/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include ShaderResourceGroup PassSrg : SRG_PerPass { Texture2DMS m_albedo; // RGB8 = Albedo with pre-multiplied factors, A = Unused here Texture2DMS m_normal; // RGB10 = Normal (Encoded), A2 = Flags Texture2DMS m_depth; } #include // Vertex Shader VSOutput MainVS(VSInput input) { VSOutput OUT; float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID); OUT.m_texCoord = float2(posTex.z, posTex.w); OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0); return OUT; } // retrieve irradiance from the global IBL diffuse cubemap float3 SampleGlobalIBL(uint sampleIndex, uint2 screenCoords, float depth, float3 normal) { uint2 dimensions; uint samples; PassSrg::m_depth.GetDimensions(dimensions.x, dimensions.y, samples); // reconstruct world space position float2 UV = saturate((float2)screenCoords / dimensions.xy); float x = UV.x * 2.0f - 1.0f; float y = (1.0f - UV.y) * 2.0f - 1.0f; float4 projectedPos = float4(x, y, depth, 1.0f); float4 positionVS = mul(ViewSrg::m_projectionMatrixInverse, projectedPos); positionVS /= positionVS.w; float3 positionWS = mul(ViewSrg::m_viewMatrixInverse, positionVS).xyz; // apply global IBL float3 dirToCamera = normalize(ViewSrg::m_worldPosition.xyz - positionWS); float NdotV = dot(normal, dirToCamera); NdotV = max(NdotV, 0.01f); // [GFX TODO][ATOM-4466] This is a current band-aid for specular noise at grazing angles. float3 irradianceDir = MultiplyVectorQuaternion(normal, SceneSrg::m_iblOrientation); float3 irradiance = SceneSrg::m_diffuseEnvMap.Sample(SceneSrg::m_samplerEnv, GetCubemapCoords(irradianceDir)).rgb; return irradiance; } // Pixel Shader PSOutput MainPS(VSOutput IN, in uint sampleIndex : SV_SampleIndex) { uint2 screenCoords = IN.m_position.xy; float depth = PassSrg::m_depth.Load(screenCoords, sampleIndex).r; float4 encodedNormal = PassSrg::m_normal.Load(screenCoords, sampleIndex); float3 normal = DecodeNormalSignedOctahedron(encodedNormal.rgb); float4 albedo = PassSrg::m_albedo.Load(screenCoords, sampleIndex); float3 irradiance = SampleGlobalIBL(sampleIndex, screenCoords, depth, normal); float3 diffuse = albedo * irradiance; // adjust IBL lighting by exposure. float iblExposureFactor = pow(2.0, SceneSrg::m_iblExposure); diffuse *= iblExposureFactor; PSOutput OUT; OUT.m_color = float4(diffuse, 1.0f); return OUT; }