/* * 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_depth; Texture2DMS m_normal; // RGB10 = Normal (Encoded), A2 = Flags Texture2DMS m_specularF0; // RGB8 = SpecularF0, A8 = Roughness Texture2DMS m_reflection; Texture2D m_previousFrame; Sampler LinearSampler { MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; } #include #include "ReflectionCommon.azsli" #include "ReflectionScreenSpaceTrace.azsli" struct VSInput { uint m_vertexID : SV_VertexID; }; struct VSOutput { float4 m_position : SV_Position; float2 m_texCoord : TEXCOORD0; }; // 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; } // Pixel Shader struct PSOutput { float4 m_color : SV_Target0; float m_depth : SV_Depth; }; PSOutput MainPS(VSOutput IN) { // compute screen coords based on a half-res render target float2 screenCoords = IN.m_position.xy * 2.0f; uint2 dimensions; uint samples; PassSrg::m_depth.GetDimensions(dimensions.x, dimensions.y, samples); float2 UV = saturate(screenCoords / dimensions.xy); float depth = PassSrg::m_depth.Load(screenCoords, 0).r; if (depth == 0.0f) { // skip tracing rays at max scene depth discard; } // compute view space surface position float2 ndcPos = float2(UV.x, 1.0f - UV.y) * 2.0f - 1.0f; float4 projectedPos = float4(ndcPos, depth, 1.0f); float4 positionVS = mul(ViewSrg::m_projectionMatrixInverse, projectedPos); positionVS /= positionVS.w; // normalize the viewspace position to get the camera-to-position vector float3 cameraToPositionVS = normalize(positionVS); // retrieve surface normal float4 encodedNormal = PassSrg::m_normal.Load(screenCoords, 0); float3 normalWS = DecodeNormalSignedOctahedron(encodedNormal.rgb); float3 normalVS = normalize(mul(ViewSrg::m_viewMatrix, float4(normalWS, 0.0f)).xyz); // reflect view ray around surface normal float3 reflectDirVS = normalize(reflect(cameraToPositionVS, normalVS)); // check to see if the reflected direction is approaching the camera float rdotv = dot(reflectDirVS, -cameraToPositionVS); bool fallbackEdge = false; if (rdotv >= -0.05f) { if (rdotv >= 0.0f) { // ray points back to camera, fallback to cubemaps discard; } // ray is approaching the camera direction, but not there yet - trace the reflection and set this // as a non-reflected pixel, which will prevent artifacts at the boundary fallbackEdge = true; } // trace screenspace rays against the depth buffer to find the screenspace intersection coordinates float4 result = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 hitCoords = float2(0.0f, 0.0f); if (TraceRayScreenSpace(positionVS, reflectDirVS, dimensions, hitCoords)) { // reconstruct the world space position of the trace coordinates float2 traceUV = saturate(hitCoords / dimensions); float traceDepth = PassSrg::m_depth.Load(hitCoords, 0).r; float2 traceNDC = float2(traceUV.x, 1.0f - traceUV.y) * 2.0f - 1.0f; float4 traceProjectedPos = float4(traceNDC, traceDepth, 1.0f); float4 tracePositionVS = mul(ViewSrg::m_projectionMatrixInverse, traceProjectedPos); tracePositionVS /= tracePositionVS.w; float4 tracePositionWS = mul(ViewSrg::m_viewMatrixInverse, tracePositionVS); // reproject to the previous frame image coordinates float4 tracePrevNDC = mul(ViewSrg::m_viewProjectionPrevMatrix, tracePositionWS); tracePrevNDC /= tracePrevNDC.w; float2 tracePrevUV = float2(tracePrevNDC.x, -1.0f * tracePrevNDC.y) * 0.5f + 0.5f; // sample the previous frame image result.rgb = PassSrg::m_previousFrame.SampleLevel(PassSrg::LinearSampler, tracePrevUV, 0).rgb; // apply surface specular float3 specularF0 = PassSrg::m_specularF0.Load(screenCoords, 0).rgb; result.rgb *= specularF0; // fade rays close to screen edge const float ScreenFadeDistance = 0.95f; float2 fadeAmount = max(max(0.0f, traceUV - ScreenFadeDistance), max(0.0f, 1.0f - traceUV - ScreenFadeDistance)); fadeAmount /= (1.0f - ScreenFadeDistance); result.a = fallbackEdge ? 0.0f : 1.0f - max(fadeAmount.x, fadeAmount.y); } else { // ray miss, add in the IBL/probe reflections from the specular pass float4 positionWS = mul(ViewSrg::m_viewMatrixInverse, positionVS); float3 cameraToPositionWS = normalize(positionWS - ViewSrg::m_worldPosition); float3 reflectDirWS = normalize(reflect(cameraToPositionWS, normalWS)); result.rgb += PassSrg::m_reflection.Load(screenCoords, 0).rgb; result.a = fallbackEdge ? 0.0f : 1.0f; } // downsample depth float downsampledDepth = 0.0f; for (int y = -2; y < 2; ++y) { for (int x = -2; x < 2; ++x) { float depth = PassSrg::m_depth.Load(screenCoords + int2(x, y), 0).r; // take the closest depth sample (larger depth value due to reverse depth) if (depth > downsampledDepth) { downsampledDepth = depth; } } } PSOutput OUT; OUT.m_color = result; OUT.m_depth = downsampledDepth; return OUT; }