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o3de/Gems/AtomTressFX/Assets/Shaders/HairRenderingFillPPLL.azsl
Adi Bar-Lev ce713fad5e Hair - crucial optimization and bug fix:
- Back light correction.  This fix will block TT lobe (back lobe) from allowing light transfer
- By doing this we remove the requirement to add self shadowing in most cases, hence removing heavy render pass.

Exception:
- Thin hair will still pass light and therefor there is still a need to read depth buffer and compare as a second step to avoid adding heavy shadowing pass / comparison.

Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com>
2021-11-03 20:59:05 -04:00

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/*
* Modifications 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) AND MIT
*
*/
//---------------------------------------------------------------------------------------
// Shader code related to per-pixel linked lists.
//-------------------------------------------------------------------------------------
//
// Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//==============================================================================
#include <Atom/Features/SrgSemantics.azsli>
#include <HairRenderingSrgs.azsli>
//!------------------------------ SRG Structure --------------------------------
//! Per pass SRG the holds the dynamic shared read-write buffer shared
//! across all dispatches and draw calls and used for all the dynamic buffers
//! that can change between passes due to the application of skinning, simulation
//! and physics affect and is then read by the rendering shaders.
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
//! This shared buffer needs to match the SharedBuffer structure
//! shared between all draw calls / dispatches for the hair skinning
StructuredBuffer<int> m_skinnedHairSharedBuffer;
//! Per Pixel Linked List data used by the render raster pass to generate per pixel
//! hair OIT data and shade it in the full screen resolve pass.
//! Originally used space3 for raster pass linked lists and space0 for the resolve pass.
RWTexture2D<uint> m_fragmentListHead;
RWStructuredBuffer<PPLL_STRUCT> m_linkedListNodes;
RWBuffer<uint> m_linkedListCounter;
}
//------------------------------------------------------------------------------
// Originally marked for the TressFX raster pass at space3
#define RWFragmentListHead PassSrg::m_fragmentListHead
#define LinkedListUAV PassSrg::m_linkedListNodes
#define LinkedListCounter PassSrg::m_linkedListCounter
//------------------------------------------------------------------------------
//!=============================================================================
//!
//! Per Instance Space 1 - Dynamic Buffers for Hair Skinning and Simulation
//!
//! ----------------------------------------------------------------------------
struct StrandLevelData
{
float4 skinningQuat;
float4 vspQuat;
float4 vspTranslation;
};
//!------------------------------ SRG Structure --------------------------------
//! Per instance/draw SRG representing dynamic read-write set of buffers
//! that are unique per instance and are shared and changed between passes due
//! to the application of skinning, simulation and physics affect.
//! It is then also read by the rendering shaders.
//! This Srg is NOT shared by the passes since it requires having barriers between
//! both passes and draw calls, instead, all buffers are allocated from a single
//! shared buffer (through BufferViews) and that buffer is then shared between
//! the passes via the PerPass Srg frequency.
ShaderResourceGroup HairDynamicDataSrg : SRG_PerObject // space 1 - per instance / object
{
Buffer<float4> m_hairVertexPositions;
Buffer<float4> m_hairVertexTangents;
//! Per hair object offset to the start location of each buffer within
//! 'm_skinnedHairSharedBuffer'. The offset is in bytes!
uint m_positionBufferOffset;
uint m_tangentBufferOffset;
};
//------------------------------------------------------------------------------
// Allow for the code to run with minimal changes - skinning / simulation compute passes
// Usage of per-instance buffer
#define g_GuideHairVertexPositions HairDynamicDataSrg::m_hairVertexPositions
#define g_GuideHairVertexTangents HairDynamicDataSrg::m_hairVertexTangents
//==============================================================================
#include <HairStrands.azsli> // VS resides here
//==============================================================================
// Allocate a new fragment location in fragment color, depth, and link buffers
int AllocateFragment(int2 vScreenAddress)
{
uint newAddress;
InterlockedAdd(LinkedListCounter[0], 1, newAddress);
if (newAddress < 0 || newAddress >= NodePoolSize)
newAddress = FRAGMENT_LIST_NULL;
return newAddress;
}
// Insert a new fragment at the head of the list. The old list head becomes the
// the second fragment in the list and so on. Return the address of the *old* head.
int MakeFragmentLink(int2 vScreenAddress, int nNewHeadAddress)
{
int nOldHeadAddress;
InterlockedExchange(RWFragmentListHead[vScreenAddress], nNewHeadAddress, nOldHeadAddress);
return nOldHeadAddress;
}
// Write fragment attributes to list location.
void WriteFragmentAttributes(int nAddress, int nPreviousLink, float4 vData, float3 vColor3, float fDepth)
{
PPLL_STRUCT element;
element.data = PackFloat4IntoUint(vData);
element.color = PackFloat3ByteIntoUint(vColor3, RenderParamsIndex);
element.depth = asuint(saturate(fDepth));
element.uNext = nPreviousLink;
LinkedListUAV[nAddress] = element;
}
// Use the following structure for debug purposes for outputting test results to RT
// You can use depth, color or both when outputing and testing the calculation.
struct PSOutput
{
float4 m_color : SV_Target0;
float m_depth : SV_Depth;
};
//////////////////////////////////////////////////////////////
// PPLL Fill PS
// First pass of PPLL implementation
// Builds up the linked list of hair fragments
[earlydepthstencil]
void PPLLFillPS(PS_INPUT_HAIR input)
{
// Strand Color read in is either the BaseMatColor, or BaseMatColor modulated with a color read
// from texture in the vertex shader for base color along with modulation by the tip color
float4 strandColor = float4(input.StrandColor.rgb, MatBaseColor.a);
// If we are supporting strand UV texturing, further blend in the texture color/alpha
// Do this while computing NDC and coverage to hide latency from texture lookup
if (EnableStrandUV)
{
// Grab the uv in case we need it
float2 uv = float2(input.Tangent.w, input.StrandColor.w);
// Apply StrandUVTiling
float2 strandUV = float2(uv.x, (uv.y * StrandUVTilingFactor) - floor(uv.y * StrandUVTilingFactor));
strandColor.rgb *= StrandAlbedoTexture.Sample(LinearWrapSampler, strandUV).rgb;
}
//////////////////////////////////////////////////////////////////////
// [To Do] Hair: anti aliasing via coverage requires work and is disabled for now
// float3 vNDC = ScreenPosToNDC(PassSrg::m_linearDepth, input.Position.xy, input.Position.z);
// uint2 dimensions;
// PassSrg::m_linearDepth.GetDimensions(dimensions.x, dimensions.y);
// float coverage = ComputeCoverage(input.p0p1.xy, input.p0p1.zw, vNDC.xy, float2(dimensions.x, dimensions.y));
float coverage = 1.0;
/////////////////////////////////////////////////////////////////////
// Update the alpha to have proper value (accounting for coverage, base alpha, and strand alpha)
float alpha = coverage * strandColor.w;
// Early out
if (alpha < 1.f / 255.f)
{
discard;
}
// Get the screen address
int2 vScreenAddress = int2(input.Position.xy);
// Allocate a new fragment
int nNewFragmentAddress = AllocateFragment(vScreenAddress);
int nOldFragmentAddress = MakeFragmentLink(vScreenAddress, nNewFragmentAddress);
WriteFragmentAttributes(nNewFragmentAddress, nOldFragmentAddress,
float4(input.Tangent.xyz * 0.5 + float3(0.5, 0.5, 0.5), alpha),
strandColor.xyz,
input.Position.z
);
}