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