Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it.

This commit is contained in:
JeffR 2022-02-12 15:53:40 -06:00
parent 68ae0ca96d
commit 79eebdd5f3
24 changed files with 1113 additions and 1012 deletions

View file

@ -15,4 +15,6 @@ singleton PostEffect( reflectionProbeArrayPostFX )
texture[0] = "#deferred";
texture[1] = "#color";
texture[2] = "#matinfo";
allowReflectPass = true;
};

View file

@ -23,6 +23,8 @@
#include "./torque.glsl"
#include "./brdf.glsl"
uniform float maxProbeDrawDistance;
#ifndef TORQUE_SHADERGEN
#line 27
// These are the uniforms used by most lighting shaders.
@ -330,7 +332,7 @@ float defineSphereSpaceInfluence(vec3 wsPosition, vec3 wsProbePosition, float ra
{
vec3 L = wsProbePosition.xyz - wsPosition;
float contribution = 1.0 - length(L) / radius;
return contribution;
return saturate(contribution);
}
float getDistBoxToPoint(vec3 pt, vec3 extents)
@ -342,10 +344,9 @@ float getDistBoxToPoint(vec3 pt, vec3 extents)
float defineBoxSpaceInfluence(vec3 wsPosition, mat4 worldToObj, float attenuation)
{
vec3 surfPosLS = tMul(worldToObj, vec4(wsPosition, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, vec3(baseVal, baseVal, baseVal));
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
return saturate(smoothstep(baseVal, (baseVal-attenuation/2), dist));
}
// Box Projected IBL Lighting
@ -367,9 +368,9 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 refSca
}
vec4 computeForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4x4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D BRDFTexture,
float cubeMips, int numProbes, mat4x4 inWorldToObjArray[MAX_FORWARD_PROBES], vec4 inProbeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 inRefScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
vec3 wsEyePos, float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR)
{
int i = 0;
@ -384,47 +385,37 @@ vec4 computeForwardProbes(Surface surface,
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
float atten = 1.0-(length(wsEyePos-inProbePosArray[i].xyz)/maxProbeDrawDistance);
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g)*atten;
}
contribution[i] = max(contribution[i], 0);
if (contribution[i]>0.0)
probehits++;
else
contribution[i] = 0.0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
@ -471,8 +462,8 @@ vec4 computeForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
float cubemapIdx = int(inProbeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
@ -491,8 +482,8 @@ vec4 computeForwardProbes(Surface surface,
vec3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = textureLod(BRDFTexture, vec2(dfgNdotV, surface.roughness),0).rg;
//float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -504,13 +495,16 @@ vec4 computeForwardProbes(Surface surface,
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return vec4(mix(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
return vec4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}
vec4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, mat4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 refScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float cubeMips, int numProbes, mat4 inWorldToObjArray[MAX_FORWARD_PROBES], vec4 inProbeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 inRefScaleArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, sampler2D BRDFTexture,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR, int showAtten, int showContrib, int showSpec, int showDiff)
{
@ -527,15 +521,15 @@ vec4 debugVizForwardProbes(Surface surface,
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
}
@ -620,8 +614,8 @@ vec4 debugVizForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
float cubemapIdx = inProbeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;

View file

@ -24,6 +24,9 @@
#include "./brdf.hlsl"
#include "./shaderModelAutoGen.hlsl"
//globals
uniform float3 eyePosWorld;
uniform float maxProbeDrawDistance;
#ifndef TORQUE_SHADERGEN
// These are the uniforms used by most lighting shaders.
@ -333,7 +336,7 @@ float defineSphereSpaceInfluence(float3 wsPosition, float3 wsProbePosition, floa
{
float3 L = wsProbePosition.xyz - wsPosition;
float contribution = 1.0 - length(L) / radius;
return contribution;
return saturate(contribution);
}
float getDistBoxToPoint(float3 pt, float3 extents)
@ -345,10 +348,9 @@ float getDistBoxToPoint(float3 pt, float3 extents)
float defineBoxSpaceInfluence(float3 wsPosition, float4x4 worldToObj, float attenuation)
{
float3 surfPosLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
return saturate(smoothstep(baseVal, (baseVal-attenuation/2), dist));
}
// Box Projected IBL Lighting
@ -370,9 +372,9 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
}
float4 computeForwardProbes(Surface surface,
float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
float cubeMips, int numProbes, float4x4 inWorldToObjArray[MAX_FORWARD_PROBES], float4 inProbeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 inRefScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float3 wsEyePos, float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{
int i = 0;
@ -384,50 +386,41 @@ float4 computeForwardProbes(Surface surface,
float probehits = 0;
//Set up our struct data
float contribution[MAX_FORWARD_PROBES];
//Process prooooobes
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
contribution[i] = 0.0;
float atten = 1.0-(length(wsEyePos-inProbePosArray[i].xyz)/maxProbeDrawDistance);
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g)*atten;
}
contribution[i] = max(contribution[i], 0);
if (contribution[i]>0.0)
probehits++;
else
contribution[i] = 0.0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
@ -474,8 +467,8 @@ float4 computeForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
int cubemapIdx = inProbeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -494,8 +487,8 @@ float4 computeForwardProbes(Surface surface,
float3 kD = 1.0f - F;
kD *= 1.0f - surface.metalness;
float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(dfgNdotV, surface.roughness,0,0)).rg;
//float dfgNdotV = max( surface.NdotV , 0.0009765625f ); //0.5f/512.0f (512 is size of dfg/brdf lookup tex)
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg;
specular *= F * envBRDF.x + surface.f90 * envBRDF.y;
irradiance *= kD * surface.baseColor.rgb;
@ -507,13 +500,16 @@ float4 computeForwardProbes(Surface surface,
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return float4(lerp(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
return float4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}
float4 debugVizForwardProbes(Surface surface,
float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 refScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float cubeMips, int numProbes, float4x4 inWorldToObjArray[MAX_FORWARD_PROBES], float4 inProbeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 inRefScaleArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR), int showAtten, int showContrib, int showSpec, int showDiff)
{
@ -530,15 +526,15 @@ float4 debugVizForwardProbes(Surface surface,
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
if (inProbeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
contribution[i] = defineBoxSpaceInfluence(surface.P, inWorldToObjArray[i], inProbeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
else if (inProbeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, inProbeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
}
@ -623,8 +619,8 @@ float4 debugVizForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, inRefPosArray[i].xyz);
int cubemapIdx = inProbeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;

View file

@ -196,6 +196,38 @@ void main()
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
#endif
#ifdef DIFFUSE_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
OUT_col = vec4(final, 0);
return
#endif
#ifdef SPECULAR_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
OUT_col = vec4(final, 0);
return
#endif
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F);
OUT_col = vec4(final, 0);
return
#endif
//get punctual light contribution
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
}

View file

@ -84,78 +84,57 @@ void main()
{
contribution[i] = 0;
float atten =1.0-(length(eyePosWorld-probePosArray[i].xyz)/maxProbeDrawDistance);
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, probePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, probePosArray[i].xyz, probeConfigData[i].g)*atten;
}
if (contribution[i]>0.0)
probehits++;
}
contribution[i] = max(contribution[i],0);
else
contribution[i] = 0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
float contribAlpha = 0;
for (i = 0; i < numProbes; ++i)
{
contribAlpha -= contribution[i];
contribAlpha += contribution[i];
}
OUT_col = vec4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
OUT_col = vec4(contribAlpha,contribAlpha,contribAlpha, 1);
return;
#endif
#if DEBUGVIZ_CONTRIB == 1
vec3 finalContribColor = vec3(0, 0, 0);
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
finalContribColor += contribution[i] *probeContribColors[i].rgb;
contribAlpha -= contribution[i];
finalContribColor += contribution[i] * vec3(fmod(i+1,2),fmod(i+1,3),fmod(i+1,4));
}
//Skylight coloration for anything not covered by probes above
if(skylightCubemapIdx != -1)
finalContribColor += vec3(0, 1, 0) * contribAlpha;
OUT_col = vec4(finalContribColor, 1);
return;
#endif
@ -188,7 +167,7 @@ void main()
}
#endif
if (skylightCubemapIdx != -1 && alpha > 0.001)
if (skylightCubemapIdx != -1 && alpha >= 0.001)
{
irradiance = lerp(irradiance,textureLod(irradianceCubemapAR, vec4(surface.R, skylightCubemapIdx), 0).xyz,alpha);
specular = lerp(specular,textureLod(specularCubemapAR, vec4(surface.R, skylightCubemapIdx), lod).xyz,alpha);
@ -220,6 +199,9 @@ void main()
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
OUT_col = vec4(irradiance + specular, 0);//alpha writes disabled
#if CAPTURING == 1
OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
OUT_col = vec4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}

View file

@ -122,6 +122,41 @@ void main()
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
#endif
#ifdef DIFFUSE_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
OUT_col = vec4(final, 0);
return;
#endif
#ifdef SPECULAR_LIGHT_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
OUT_col = vec4(final, 0);
return;
#endif
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
OUT_col = vec4(final, 0);
return;
#endif
//get Punctual light contribution
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
//get spot angle attenuation

View file

@ -216,7 +216,7 @@ void main()
lightingColor = shadowed_colors.rgb;
#endif
shadow = lerp( shadow, 1.0, saturate( fadeOutAmt ) );
shadow = mix( shadow, 1.0, saturate( fadeOutAmt ) );
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )
@ -225,6 +225,37 @@ void main()
#endif //NO_SHADOW
#ifdef DIFFUSE_LIGHT_VIZ
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
OUT_col = vec4(final, 0);
return;
#endif
#ifdef SPECULAR_LIGHT_VIZ
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor;
vec3 final = max(0.0f, factor);
OUT_col = vec4(final, 0);
return;
#endif
#ifdef DETAIL_LIGHTING_VIZ
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse + spec);
OUT_col = vec4(final, 0);
return;
#endif
//get directional light contribution
vec3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);

View file

@ -134,7 +134,6 @@ uniform float shadowSoftness;
uniform float4x4 worldToCamera;
uniform float3x3 worldToLightProj;
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
float4 main( ConvexConnectP IN ) : SV_TARGET
@ -218,12 +217,12 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F);
float3 final = max(float3(0.0f), diffuse + spec * surface.F);
return final;
#endif

View file

@ -12,7 +12,6 @@ TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
uniform float4 rtParams0;
uniform float4 vsFarPlane;
uniform float4x4 cameraToWorld;
uniform float3 eyePosWorld;
//cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips;
@ -76,79 +75,58 @@ float4 main(PFXVertToPix IN) : SV_TARGET
//Process prooooobes
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
contribution[i] = 0.0;
float atten =1.0-(length(eyePosWorld-probePosArray[i].xyz)/maxProbeDrawDistance);
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b)*atten;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, probePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, probePosArray[i].xyz, probeConfigData[i].g)*atten;
}
if (contribution[i]>0.0)
probehits++;
}
contribution[i] = max(contribution[i],0);
else
contribution[i] = 0.0;
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
if (probehits > 1.0)
if (probehits > 1.0)//if we overlap
{
invBlendSum = (probehits - blendSum)/(probehits-1); //grab the remainder
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
blendFactor[i] = contribution[i]/blendSum; //what % total is this instance
blendFactor[i] *= blendFactor[i] / invBlendSum; //what should we add to sum to 1
blendFacSum += blendFactor[i]; //running tally of results
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
contribution[i] *= blendFactor[i]/blendFacSum; //normalize
}
}
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
float contribAlpha = 0;
for (i = 0; i < numProbes; ++i)
{
contribAlpha -= contribution[i];
contribAlpha += contribution[i];
}
return float4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
return float4(contribAlpha,contribAlpha,contribAlpha, 1);
#endif
#if DEBUGVIZ_CONTRIB == 1
float3 finalContribColor = float3(0, 0, 0);
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
finalContribColor += contribution[i] *probeContribColors[i].rgb;
contribAlpha -= contribution[i];
finalContribColor += contribution[i] * float3(fmod(i+1,2),fmod(i+1,3),fmod(i+1,4));
}
//Skylight coloration for anything not covered by probes above
if(skylightCubemapIdx != -1)
finalContribColor += float3(0, 1, 0) * contribAlpha;
return float4(finalContribColor, 1);
#endif
}
@ -209,6 +187,9 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return float4(lerp(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0);
#else
return float4((irradiance + specular) * horizon, 0);//alpha writes disabled
#endif
}

View file

@ -67,7 +67,6 @@ uniform float4x4 worldToLightProj;
uniform float4 lightParams;
uniform float shadowSoftness;
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
uniform float4x4 worldToCamera;
@ -147,12 +146,12 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
#ifdef DETAIL_LIGHTING_VIZ
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
vec3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
vec3 final = max(vec3(0.0f), diffuse + spec * surface.F) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
vec3 final = max(float3(0.0f), diffuse + spec * surface.F) * getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
return final;
#endif

View file

@ -42,7 +42,6 @@ uniform float4 lightColor;
uniform float4 lightAmbient;
uniform float shadowSoftness;
uniform float3 eyePosWorld;
uniform float4 atlasXOffset;
uniform float4 atlasYOffset;