Add option for smooth DDGI cascades blending
This commit is contained in:
@@ -116,6 +116,12 @@ public:
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API_FIELD(Attributes="EditorOrder(2120), Limit(50, 1000), EditorDisplay(\"Global Illumination\")")
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float GIProbesSpacing = 100;
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/// <summary>
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/// Enables cascades splits blending for Global Illumination.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(2125), DefaultValue(false), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")")
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bool GICascadesBlending = false;
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/// <summary>
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/// The Global Surface Atlas resolution. Adjust it if atlas `flickers` due to overflow (eg. to 4096).
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/// </summary>
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@@ -21,8 +21,9 @@ Quality Graphics::ShadowMapsQuality = Quality::Medium;
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bool Graphics::AllowCSMBlending = false;
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Quality Graphics::GlobalSDFQuality = Quality::High;
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Quality Graphics::GIQuality = Quality::High;
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bool Graphics::GICascadesBlending = false;
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PostProcessSettings Graphics::PostProcessSettings;
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bool Graphics::SpreadWorkload = true;
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bool Graphics::SpreadWorkload = false;
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#if GRAPHICS_API_NULL
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extern GPUDevice* CreateGPUDeviceNull();
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@@ -69,6 +70,7 @@ void GraphicsSettings::Apply()
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Graphics::ShadowMapsQuality = ShadowMapsQuality;
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Graphics::GlobalSDFQuality = GlobalSDFQuality;
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Graphics::GIQuality = GIQuality;
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Graphics::GICascadesBlending = GICascadesBlending;
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Graphics::PostProcessSettings = ::PostProcessSettings();
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Graphics::PostProcessSettings.BlendWith(PostProcessSettings, 1.0f);
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#if !USE_EDITOR // OptionsModule handles fallback fonts in Editor
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@@ -64,6 +64,11 @@ public:
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/// </summary>
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API_FIELD() static Quality GIQuality;
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/// <summary>
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/// Enables cascades splits blending for Global Illumination.
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/// </summary>
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API_FIELD() static bool GICascadesBlending;
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/// <summary>
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/// The default Post Process settings. Can be overriden by PostFxVolume on a level locally, per camera or for a whole map.
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/// </summary>
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@@ -221,12 +221,16 @@ bool DynamicDiffuseGlobalIlluminationPass::setupResources()
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_csUpdateProbesDistance = shader->GetCS("CS_UpdateProbes", 1);
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auto device = GPUDevice::Instance;
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auto psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (!_psIndirectLighting)
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if (!_psIndirectLighting[0])
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{
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_psIndirectLighting = device->CreatePipelineState();
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_psIndirectLighting[0] = device->CreatePipelineState();
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_psIndirectLighting[1] = device->CreatePipelineState();
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psDesc.PS = shader->GetPS("PS_IndirectLighting");
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psDesc.BlendMode = BlendingMode::Add;
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if (_psIndirectLighting->Init(psDesc))
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if (_psIndirectLighting[0]->Init(psDesc))
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return true;
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psDesc.PS = shader->GetPS("PS_IndirectLighting", 1);
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if (_psIndirectLighting[1]->Init(psDesc))
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return true;
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}
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@@ -246,7 +250,8 @@ void DynamicDiffuseGlobalIlluminationPass::OnShaderReloading(Asset* obj)
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_csTraceRays[3] = nullptr;
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_csUpdateProbesIrradiance = nullptr;
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_csUpdateProbesDistance = nullptr;
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SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting);
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SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting[0]);
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SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting[1]);
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invalidateResources();
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}
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@@ -260,7 +265,8 @@ void DynamicDiffuseGlobalIlluminationPass::Dispose()
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_cb0 = nullptr;
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_cb1 = nullptr;
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_shader = nullptr;
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SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting);
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SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting[0]);
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SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting[1]);
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#if USE_EDITOR
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_debugModel = nullptr;
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_debugMaterial = nullptr;
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@@ -534,7 +540,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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// Update probes
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{
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PROFILE_GPU_CPU_NAMED("Probes Update");
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uint32 threadGroupsX, threadGroupsY;
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uint32 threadGroupsX;
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#if DDGI_DEBUG_STATS
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uint32 zero[4] = {};
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context->ClearUA(ddgiData.StatsWrite, zero);
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@@ -732,7 +738,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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context->BindSR(6, ddgiData.Result.ProbesIrradiance);
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context->SetViewportAndScissors(renderContext.View.ScreenSize.X, renderContext.View.ScreenSize.Y);
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context->SetRenderTarget(lightBuffer);
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context->SetState(_psIndirectLighting);
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context->SetState(_psIndirectLighting[Graphics::GICascadesBlending ? 1 : 0]);
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context->DrawFullscreenTriangle();
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}
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@@ -47,7 +47,7 @@ private:
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GPUShaderProgramCS* _csTraceRays[4];
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GPUShaderProgramCS* _csUpdateProbesIrradiance;
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GPUShaderProgramCS* _csUpdateProbesDistance;
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GPUPipelineState* _psIndirectLighting;
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GPUPipelineState* _psIndirectLighting[2] = {};
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#if USE_EDITOR
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AssetReference<Model> _debugModel;
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AssetReference<MaterialBase> _debugMaterial;
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+85
-48
@@ -21,6 +21,9 @@
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#define DDGI_PROBE_RESOLUTION_IRRADIANCE 6 // Resolution (in texels) for probe irradiance data (excluding 1px padding on each side)
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#define DDGI_PROBE_RESOLUTION_DISTANCE 14 // Resolution (in texels) for probe distance data (excluding 1px padding on each side)
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#define DDGI_CASCADE_BLEND_SIZE 2.5f // Distance in probes over which cascades blending happens
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#ifndef DDGI_CASCADE_BLEND_SMOOTH
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#define DDGI_CASCADE_BLEND_SMOOTH 0 // Enables smooth cascade blending, otherwise dithering will be used
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#endif
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#define DDGI_SRGB_BLENDING 1 // Enables blending in sRGB color space, otherwise irradiance blending is done in linear space
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// DDGI data for a constant buffer
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@@ -154,37 +157,8 @@ float2 GetDDGIProbeUV(DDGIData data, uint cascadeIndex, uint probeIndex, float2
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return uv;
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}
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// Samples DDGI probes volume at the given world-space position and returns the irradiance.
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// bias - scales the bias vector to the initial sample point to reduce self-shading artifacts
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// dither - randomized per-pixel value in range 0-1, used to smooth dithering for cascades blending
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float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, Texture2D<float4> probesDistance, Texture2D<float4> probesIrradiance, float3 worldPosition, float3 worldNormal, float bias = 0.2f, float dither = 0.0f)
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float3 SampleDDGIIrradianceCascade(DDGIData data, Texture2D<snorm float4> probesData, Texture2D<float4> probesDistance, Texture2D<float4> probesIrradiance, float3 worldPosition, float3 worldNormal, uint cascadeIndex, float3 probesOrigin, float3 probesExtent, float probesSpacing, float3 biasedWorldPosition)
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{
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// Select the highest cascade that contains the sample location
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uint cascadeIndex = 0;
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float probesSpacing = 0;
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float3 probesOrigin = (float3)0, probesExtent = (float3)0, biasedWorldPosition = (float3)0;
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float3 viewDir = normalize(data.ViewPos - worldPosition);
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for (; cascadeIndex < data.CascadesCount; cascadeIndex++)
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{
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// Get cascade data
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probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
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probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
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probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
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// Bias the world-space position to reduce artifacts
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float3 surfaceBias = (worldNormal * 0.2f + viewDir * 0.8f) * (0.75f * probesSpacing * bias);
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biasedWorldPosition = worldPosition + surfaceBias;
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// Calculate cascade blending weight (use input bias to smooth transition)
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float cascadeBlendSmooth = frac(max(distance(data.ViewPos, worldPosition) - probesExtent.x, 0) / probesSpacing) * 0.1f;
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float3 cascadeBlendPoint = worldPosition - probesOrigin - cascadeBlendSmooth * probesSpacing;
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float fadeDistance = probesSpacing * DDGI_CASCADE_BLEND_SIZE;
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float cascadeWeight = saturate(Min3(probesExtent - abs(cascadeBlendPoint)) / fadeDistance);
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if (cascadeWeight > dither)
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break;
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}
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if (cascadeIndex == data.CascadesCount)
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return data.FallbackIrradiance;
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uint3 probeCoordsEnd = data.ProbesCounts - uint3(1, 1, 1);
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uint3 baseProbeCoords = clamp(uint3((worldPosition - probesOrigin + probesExtent) / probesSpacing), uint3(0, 0, 0), probeCoordsEnd);
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@@ -208,25 +182,26 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, T
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{
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// Search nearby probes to find any nearby GI sample
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for (int searchDistance = 1; searchDistance < 3 && probeState == DDGI_PROBE_STATE_INACTIVE; searchDistance++)
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for (uint searchAxis = 0; searchAxis < 3; searchAxis++)
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{
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int searchAxisDir = probeCoordsOffset[searchAxis] ? 1 : -1;
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int3 searchCoordsOffset = SearchAxisMasks[searchAxis] * searchAxisDir * searchDistance;
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uint3 searchCoords = clamp((int3)probeCoords + searchCoordsOffset, int3(0, 0, 0), (int3)probeCoordsEnd);
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uint searchIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, searchCoords);
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float4 searchData = LoadDDGIProbeData(data, probesData, cascadeIndex, searchIndex);
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uint searchState = DecodeDDGIProbeState(searchData);
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if (searchState != DDGI_PROBE_STATE_INACTIVE)
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for (uint searchAxis = 0; searchAxis < 3; searchAxis++)
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{
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// Use nearby probe as a fallback (visibility test might ignore it but with smooth gradient)
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probeCoords = searchCoords;
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probeIndex = searchIndex;
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probeData = searchData;
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probeState = searchState;
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break;
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int searchAxisDir = probeCoordsOffset[searchAxis] ? 1 : -1;
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int3 searchCoordsOffset = SearchAxisMasks[searchAxis] * searchAxisDir * searchDistance;
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uint3 searchCoords = clamp((int3)probeCoords + searchCoordsOffset, int3(0, 0, 0), (int3)probeCoordsEnd);
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uint searchIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, searchCoords);
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float4 searchData = LoadDDGIProbeData(data, probesData, cascadeIndex, searchIndex);
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uint searchState = DecodeDDGIProbeState(searchData);
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if (searchState != DDGI_PROBE_STATE_INACTIVE)
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{
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// Use nearby probe as a fallback (visibility test might ignore it but with smooth gradient)
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probeCoords = searchCoords;
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probeIndex = searchIndex;
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probeData = searchData;
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probeState = searchState;
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break;
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}
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}
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}
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if (probeState == DDGI_PROBE_STATE_INACTIVE) continue;
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if (probeState == DDGI_PROBE_STATE_INACTIVE)
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continue;
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}
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float3 probeBasePosition = baseProbeWorldPosition + ((probeCoords - baseProbeCoords) * probesSpacing);
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float3 probePosition = probeBasePosition + probeData.xyz * probesSpacing; // Probe offset is [-1;1] within probes spacing
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@@ -257,7 +232,8 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, T
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// Adjust weight curve to inject a small portion of light
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const float minWeightThreshold = 0.2f;
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if (weight < minWeightThreshold) weight *= Square(weight) / Square(minWeightThreshold);
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if (weight < minWeightThreshold)
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weight *= Square(weight) / Square(minWeightThreshold);
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// Calculate trilinear weights based on the distance to each probe to smoothly transition between grid of 8 probes
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float3 trilinear = lerp(1.0f - biasAlpha, biasAlpha, (float3)probeCoordsOffset);
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@@ -301,3 +277,64 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, T
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}
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return irradiance.rgb;
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}
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float3 GetDDGISurfaceBias(float3 viewDir, float probesSpacing, float3 worldNormal, float bias)
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{
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// Bias the world-space position to reduce artifacts
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return (worldNormal * 0.2f + viewDir * 0.8f) * (0.75f * probesSpacing * bias);
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}
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// Samples DDGI probes volume at the given world-space position and returns the irradiance.
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// bias - scales the bias vector to the initial sample point to reduce self-shading artifacts
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// dither - randomized per-pixel value in range 0-1, used to smooth dithering for cascades blending
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float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, Texture2D<float4> probesDistance, Texture2D<float4> probesIrradiance, float3 worldPosition, float3 worldNormal, float bias = 0.2f, float dither = 0.0f)
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{
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// Select the highest cascade that contains the sample location
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uint cascadeIndex = 0;
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float probesSpacing = 0, cascadeWeight = 0;
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float3 probesOrigin = (float3)0, probesExtent = (float3)0, biasedWorldPosition = (float3)0;
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float3 viewDir = normalize(data.ViewPos - worldPosition);
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#if DDGI_CASCADE_BLEND_SMOOTH
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dither = 0.0f;
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#endif
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for (; cascadeIndex < data.CascadesCount; cascadeIndex++)
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{
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// Get cascade data
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probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
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probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
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probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
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biasedWorldPosition = worldPosition + GetDDGISurfaceBias(viewDir, probesSpacing, worldNormal, bias);
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// Calculate cascade blending weight (use input bias to smooth transition)
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float cascadeBlendSmooth = frac(max(distance(data.ViewPos, worldPosition) - probesExtent.x, 0) / probesSpacing) * 0.1f;
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float3 cascadeBlendPoint = worldPosition - probesOrigin - cascadeBlendSmooth * probesSpacing;
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float fadeDistance = probesSpacing * DDGI_CASCADE_BLEND_SIZE;
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#if DDGI_CASCADE_BLEND_SMOOTH
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fadeDistance *= 2.0f; // Make it even smoother when using linear blending
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#endif
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cascadeWeight = saturate(Min3(probesExtent - abs(cascadeBlendPoint)) / fadeDistance);
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if (cascadeWeight > dither)
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break;
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}
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if (cascadeIndex == data.CascadesCount)
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return data.FallbackIrradiance;
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// Sample cascade
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float3 result = SampleDDGIIrradianceCascade(data, probesData, probesDistance, probesIrradiance, worldPosition, worldNormal, cascadeIndex, probesOrigin, probesExtent, probesSpacing, biasedWorldPosition);
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#if DDGI_CASCADE_BLEND_SMOOTH
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// Blend with the next cascade
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cascadeIndex++;
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if (cascadeIndex < data.CascadesCount && cascadeWeight < 0.99f)
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{
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probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
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probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
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probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
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biasedWorldPosition = worldPosition + GetDDGISurfaceBias(viewDir, probesSpacing, worldNormal, bias);
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float3 resultNext = SampleDDGIIrradianceCascade(data, probesData, probesDistance, probesIrradiance, worldPosition, worldNormal, cascadeIndex, probesOrigin, probesExtent, probesSpacing, biasedWorldPosition);
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result = lerp(resultNext, result, cascadeWeight);
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}
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#endif
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return result;
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}
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@@ -768,6 +768,8 @@ Texture2D<float4> ProbesIrradiance : register(t6);
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// Pixel shader for drawing indirect lighting in fullscreen
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META_PS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(DDGI_CASCADE_BLEND_SMOOTH=0)
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META_PERMUTATION_1(DDGI_CASCADE_BLEND_SMOOTH=1)
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void PS_IndirectLighting(Quad_VS2PS input, out float4 output : SV_Target0)
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{
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output = 0;
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