ce713fad5e
- 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>
182 lines
8.7 KiB
Plaintext
182 lines
8.7 KiB
Plaintext
/*
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* Modifications Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: (Apache-2.0 OR MIT) AND MIT
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*
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*/
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//------------------------------------------------------------------------------
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// Shader code related to lighting and shadowing for TressFX
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//------------------------------------------------------------------------------
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//
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// Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Atom/Features/SrgSemantics.azsli>
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#include <HairRenderingSrgs.azsli>
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#define AMD_TRESSFX_MAX_HAIR_GROUP_RENDER 16
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//!------------------------------ SRG Structure --------------------------------
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//! Per pass SRG that holds the dynamic shared read-write buffer shared
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//! across all dispatches and draw calls. It is used for all the dynamic buffers
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//! that can change between passes due to the application of skinning, simulation
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//! and physics affect.
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//! Once the compute pases are done, it is read by the rendering shaders.
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ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
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{
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//! This shared buffer needs to match the SharedBuffer structure
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//! shared between all draw calls / dispatches for the hair skinning
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StructuredBuffer<int> m_skinnedHairSharedBuffer;
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//! Per hair object material array used by the PPLL resolve pass
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//! Originally in TressFXRendering.hlsl this is space 0
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HairObjectShadeParams m_hairParams[AMD_TRESSFX_MAX_HAIR_GROUP_RENDER];
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// Will be used as thickness indication to block TT (back) lobe
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Texture2D<float> m_accumInvAlpha;
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// Linear depth is used for getting the screen to world transform
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Texture2D<float> m_linearDepth;
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//------------------------------
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// Lighting Data
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//------------------------------
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Sampler LinearSampler
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{ // Required by LightingData.azsli
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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Texture2DArray<float> m_directionalLightShadowmap;
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Texture2DArray<float> m_directionalLightExponentialShadowmap;
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Texture2DArray<float> m_projectedShadowmaps;
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Texture2DArray<float> m_projectedExponentialShadowmap;
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Texture2D m_brdfMap;
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Texture2D<uint4> m_tileLightData;
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StructuredBuffer<uint> m_lightListRemapped;
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}
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//------------------------------------------------------------------------------
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//! The hair objects' material array buffer used by the rendering resolve pass
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#define HairParams PassSrg::m_hairParams
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//==============================================================================
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//!------------------------------ SRG Structure --------------------------------
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//! Per instance/draw SRG representing dynamic read-write set of buffers
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//! that are unique per instance and are shared and changed between passes due
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//! to the application of skinning, simulation and physics affect.
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//! It is then also read by the rendering shaders.
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//! This Srg is NOT shared by the passes since it requires having barriers between
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//! both passes and draw calls, instead, all buffers are allocated from a single
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//! shared buffer (through BufferViews) and that buffer is then shared between
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//! the passes via the PerPass Srg frequency.
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ShaderResourceGroup HairDynamicDataSrg : SRG_PerObject // space 1 - per instance / object
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{
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Buffer<float4> m_hairVertexPositions;
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Buffer<float4> m_hairVertexTangents;
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//! Per hair object offset to the start location of each buffer within
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//! 'm_skinnedHairSharedBuffer'. The offset is in bytes!
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uint m_positionBufferOffset;
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uint m_tangentBufferOffset;
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};
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//------------------------------------------------------------------------------
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// Allow for the code to run with minimal changes - skinning / simulation compute passes
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// Usage of per-instance buffer
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#define g_GuideHairVertexPositions HairDynamicDataSrg::m_hairVertexPositions
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#define g_GuideHairVertexTangents HairDynamicDataSrg::m_hairVertexTangents
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//------------------------------------------------------------------------------
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#include <HairStrands.azsli> // VS resides here
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#include <HairFullScreenUtils.azsli> // Required for world coordinates calculation
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#include <HairLighting.azsli>
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//!=============================================================================
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//! Geometry Shading - Third Pass of ShortCut Render
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//! Geometry pass that shades pixels that passes the early depth test. Due to this, it
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//! is limited to the stored K near fragments due to previous depth write pass that
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//! wrote the furthest depth of the K stored depths.
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//! Colors are accumulated in the render target for a weighted average in final pass.
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//! [To Do] - in the original short cut, the alpha is taken from the depth alpha pass
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//!=============================================================================
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[earlydepthstencil]
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float4 HairShortCutGeometryColorPS(PS_INPUT_HAIR input) : SV_Target
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{
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// Strand Color read in is either the BaseMatColor, or BaseMatColor modulated with a color read from texture
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// on vertex shader for base color along with modulation by the tip color
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float4 strandColor = float4(input.StrandColor.rgb, MatBaseColor.a);
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// If we are supporting strand UV texturing, further blend in the texture color/alpha
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// Do this while computing NDC and coverage to hide latency from texture lookup
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if (EnableStrandUV)
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{
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// Grab the uv in case we need it
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float2 uv = float2(input.Tangent.w, input.StrandColor.w);
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// Apply StrandUVTiling
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float2 strandUV = float2(uv.x, (uv.y * StrandUVTilingFactor) - floor(uv.y * StrandUVTilingFactor));
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strandColor.rgb *= StrandAlbedoTexture.Sample(LinearWrapSampler, strandUV).rgb;
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}
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//////////////////////////////////////////////////////////////////////
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// [To Do] Hair: anti aliasing via coverage requires work and is disabled for now
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// float3 vNDC = ScreenPosToNDC(PassSrg::m_linearDepth, input.Position.xy, input.Position.z);
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// uint2 dimensions;
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// PassSrg::m_linearDepth.GetDimensions(dimensions.x, dimensions.y);
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// float2 screenCoords = saturate(pixelCoord / dimensions.xy);
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// float coverage = ComputeCoverage(input.p0p1.xy, input.p0p1.zw, vNDC.xy, float2(dimensions.x, dimensions.y));
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// original: float coverage = ComputeCoverage(input.p0p1.xy, input.p0p1.zw, vNDC.xy, g_vViewport.zw - g_vViewport.xy);
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float coverage = 1.0;
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/////////////////////////////////////////////////////////////////////
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float alpha = coverage;
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// Update the alpha to have proper value (accounting for coverage, base alpha, and strand alpha)
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alpha *= strandColor.w;
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// Early out
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if (alpha < SHORTCUT_MIN_ALPHA)
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{
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return float4(0, 0, 0, 0);
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}
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float2 pixelCoord = input.Position.xy;
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float depth = input.Position.z;
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// The following is a quick correction to remove the TT lobe (back lobe) contribution in case
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// the hair is thick. We do that by accumulating alpha from the hair for the blend operation
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// and this can be used here as an indication of thickness.
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float thickness = saturate(1.0 - PassSrg::m_accumInvAlpha[int2(pixelCoord)]);
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float3 shadedFragment = TressFXShading(pixelCoord, depth, input.Tangent.xyz, strandColor.rgb, thickness, RenderParamsIndex);
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// Color channel: Pre-multiply with alpha to create non-normalized weighted sum.
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// Alpha Channel: Sum up all the hair alphas - this will be used to normalize the color
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// per fragment at the next pass.
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return float4(shadedFragment * alpha, alpha);
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}
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