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