101 lines
5.1 KiB
Plaintext
101 lines
5.1 KiB
Plaintext
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Atom/Features/PBR/LightingUtils.azsli>
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#include <Atom/Features/PBR/Microfacet/Fresnel.azsli>
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// compute final probe specular using the probe cubemap and the roughness, normals, and specularF0 for the surface
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bool ComputeProbeSpecular(float2 screenCoords, float3 positionWS, float3 aabbMin, float3 aabbMax, uint sampleIndex, out float3 specular)
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{
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// make sure the pixel belongs to this probe volume
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// this is necessary since it could have the correct stencil value but actually reside
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// in another volume that's in between the camera and the volume we're rendering
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if (!AabbContainsPoint(aabbMin, aabbMax, positionWS))
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{
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return false;
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}
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// retrieve normal from the encoded buffer written by the forward pass
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float4 encodedNormal = PassSrg::m_normal.Load(screenCoords, sampleIndex);
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float3 normal = DecodeNormalSignedOctahedron(encodedNormal.rgb);
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bool multiScatterCompensationEnabled = (encodedNormal.a > 0.0f);
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float3 dirToCamera = normalize(ViewSrg::m_worldPosition.xyz - positionWS);
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float NdotV = dot(normal, dirToCamera);
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NdotV = max(NdotV, 0.01f); // [GFX TODO][ATOM-4466] This is a current band-aid for specular noise at grazing angles.
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// retrieve specularF0 and roughness
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float4 specularF0Sample = PassSrg::m_specularF0.Load(screenCoords, sampleIndex);
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float3 specularF0 = specularF0Sample.rgb;
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float roughness = specularF0Sample.a;
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// sample BRDF map (using smoothness)
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float smoothness = 1.0f - roughness;
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float2 brdfUV = float2(saturate(NdotV), smoothness);
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float2 brdf = PassSrg::m_brdfMap.Sample(PassSrg::LinearSampler, brdfUV).rg;
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float3 reflectDir = reflect(-dirToCamera, normal);
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// compute parallax corrected reflection vector, if necessary
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float3 localReflectDir = reflectDir;
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if (ObjectSrg::m_useParallaxCorrection)
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{
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localReflectDir = ApplyParallaxCorrection(ObjectSrg::m_outerAabbMin, ObjectSrg::m_outerAabbMax, ObjectSrg::m_aabbPos, positionWS, reflectDir);
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}
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// sample reflection cubemap with the appropriate roughness mip
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float3 probeSpecular = ObjectSrg::m_reflectionCubeMap.SampleLevel(SceneSrg::m_samplerEnv, GetCubemapCoords(localReflectDir), GetRoughnessMip(roughness)).rgb;
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// compute final specular amount
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float3 multiScatterCompensation = GetMultiScatterCompensation(NdotV, specularF0, brdf, multiScatterCompensationEnabled);
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specular = probeSpecular * multiScatterCompensation * (specularF0.xyz * brdf.x + brdf.y);
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// compute clear coat specular amount
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float4 encodedClearCoatNormal = PassSrg::m_clearCoatNormal.Load(screenCoords, sampleIndex);
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if(encodedClearCoatNormal.z > 0.0)
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{
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float3 clearCoatNormal = DecodedNormalSphereMap(encodedClearCoatNormal.xy);
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float factor = encodedClearCoatNormal.z;
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float roughness = encodedClearCoatNormal.w;
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// recompute reflection direction based on coat's normal
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float3 reflectDir = reflect(-dirToCamera, clearCoatNormal);
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// compute parallax corrected reflection vector, if necessary
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// clear coat uses different normal from bottom layer, so reflection direction should be recalculated
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float3 localReflectDir = reflectDir;
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if (ObjectSrg::m_useParallaxCorrection)
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{
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localReflectDir = ApplyParallaxCorrection(ObjectSrg::m_outerAabbMin, ObjectSrg::m_outerAabbMax, ObjectSrg::m_aabbPos, positionWS, reflectDir);
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}
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float NdotV = saturate(dot(clearCoatNormal, dirToCamera));
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NdotV = max(NdotV, 0.01f); // [GFX TODO][ATOM-4466] This is a current band-aid for specular noise at grazing angles.
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float3 coatProbeSpecular = ObjectSrg::m_reflectionCubeMap.SampleLevel(SceneSrg::m_samplerEnv, GetCubemapCoords(localReflectDir), GetRoughnessMip(roughness)).rgb;
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float2 coatBrdf = PassSrg::m_brdfMap.Sample(PassSrg::LinearSampler, GetBRDFTexCoords(roughness, NdotV)).rg;
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// clear coat uses fixed IOR = 1.5 represents polyurethane which is the most common material for gloss clear coat
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// coat layer assumed to be dielectric thus don't need multiple scattering compensation
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float3 clearCoat = coatProbeSpecular * (float3(0.04, 0.04, 0.04) * coatBrdf.x + coatBrdf.y) * factor;
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// attenuate base layer energy
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float3 coatResponse = FresnelSchlickWithRoughness(NdotV, float3(0.04, 0.04, 0.04), roughness) * factor;
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specular = specular * (1.0 - coatResponse) * (1.0 - coatResponse) + clearCoat;
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}
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return true;
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}
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