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

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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
*
*/
// Specular IBL reflection pipeline:
// Stencil -> BlendWeight -> GlobalFullscreen -> RenderOuter -> RenderInner -> Composite
// -----------
//
// This shader writes 100% of the probe IBL to this location, as it is fully covered
// by the inner probe volume so there is no blending. Note that this shader only considers
// pixels stenciled to the inner volume.
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include "ReflectionProbeRenderObjectSrg.azsli"
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2DMS<float> m_depth;
Texture2DMS<float4> m_normal;
Texture2DMS<float4> m_specularF0;
Texture2D<float2> m_brdfMap;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
#include "ReflectionCommon.azsli"
#include "ReflectionProbeRenderCommon.azsli"
// Vertex Shader
struct VSInput
{
float3 m_position : POSITION;
};
struct VSOutput
{
float4 m_position : SV_Position;
};
VSOutput MainVS(VSInput vsInput)
{
VSOutput OUT;
float3 positionWS = mul(ObjectSrg::GetWorldMatrix(), float4(vsInput.m_position, 1.0)).xyz;
OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(positionWS, 1.0));
return OUT;
}
// Pixel Shader
struct PSOutput
{
float4 m_color : SV_Target0;
};
PSOutput MainPS(VSOutput IN, in uint sampleIndex : SV_SampleIndex)
{
// reconstruct world space position from the depth at this location in screenspace
// Note: this is the world position of the rendered object covered by the probe volume, not the volume itself
float3 positionWS = ReconstructWorldPositionFromDepth(IN.m_position.xy, sampleIndex).xyz;
// compute specular using the probe cubemap and the roughness, normals, and specularF0 for the surface
float3 specular = float3(0.0f, 0.0f, 0.0f);
if (!ComputeProbeSpecular(IN.m_position.xy, positionWS, ObjectSrg::GetWorldMatrixInverse(), ObjectSrg::m_innerObbHalfLengths, sampleIndex, specular))
{
discard;
}
// apply exposure setting
specular *= pow(2.0, ObjectSrg::m_exposure);
PSOutput OUT;
OUT.m_color = float4(specular, 1.0f);
return OUT;
}