Ongoing tweaks to shaders to puzzle out good blending behavior.

Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
This commit is contained in:
Areloch 2019-03-27 00:50:24 -05:00
parent 4c959e1fa1
commit 799df44a89
3 changed files with 69 additions and 54 deletions

View file

@ -434,8 +434,8 @@ void RenderProbeMgr::_setupStaticParameters()
probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
Point3F bbMin = refPos - curEntry.mProbeRefScale/2;
Point3F bbMax = refPos + curEntry.mProbeRefScale/2;
Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);

View file

@ -148,7 +148,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -163,7 +163,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -178,7 +178,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -193,7 +193,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -208,7 +208,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -223,7 +223,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -238,7 +238,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -310,13 +310,26 @@ new SimGroup(MissionGroup) {
refOffset = "0 0 0";
refScale = "10 10 10";
ReflectionMode = "Baked Cubemap";
position = "-22.7696 0.224002 4.70918";
position = "-22.7696 0.224002 1.72318";
rotation = "1 0 0 0";
scale = "10 10 10";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "d84cbe5b-4f76-11e9-977c-a561a736e3eb";
attenuation = "0";
attenuation = "1";
};
new BoxEnvironmentProbe() {
enabled = "1";
refOffset = "0 0 0";
refScale = "10 10 10";
ReflectionMode = "Baked Cubemap";
position = "-23.5985 -8.60824 2.16156";
rotation = "0 0 1 37.5292";
scale = "10 10 10";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "db05bf42-503b-11e9-8eaf-b5e1839b86e6";
attenuation = "1";
};
};
//--- OBJECT WRITE END ---

View file

@ -111,7 +111,7 @@ float3 iblBoxDiffuse(Surface surface, ProbeData probe)
float3 iblBoxSpecular(Surface surface, ProbeData probe)
{
// BRDF
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
//float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
float3 dir = boxProject(surface, probe);
@ -122,7 +122,7 @@ float3 iblBoxSpecular(Surface surface, ProbeData probe)
float lod = 0;
#endif
float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.cubemapIdx, lod).xyz * (brdf.x + brdf.y);
float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.cubemapIdx, lod).xyz;
return color;
}
@ -135,7 +135,7 @@ float3 iblSkylightDiffuse(Surface surface)
float3 iblSkylightSpecular(Surface surface)
{
// BRDF
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
//float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
// Radiance (Specular)
#if DEBUGVIZ_SPECCUBEMAP == 0
@ -144,7 +144,7 @@ float3 iblSkylightSpecular(Surface surface)
float lod = 0;
#endif
float3 color = TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz * (brdf.x + brdf.y);
float3 color = TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz;
return color;
}
@ -202,13 +202,12 @@ float4 main(PFXVertToPix IN) : SV_TARGET
probehits++;
}
if (probes[i].contribution>1 || probes[i].contribution<0)
probes[i].contribution = 0;
//probes[i].contribution = max(probes[i].contribution, 0);
blendSum += probes[i].contribution;
invBlendSum += (1.0f - probes[i].contribution);
alpha -= probes[i].contribution;
//alpha -= probes[i].contribution;
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
@ -216,20 +215,20 @@ float4 main(PFXVertToPix IN) : SV_TARGET
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
for (i = 0; i < numProbes; i++)
{
if (probehits>1.0)
{
blendFactor[i] = ((probes[i].contribution / blendSum)) / (probehits - 1);
blendFactor[i] *= ((probes[i].contribution) / invBlendSum);
blendFacSum += blendFactor[i];
}
else
{
blendFactor[i] = probes[i].contribution;
blendFacSum = probes[i].contribution;
}
}
if (probehits>1.0)
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((probes[i].contribution / blendSum)) / (probehits - 1);
blendFactor[i] *= ((probes[i].contribution) / invBlendSum);
blendFacSum += blendFactor[i];
}
}
else
{
blendFactor[i] = probes[i].contribution;
blendFacSum = probes[i].contribution;
}
// Normalize blendVal
@ -246,9 +245,10 @@ float4 main(PFXVertToPix IN) : SV_TARGET
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
probes[i].contribution = saturate(blendFactor[i]);
//probes[i].contribution = saturate(blendFactor[i]);
probes[i].contribution *= blendFactor[i];
alpha -= probes[i].contribution;
alpha -= probes[i].contribution;
}
}
@ -258,18 +258,16 @@ float4 main(PFXVertToPix IN) : SV_TARGET
{
attenVis += probes[i].contribution;
}
return float4(attenVis, attenVis, attenVis, 1);
//return float4(attenVis, attenVis, attenVis, 1);
return float4(blendSum, blendSum, blendSum, 1);
#endif
#if DEBUGVIZ_CONTRIB == 1
float3 finalContribColor = float3(0, 0, 0);
for (i = 0; i < numProbes; ++i)
{
if (probes[i].contribution == 0)
continue;
finalContribColor += probes[i].contribution * probeContribColors[i].rgb;
finalContribColor += probes[i].contribution *probeContribColors[i].rgb;
}
return float4(finalContribColor, 1);
@ -280,32 +278,36 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float3 irradiance = float3(0, 0, 0);
float3 specular = float3(0, 0, 0);
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
float contrib = 0;
//float contrib = 0;
for (i = 0; i < numProbes; ++i)
{
if (probes[i].contribution == 0)
continue;
if (probes[i].type == 2) //skip skylight
continue;
irradiance += iblBoxDiffuse(surface, probes[i])*probes[i].contribution;
specular += F*iblBoxSpecular(surface, probes[i])*probes[i].contribution;
contrib +=probes[i].contribution;
irradiance += iblBoxDiffuse(surface, probes[i]) * probes[i].contribution;
specular += iblBoxSpecular(surface, probes[i]) * probes[i].contribution;
//contrib +=probes[i].contribution;
}
//contrib = saturate(contrib);
if (hasSkylight && alpha != 0)
if (hasSkylight && alpha != 1)
{
irradiance = lerp(irradiance, iblSkylightDiffuse(surface), alpha);
specular = lerp(specular, F*iblSkylightSpecular(surface), alpha);
irradiance = lerp(irradiance, iblSkylightDiffuse(surface), blendSum);
specular = lerp(specular, iblSkylightSpecular(surface), blendSum);
}
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
//apply brdf
//Do it once to save on texture samples
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);