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347 行
15 KiB
347 行
15 KiB
//-----------------------------------------------------------------------------
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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_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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};
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float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, float3(0.0, 1.0, 0.0 ), 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0));
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float4 dirShadowSplitSpheres[4];
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uint payloadOffset = EvalShadow_LoadSplitSpheres(lightLoopContext.shadowContext, 0, dirShadowSplitSpheres);
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int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows(positionWS, dirShadowSplitSpheres);
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if (shadowSplitIndex == -1)
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{
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diffuseLighting = float3(0.0, 0.0, 0.0);
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}
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else
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{
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diffuseLighting = s_CascadeColors[shadowSplitIndex] * shadow;
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}
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}
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#endif
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}
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#ifdef LIGHTLOOP_TILE_PASS
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// Calculate the offset in global light index light for current light category
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int GetTileOffset(PositionInputs posInput, uint lightCategory)
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{
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uint2 tileIndex = posInput.unTileCoord;
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return (tileIndex.y + lightCategory * _NumTileFtplY) * _NumTileFtplX + tileIndex.x;
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}
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void GetCountAndStartTile(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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const int tileOffset = GetTileOffset(posInput, lightCategory);
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// The first entry inside a tile is the number of light for lightCategory (thus the +0)
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lightCount = g_vLightListGlobal[DWORD_PER_TILE * tileOffset + 0] & 0xffff;
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start = tileOffset;
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}
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#ifdef USE_FPTL_LIGHTLIST
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uint GetTileSize()
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{
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return TILE_SIZE_FPTL;
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}
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void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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GetCountAndStartTile(posInput, lightCategory, start, lightCount);
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}
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uint FetchIndex(uint tileOffset, uint lightIndex)
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{
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const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light
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// Light index are store on 16bit
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return (g_vLightListGlobal[DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1)] >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff;
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}
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#elif defined(USE_CLUSTERED_LIGHTLIST)
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#include "ClusteredUtils.hlsl"
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uint GetTileSize()
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{
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if (_UseTileLightList)
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return TILE_SIZE_FPTL;
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else
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return TILE_SIZE_CLUSTERED;
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}
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void GetCountAndStartCluster(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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uint2 tileIndex = posInput.unTileCoord;
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float logBase = g_fClustBase;
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if (g_isLogBaseBufferEnabled)
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{
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logBase = g_logBaseBuffer[tileIndex.y * _NumTileClusteredX + tileIndex.x];
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}
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int clustIdx = SnapToClusterIdxFlex(posInput.depthVS, logBase, g_isLogBaseBufferEnabled != 0);
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int nrClusters = (1 << g_iLog2NumClusters);
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const int idx = ((lightCategory * nrClusters + clustIdx) * _NumTileClusteredY + tileIndex.y) * _NumTileClusteredX + tileIndex.x;
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uint dataPair = g_vLayeredOffsetsBuffer[idx];
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start = dataPair & 0x7ffffff;
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lightCount = (dataPair >> 27) & 31;
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}
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void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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if (_UseTileLightList)
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GetCountAndStartTile(posInput, lightCategory, start, lightCount);
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else
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GetCountAndStartCluster(posInput, lightCategory, start, lightCount);
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}
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uint FetchIndex(uint tileOffset, uint lightIndex)
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{
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uint offset = tileOffset + lightIndex;
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const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light
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if (_UseTileLightList)
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offset = DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1);
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// Avoid generated HLSL bytecode to always access g_vLightListGlobal with
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// two different offsets, fixes out of bounds issue
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uint value = g_vLightListGlobal[offset];
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// Light index are store on 16bit
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return (_UseTileLightList ? ((value >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff) : value);
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}
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#endif // USE_FPTL_LIGHTLIST
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#else
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uint GetTileSize()
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{
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return 1;
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}
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#endif // LIGHTLOOP_TILE_PASS
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// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
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void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, float3 bakeDiffuseLighting, 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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// 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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DirectLighting lighting = EvaluateBSDF_Directional(context, V, posInput, preLightData, _DirectionalLightDatas[i], bsdfData);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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}
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if (featureFlags & LIGHTFEATUREFLAGS_PUNCTUAL)
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{
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#ifdef LIGHTLOOP_TILE_PASS
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// TODO: Convert the for loop below to a while on each type as we know we are sorted and compare performance.
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uint punctualLightStart;
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uint punctualLightCount;
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GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, punctualLightStart, punctualLightCount);
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for (i = 0; i < punctualLightCount; ++i)
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{
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int punctualIndex = FetchIndex(punctualLightStart, i);
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DirectLighting lighting = EvaluateBSDF_Punctual(context, V, posInput, preLightData, _LightDatas[punctualIndex], bsdfData, _LightDatas[punctualIndex].lightType);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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#else
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for (i = 0; i < _PunctualLightCount; ++i)
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{
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DirectLighting lighting = EvaluateBSDF_Punctual(context, V, posInput, preLightData, _LightDatas[i], bsdfData, _LightDatas[i].lightType);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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#endif
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}
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if (featureFlags & LIGHTFEATUREFLAGS_AREA)
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{
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#ifdef LIGHTLOOP_TILE_PASS
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uint areaLightStart;
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uint areaLightCount;
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GetCountAndStart(posInput, LIGHTCATEGORY_AREA, areaLightStart, areaLightCount);
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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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i = 0;
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if (areaLightCount > 0)
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{
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uint areaIndex = FetchIndex(areaLightStart, 0);
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uint lightType = _LightDatas[areaIndex].lightType;
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while (i < areaLightCount && lightType == GPULIGHTTYPE_LINE)
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{
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DirectLighting lighting = EvaluateBSDF_Area(context, V, posInput, preLightData, _LightDatas[areaIndex], bsdfData, GPULIGHTTYPE_LINE);
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AccumulateDirectLighting(lighting, aggregateLighting);
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i++;
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areaIndex = i < areaLightCount ? FetchIndex(areaLightStart, i) : 0;
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lightType = i < areaLightCount ? _LightDatas[areaIndex].lightType : 0xFF;
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}
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while (i < areaLightCount && lightType == GPULIGHTTYPE_RECTANGLE)
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{
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DirectLighting lighting = EvaluateBSDF_Area(context, V, posInput, preLightData, _LightDatas[areaIndex], bsdfData, GPULIGHTTYPE_RECTANGLE);
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AccumulateDirectLighting(lighting, aggregateLighting);
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i++;
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areaIndex = i < areaLightCount ? FetchIndex(areaLightStart, i) : 0;
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lightType = i < areaLightCount ? _LightDatas[areaIndex].lightType : 0xFF;
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}
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}
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#else
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for (i = _PunctualLightCount; i < _PunctualLightCount + _AreaLightCount; ++i)
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{
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DirectLighting lighting = EvaluateBSDF_Area(context, V, posInput, preLightData, _LightDatas[i], bsdfData, _LightDatas[i].lightType);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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#endif
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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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if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
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{
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IndirectLighting lighting = EvaluateBSDF_SSRefraction(context, V, posInput, preLightData, bsdfData, refractionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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if (featureFlags & LIGHTFEATUREFLAGS_SSREFLECTION)
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{
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IndirectLighting lighting = EvaluateBSDF_SSReflection(context, V, posInput, preLightData, bsdfData, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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if (featureFlags & LIGHTFEATUREFLAGS_ENV || featureFlags & LIGHTFEATUREFLAGS_SKY)
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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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#ifdef LIGHTLOOP_TILE_PASS
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uint envLightStart;
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uint envLightCount;
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GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
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#else
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uint envLightCount = _EnvLightCount;
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#endif
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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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#ifdef LIGHTLOOP_TILE_PASS
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uint envLightIndex = FetchIndex(envLightStart, i);
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#else
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uint envLightIndex = i;
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#endif
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IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, _EnvLightDatas[envLightIndex], bsdfData, _EnvLightDatas[envLightIndex].envShapeType,
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GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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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 aa 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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#ifdef LIGHTLOOP_TILE_PASS
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uint envLightIndex = FetchIndex(envLightStart, i);
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#else
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uint envLightIndex = i;
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#endif
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IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, _EnvLightDatas[envLightIndex], bsdfData, _EnvLightDatas[envLightIndex].envShapeType,
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GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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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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// 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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// 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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EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
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IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightSky, bsdfData, ENVSHAPETYPE_SKY, 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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if (refractionHierarchyWeight < 1.0)
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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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EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
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IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightSky, bsdfData, ENVSHAPETYPE_SKY, GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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}
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}
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}
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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, bakeDiffuseLighting, 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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