Fix Forward shading to match Deferred in fog and reflections rendering
#3717
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@@ -28,6 +28,7 @@ TextureCube SkyLightTexture : register(t__SRV__);
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Buffer<float4> ShadowsBuffer : register(t__SRV__);
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Texture2D<float> ShadowMap : register(t__SRV__);
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Texture3D VolumetricFogTexture : register(t__SRV__);
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Texture2D PreIntegratedGF : register(t__SRV__);
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@4// Forward Shading: Utilities
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// Public accessors for lighting data, use them as data binding might change but those methods will remain.
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LightData GetDirectionalLight() { return DirectionalLight; }
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@@ -108,7 +109,8 @@ void PS_Forward(
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// Calculate reflections
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#if USE_REFLECTIONS
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float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
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float4 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness);
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reflections.rgb *= reflections.a;
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#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
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// Screen Space Reflections
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@@ -124,7 +126,7 @@ void PS_Forward(
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if (hit.z > 0)
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{
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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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reflections.rgb = lerp(reflections.rgb, screenColor, hit.z);
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}
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// Fallback to software tracing if possible
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@@ -136,13 +138,13 @@ void PS_Forward(
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if (TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas))
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{
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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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reflections.rgb = 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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light.rgb += reflections.rgb * GetReflectionSpecularLighting(PreIntegratedGF, ViewPos, gBuffer);
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#endif
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// Add lighting
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@@ -158,7 +160,8 @@ void PS_Forward(
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#else
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float fogSceneDistance = gBuffer.ViewPos.z;
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#endif
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, fogSceneDistance);
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float fogSkipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, fogSkipDistance, fogSceneDistance);
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if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
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{
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