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o3de/Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceTrace....

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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/PostProcessUtil.azsli>
#include <Atom/Features/MatrixUtility.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Fresnel.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2DMS<float> m_depth;
Texture2DMS<float4> m_normal; // RGB10 = Normal (Encoded), A2 = Flags
Texture2DMS<float4> m_specularF0; // RGB8 = SpecularF0, A8 = Roughness
Texture2DMS<float4> m_reflection;
Texture2D<float4> m_previousFrame;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#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;
}