Remove disabling temporal reprojection from Volumetric Fog
This commit is contained in:
@@ -146,7 +146,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 16;
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_cache.GridSizeZ = 64;
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_cache.FogJitter = false;
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_cache.TemporalReprojection = false;
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_cache.MissedHistorySamplesCount = 1;
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break;
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}
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@@ -155,7 +154,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 16;
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_cache.GridSizeZ = 64;
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_cache.FogJitter = true;
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_cache.TemporalReprojection = true;
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_cache.MissedHistorySamplesCount = 4;
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break;
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}
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@@ -164,7 +162,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 16;
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_cache.GridSizeZ = 128;
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_cache.FogJitter = true;
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_cache.TemporalReprojection = true;
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_cache.MissedHistorySamplesCount = 4;
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break;
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}
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@@ -173,7 +170,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 8;
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_cache.GridSizeZ = 256;
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_cache.FogJitter = true;
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_cache.TemporalReprojection = true;
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_cache.MissedHistorySamplesCount = 8;
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break;
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}
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@@ -214,7 +210,7 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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{
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_cache.Data.FrameJitterOffsets[i] = defaultOffset;
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}
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if (_cache.FogJitter && _cache.TemporalReprojection)
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if (_cache.FogJitter)
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{
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for (int32 i = 0; i < _cache.MissedHistorySamplesCount; i++)
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{
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@@ -320,7 +316,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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InitCircleBuffer();
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// Call rendering to the volume
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const int32 psIndex = (_cache.TemporalReprojection ? 1 : 0) + 2;
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const int32 psIndex = 1;
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context->SetState(_psInjectLight.Get(psIndex));
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const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
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const int32 indexCount = _ibCircleRasterize->GetElementsCount();
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@@ -379,7 +375,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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InitCircleBuffer();
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// Call rendering to the volume
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const int32 psIndex = (cache.TemporalReprojection ? 1 : 0) + (withShadow ? 2 : 0);
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const int32 psIndex = withShadow ? 1 : 0;
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context->SetState(_psInjectLight.Get(psIndex));
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const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
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const int32 indexCount = _ibCircleRasterize->GetElementsCount();
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@@ -479,12 +475,6 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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context->UpdateCB(cb0, &_cache.Data);
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context->BindCB(0, cb0);
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// Peek flags
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const bool temporalHistoryIsValid = cache.TemporalReprojection
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&& renderContext.Buffers->VolumetricFogHistory
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&& !renderContext.Task->IsCameraCut
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&& Float3::NearEqual(renderContext.Buffers->VolumetricFogHistory->Size3(), cache.GridSize);
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// Allocate buffers
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const GPUTextureDescription volumeDesc = GPUTextureDescription::New3D(cache.GridSize, PixelFormat::R16G16B16A16_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
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const GPUTextureDescription volumeDescRGB = GPUTextureDescription::New3D(cache.GridSize, PixelFormat::R11G11B10_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
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@@ -646,6 +636,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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{
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PROFILE_GPU("Light Scattering");
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const bool temporalHistoryIsValid = renderContext.Buffers->VolumetricFogHistory && !renderContext.Task->IsCameraCut && Float3::NearEqual(renderContext.Buffers->VolumetricFogHistory->Size3(), cache.GridSize);
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const auto lightScatteringHistory = temporalHistoryIsValid ? renderContext.Buffers->VolumetricFogHistory : nullptr;
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context->BindUA(0, lightScattering->ViewVolume());
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@@ -656,7 +647,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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context->BindSR(4, dirLightShadowMap);
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context->BindSR(5, skyLightImage);
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const int32 csIndex = cache.TemporalReprojection ? 1 : 0;
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const int32 csIndex = 0;
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context->Dispatch(_csLightScattering.Get(csIndex), groupCountX, groupCountY, groupCountZ);
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context->ResetSR();
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@@ -81,9 +81,9 @@ private:
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// Shader stuff
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AssetReference<Shader> _shader;
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GPUShaderProgramCS* _csInitialize = nullptr;
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ComputeShaderPermutation<2> _csLightScattering;
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ComputeShaderPermutation<1> _csLightScattering;
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GPUShaderProgramCS* _csFinalIntegration = nullptr;
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GPUPipelineStatePermutationsPs<4> _psInjectLight;
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GPUPipelineStatePermutationsPs<2> _psInjectLight;
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GPUBuffer* _vbCircleRasterize = nullptr;
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GPUBuffer* _ibCircleRasterize = nullptr;
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@@ -108,11 +108,6 @@ private:
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/// </summary>
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bool FogJitter;
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/// <summary>
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/// Whether to use temporal reprojection on volumetric fog.
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/// </summary>
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bool TemporalReprojection;
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/// <summary>
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/// How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness.
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/// </summary>
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@@ -185,10 +185,8 @@ float ComputeVolumeShadowing(float3 worldPosition, bool isSpotLight)
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#endif
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META_PS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_2(USE_TEMPORAL_REPROJECTION=0, USE_SHADOW=0)
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META_PERMUTATION_2(USE_TEMPORAL_REPROJECTION=1, USE_SHADOW=0)
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META_PERMUTATION_2(USE_TEMPORAL_REPROJECTION=0, USE_SHADOW=1)
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META_PERMUTATION_2(USE_TEMPORAL_REPROJECTION=1, USE_SHADOW=1)
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META_PERMUTATION_1(USE_SHADOW=0)
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META_PERMUTATION_1(USE_SHADOW=1)
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float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0
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{
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uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
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@@ -197,18 +195,12 @@ float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0
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if (!all(gridCoordinate < GridSizeInt))
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return 0;
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#if USE_TEMPORAL_REPROJECTION
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float3 historyUV = GetVolumeUV(GetCellPositionWS(gridCoordinate, 0.5f), PrevWorldToClip);
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float historyAlpha = HistoryWeight;
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FLATTEN
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if (any(historyUV < 0) || any(historyUV > 1))
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{
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historyAlpha = 0;
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}
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uint samplesCount = historyAlpha < 0.001f ? MissedHistorySamplesCount : 1;
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#else
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uint samplesCount = 1;
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#endif
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float NoL = 0;
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float distanceAttenuation = 1;
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@@ -298,28 +290,19 @@ TextureCube SkyLightImage : register(t5);
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#define THREADGROUP_SIZE 4
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META_CS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(USE_TEMPORAL_REPROJECTION=0)
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META_PERMUTATION_1(USE_TEMPORAL_REPROJECTION=1)
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[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, THREADGROUP_SIZE)]
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void CS_LightScattering(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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{
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uint3 gridCoordinate = DispatchThreadId;
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float3 lightScattering = 0;
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uint samplesCount = 1;
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#if USE_TEMPORAL_REPROJECTION
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float3 historyUV = GetVolumeUV(GetCellPositionWS(gridCoordinate, 0.5f), PrevWorldToClip);
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float historyAlpha = HistoryWeight;
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// Discard history if it lays outside the current view
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FLATTEN
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if (any(historyUV < 0) || any(historyUV > 1))
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{
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historyAlpha = 0;
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}
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samplesCount = historyAlpha < 0.001f && all(gridCoordinate < GridSizeInt) ? MissedHistorySamplesCount : 1;
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#endif
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for (uint sampleIndex = 0; sampleIndex < samplesCount; sampleIndex++)
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{
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@@ -363,15 +346,13 @@ void CS_LightScattering(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_
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float extinction = materialScatteringAndAbsorption.w + Luminance(materialScatteringAndAbsorption.xyz);
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float3 materialEmissive = VBufferB[gridCoordinate].xyz;
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float4 scatteringAndExtinction = float4(lightScattering * materialScatteringAndAbsorption.xyz + materialEmissive, extinction);
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#if USE_TEMPORAL_REPROJECTION
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BRANCH
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if (historyAlpha > 0)
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{
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float4 historyScatteringAndExtinction = LightScatteringHistory.SampleLevel(SamplerLinearClamp, historyUV, 0);
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scatteringAndExtinction = lerp(scatteringAndExtinction, historyScatteringAndExtinction, historyAlpha);
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}
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#endif
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if (all(gridCoordinate < GridSizeInt))
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{
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