}
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// Only apply the sky IBL if the sky texture is available
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if ((featureFlags & LIGHTFEATUREFLAGS_SKY) && _EnvLightSkyEnabled)
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{
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// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
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context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
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// The sky data are generated on the fly so the compiler can optimize the code
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EnvLightData envLightSky = InitSkyEnvLightData(0);
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// Only apply the sky if we haven't yet accumulated enough IBL lighting.
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if (reflectionHierarchyWeight < 1.0)
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{
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EVALUATE_BSDF_ENV(envLightSky, REFLECTION, reflection);
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}
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if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
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{
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if (refractionHierarchyWeight < 1.0)
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{
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EVALUATE_BSDF_ENV(envLightSky, REFRACTION, refraction);
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}
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}
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}
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}
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#undef EVALUATE_BSDF_ENV
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// Also Apply indiret diffuse (GI)
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// PostEvaluateBSDF will perform any operation wanted by the material and sum everything into diffuseLighting and specularLighting
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PostEvaluateBSDF( context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting,
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diffuseLighting, specularLighting);
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ApplyDebug(context, posInput.positionWS, diffuseLighting, specularLighting);
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}
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