Add improvements to Volumetric Fog quality and performance

This commit is contained in:
2026-01-27 22:20:48 +01:00
parent d47bd5d6e7
commit f9b784a42a
16 changed files with 249 additions and 191 deletions
@@ -14,6 +14,7 @@
#include "./Flax/Lighting.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
#include "./Flax/ExponentialHeightFog.hlsl"
#include "./Flax/VolumetricFog.hlsl"
@2// Forward Shading: Constants
LightData DirectionalLight;
LightData SkyLight;
@@ -159,16 +160,11 @@ void PS_Forward(
float fogSceneDistance = gBuffer.ViewPos.z;
#endif
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, fogSceneDistance);
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
{
// Sample volumetric fog and mix it in
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
float3 viewVector = materialInput.WorldPosition - ViewPos;
float sceneDepth = length(viewVector);
float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
float3 volumeUV = float3(screenUV, depthSlice);
float4 volumetricFog = VolumetricFogTexture.SampleLevel(SamplerLinearClamp, volumeUV, 0);
float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, materialInput.WorldPosition - ViewPos, ExponentialHeightFog.VolumetricFogMaxDistance, screenUV);
fog = CombineVolumetricFog(fog, volumetricFog);
}
@@ -8,6 +8,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/VolumetricFog.hlsl"
@7
// Primary constant buffer (with additional material parameters)
@@ -21,6 +22,8 @@ float Dummy0;
float VolumetricFogMaxDistance;
int ParticleStride;
int ParticleIndex;
float3 GridSliceParameters;
float Dummy1;
@1META_CB_END
// Particles attributes buffer
@@ -202,19 +205,19 @@ Material GetMaterialPS(MaterialInput input)
META_PS(true, FEATURE_LEVEL_SM5)
void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out float4 VBufferB : SV_Target1)
{
// Reproject grid position back to the screen and world space
uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
float3 cellOffset = 0.5f;
float2 volumeUV = (gridCoordinate.xy + cellOffset.xy) / GridSize.xy;
float zSlice = gridCoordinate.z + cellOffset.z;
float sceneDepth = (zSlice / GridSize.z) * VolumetricFogMaxDistance / ViewFar;
float sceneDepth = GetDepthFromSlice(GridSliceParameters, gridCoordinate.z + cellOffset.z) / ViewFar;
float deviceDepth = (ViewInfo.w / sceneDepth) + ViewInfo.z;
float4 clipPos = float4(volumeUV * float2(2.0, -2.0) + float2(-1.0, 1.0), deviceDepth, 1.0);
float4 wsPos = mul(clipPos, InverseViewProjectionMatrix);
float3 positionWS = wsPos.xyz / wsPos.w;
wsPos.xyz /= wsPos.w;
// Get material parameters
MaterialInput materialInput = (MaterialInput)0;
materialInput.WorldPosition = positionWS;
materialInput.WorldPosition = wsPos.xyz;
materialInput.TexCoord = input.Vertex.TexCoord;
materialInput.ParticleIndex = ParticleIndex;
materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1));