Initial commit for forward software reflection
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@@ -9,6 +9,10 @@
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#define MATERIAL_REFLECTIONS_SSR 1
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#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
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#include "./Flax/SSR.hlsl"
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#if USE_GLOBAL_SURFACE_ATLAS
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#include "./Flax/GlobalSignDistanceField.hlsl"
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#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
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#endif
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#endif
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#endif
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#include "./Flax/Lighting.hlsl"
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@@ -27,12 +31,23 @@ LightData LocalLights[MAX_LOCAL_LIGHTS];
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TextureCube EnvProbe : register(t__SRV__);
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TextureCube SkyLightTexture : register(t__SRV__);
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Texture2DArray DirectionalLightShadowMap : register(t__SRV__);
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#if USE_GLOBAL_SURFACE_ATLAS
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Texture3D<float> GlobalSDFTex : register(t__SRV__);
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Texture3D<float> GlobalSDFMip : register(t__SRV__);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t__SRV__);
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ByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(t__SRV__);
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t__SRV__);
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Texture2D GlobalSurfaceAtlasDepth : register(t__SRV__);
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Texture2D GlobalSurfaceAtlasTex : register(t__SRV__);
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#endif
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@4// Forward Shading: Utilities
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DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
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@5// Forward Shading: Shaders
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// Pixel Shader function for Forward Pass
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META_PS(USE_FORWARD, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=0)
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META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=1)
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void PS_Forward(
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in PixelInput input
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,out float4 output : SV_Target0
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@@ -125,6 +140,33 @@ void PS_Forward(
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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reflections = lerp(reflections, screenColor, hit.z);
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}
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// Fallback to software tracing if possible
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#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
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// If hit.z >= 0.9f then skip sdf tracing
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if (hit.z < 0.9f)
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{
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// Don't use temporal effect in forward pass
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float3 reflectWS = ScreenSpaceReflectionDirection(screenUV, gBuffer, gBufferData.ViewPos);
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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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if (sdfHit.IsHit())
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{
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float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
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float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, sdfHit);
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float4 surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
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float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
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reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
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}
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}
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#endif
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#endif
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light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
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