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o3de/Gems/Atom/Feature/Common/Assets/Shaders/DiffuseGlobalIllumination/DiffuseComposite.azsl

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/*
* 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 <scenesrg.srgi>
#include <viewsrg.srgi>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/RPI/Math.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2DMS<float4> m_downsampledProbeIrradiance;
Texture2DMS<float> m_downsampledDepth;
Texture2DMS<float4> m_downsampledNormal;
Texture2DMS<float4> m_albedo; // RGB8 = Albedo with pre-multiplied factors, A = Unused here
Texture2DMS<float4> m_normal; // RGB10 = Normal (Encoded), A2 = Flags
Texture2DMS<float> m_depth;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
// scale multiplier of the downsampled size to the fullscreen size (e.g., 4)
uint m_imageScale;
}
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
// 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 probe irradiance from the downsampled irradiance image generated by the DiffuseProbeGridRender pass
float3 SampleProbeIrradiance(uint sampleIndex, uint2 probeIrradianceCoords, float depth, float3 normal, float3 albedo, uint imageScale)
{
const float NormalMatchTolerance = 0.99f;
const float DepthTolerance = 0.001f;
// attempt to trivially accept the downsampled irradiance texel
float3 downsampledNormal = PassSrg::m_downsampledNormal.Load(probeIrradianceCoords, sampleIndex).rgb;
downsampledNormal = downsampledNormal * 2.0f - 1.0f;
if (dot(downsampledNormal, normal) > NormalMatchTolerance)
{
// normal is almost identical, test depth to see if it's within tolerance
float downsampledDepth = PassSrg::m_downsampledDepth.Load(probeIrradianceCoords, sampleIndex).r;
if (abs(depth - downsampledDepth) <= DepthTolerance)
{
// use this irradiance sample
return PassSrg::m_downsampledProbeIrradiance.Load(probeIrradianceCoords, sampleIndex).rgb;
}
}
// perform a normal-aware upsample:
// - search for the downsampled normal sample that most closely matches the high resolution normal
// - secondary check downsampled depth against high resolution depth
// - if both checks pass, use the downsampled irradiance from that offset in the downsampled irradiance texture
float closestDot = -1.0f;
int2 closestOffset = int2(0, 0);
// neighborhood search surrounding the downsampled texel, searching for the closest matching normal
int extent = floor(imageScale * 0.5f);
for (int y = -extent; y <= extent; ++y)
{
for (int x = -extent; x <= extent; ++x)
{
float3 downsampledNormal = PassSrg::m_downsampledNormal.Load(probeIrradianceCoords + int2(x, y), sampleIndex).rgb;
downsampledNormal = downsampledNormal * 2.0f - 1.0f;
float normalDot = dot(downsampledNormal, normal);
if (normalDot >= closestDot)
{
if (normalDot > NormalMatchTolerance)
{
// the normals are almost identical, if the depth is within the tolerance we can optimize by just taking this sample
float downsampledDepth = PassSrg::m_downsampledDepth.Load(probeIrradianceCoords + int2(x, y), sampleIndex).r;
if (abs(depth - downsampledDepth) <= DepthTolerance)
{
return PassSrg::m_downsampledProbeIrradiance.Load(probeIrradianceCoords + int2(x, y), sampleIndex).rgb;
}
closestDot = normalDot;
closestOffset = int2(x, y);
}
}
}
}
return PassSrg::m_downsampledProbeIrradiance.Load(probeIrradianceCoords + closestOffset, sampleIndex).rgb;
}
// 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 imageScaleInverse = 1.0f / PassSrg::m_imageScale;
// compute image coords for the downsampled probe irradiance image
uint2 probeIrradianceCoords = screenCoords * imageScaleInverse;
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);
float probeIrradianceBlendWeight = saturate(PassSrg::m_downsampledProbeIrradiance.Load(probeIrradianceCoords, sampleIndex).a);
float3 diffuse = float3(0.0f, 0.0f, 0.0f);
if (probeIrradianceBlendWeight > 0.0f)
{
float3 probeIrradiance = SampleProbeIrradiance(sampleIndex, probeIrradianceCoords, depth, normal, albedo, PassSrg::m_imageScale);
diffuse = (albedo.rgb / PI) * probeIrradiance * probeIrradianceBlendWeight;
}
if (probeIrradianceBlendWeight < 1.0f)
{
float3 globalIrradiance = SampleGlobalIBL(sampleIndex, screenCoords, depth, normal);
// adjust IBL lighting by exposure
float3 globalDiffuse = (albedo * globalIrradiance) * pow(2.0, SceneSrg::m_iblExposure);
diffuse += globalDiffuse * (1.0f - probeIrradianceBlendWeight);
}
PSOutput OUT;
OUT.m_color = float4(diffuse, 1.0f);
return OUT;
}