2024-01-25 19:31:07 +08:00
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---
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title: JasonMa渲染方案分析
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date: 2024-01-25 16:02:26
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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截止版本UE5.3.2。添加了一种新的GBuffer精度格式GBT_Uint_32_32_32_32,以及RT7。
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修改内容:
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- GBufferPostDecode.ush:在GBufferPostDecode中给FGBufferData添加InitMooaToonContext()逻辑
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- SceneRendering.cpp:Debug用的渲染变量调节,并且在FViewInfo::SetupUniformBufferParameters()添加设置相关变量的逻辑。
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- 其他:
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- MaterialBaking:ExportMaterialProxy.h
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- MaterialEditor:MaterialEditor.cpp
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- PixelInspector:PixelInspectorResult.cpp、PixelInspectorResult.h
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# ToonShadingCommon.ush
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除了一下工具函数,主要实现:
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1. GBuffer的一些Encode / Decode Helper函数。
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2. 用于存储数据的struct FMooaToonData、FMooaToonContext。
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3. 针对上面2个结构体编码与解码的函数。FMooaCustomPayload用于光追Shader。
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## 数据结构体
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```c++
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struct FMooaToonContext
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{
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FMooaToonData MooaToonData;
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bool IsMainLight;
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float3 LightColor;
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bool IsEditorPreviewWorldType;
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float Exposure;
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uint2 PixelPos; // SVPos.xy
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};
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struct FMooaToonData
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{
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// Diffuse
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float3 MainLightShadowColor;
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float MainLightShadowValueOffset;
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float MainLightShadowApplyLightColor;
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float OtherLightDiffuseThreshold;
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float OtherLightDiffuseFeather;
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float GlobalIlluminationIntensity;
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float GlobalIlluminationDirectionality;
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// Specular
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float3 SpecularColor;
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float SpecularThreshold;
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float SpecularFeather;
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float ReflectionIntensity;
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bool IsPBRSpecular;
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float RimLightIntensity;
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float RimLightWidth;
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float RimLightAngle;
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float RimLightDepthThreshold;
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// Ray Tracing Shadow
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uint Stencil;
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uint RayTracingShadowFlag;
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float HairShadowWidth;
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float HairShadowIntensity;
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// Unused
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float CustomData3;
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};
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```
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## Encode/Decode
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这里推荐使用计算器进行计算更加好理解。
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```c++
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//取得指定Bits位数的最大数值,8位 => 255
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uint GetBitsMaxValue(int Bits = 8) {return (1L << Bits) - 1;}
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//将2个uint合并1个uint,将Src1移动Scr2的位数后,将2者进行或运算合并到一起。
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uint EncodeUint2ToUint(uint Src1, uint Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
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{
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return ((Src1 & GetBitsMaxValue(BitsSrc1)) << BitsSrc2) |
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(Src2 & GetBitsMaxValue(BitsSrc2));
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}
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//将2个uint合并1个uint后转换成浮点数(0~1)
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float EncodeUint2ToFloat(uint Src1, uint Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
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{
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return float(EncodeUint2ToUint(Src1, Src2, BitsSrc1, BitsSrc2)) / GetBitsMaxValue(BitsSrc1 + BitsSrc2);
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}
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//将合并后Uint还原成2个uint
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void DecodeUint2FromUint(uint Src, out uint Dst1, out uint Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
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{
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Dst1 = (Src >> BitsDst2) & GetBitsMaxValue(BitsDst1);
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Dst2 = Src & GetBitsMaxValue(BitsDst2);
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}
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//将合并后float(0~1)还原成2个uint
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void DecodeUint2FromFloat(float Src, out uint Dst1, out uint Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
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{
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uint FloatToUint = uint(Src * GetBitsMaxValue(BitsDst1 + BitsDst2));
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DecodeUint2FromUint(FloatToUint, Dst1, Dst2, BitsDst1, BitsDst2);
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}
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//将float(0~1)编码成uint
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uint EncodeFloatToUint(float Src1, int BitsSrc1 = 8)
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{
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return saturate(Src1) * GetBitsMaxValue(BitsSrc1);
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}
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uint EncodeFloat2ToUint(float Src1, float Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
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{
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return EncodeUint2ToUint(EncodeFloatToUint(Src1, BitsSrc1), EncodeFloatToUint(Src2, BitsSrc2), BitsSrc1, BitsSrc2);
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}
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float EncodeFloat2ToFloat(float Src1, float Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
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{
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return EncodeUint2ToFloat(EncodeFloatToUint(Src1, BitsSrc1), EncodeFloatToUint(Src2, BitsSrc2), BitsSrc1, BitsSrc2);
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}
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//将uint还原成float(0~1)
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float DecodeFloatFromUint(uint Src, int BitsDst1 = 8)
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{
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return float(Src & GetBitsMaxValue(BitsDst1)) / GetBitsMaxValue(BitsDst1);
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}
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void DecodeFloat2FromUint(uint Src, out float Dst1, out float Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
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{
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uint OutUint1, OutUint2;
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DecodeUint2FromUint(Src, OutUint1, OutUint2, BitsDst1, BitsDst2);
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Dst1 = DecodeFloatFromUint(OutUint1, BitsDst1);
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Dst2 = DecodeFloatFromUint(OutUint2, BitsDst2);
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}
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void DecodeFloat2FromFloat(float Src, out float Dst1, out float Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
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{
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uint OutUint1, OutUint2;
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DecodeUint2FromFloat(Src, OutUint1, OutUint2, BitsDst1, BitsDst2);
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Dst1 = DecodeFloatFromUint(OutUint1, BitsDst1);
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Dst2 = DecodeFloatFromUint(OutUint2, BitsDst2);
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```
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## 结构体与GBuffer Encode/Decode
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```c++
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void EncodeMooaToonData(FMooaToonData MooaToonData, out float4 MooaToonDataA, out float4 MooaToonDataB, out float4 MooaToonDataC)
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{
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MooaToonDataA = (float4)0;
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MooaToonDataB = (float4)0;
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MooaToonDataC = (float4)0;
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MooaToonDataA.x = EncodeFloat2ToUint(MooaToonData.OtherLightDiffuseThreshold, MooaToonData.OtherLightDiffuseFeather);
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MooaToonDataA.y = EncodeFloat2ToUint(MooaToonData.GlobalIlluminationIntensity, MooaToonData.GlobalIlluminationDirectionality, 6, 6);
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MooaToonDataA.z = EncodeFloat2ToUint(MooaToonData.MainLightShadowApplyLightColor, MooaToonData.CustomData3, 6, 4);
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MooaToonDataA.w = EncodeUint2ToUint(
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EncodeFloatToUint(MooaToonData.HairShadowWidth, 6),
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EncodeUint2ToUint(
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MooaToonData.Stencil,
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EncodeUint2ToUint(MooaToonData.RayTracingShadowFlag, MooaToonData.IsPBRSpecular ? 1 : 0, 2, 1),
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5, 3),
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6, 8);
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MooaToonDataB.x = EncodeFloat2ToUint(MooaToonData.SpecularColor.r, MooaToonData.SpecularColor.g);
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MooaToonDataB.y = EncodeUint2ToUint(
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EncodeFloatToUint(MooaToonData.SpecularColor.b),
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EncodeFloat2ToUint(MooaToonData.ReflectionIntensity, MooaToonData.HairShadowIntensity, 6, 6),
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8, 12);
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MooaToonDataB.z = EncodeUint2ToUint(
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EncodeFloat2ToUint(MooaToonData.SpecularThreshold, MooaToonData.SpecularFeather),
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EncodeFloatToUint(MooaToonData.RimLightIntensity, 6),
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16, 6);
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MooaToonDataB.w = EncodeUint2ToUint(
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EncodeFloat2ToUint(MooaToonData.RimLightWidth, MooaToonData.RimLightAngle, 6, 6),
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EncodeFloatToUint(MooaToonData.RimLightDepthThreshold, 6),
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12, 6);
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MooaToonDataC.rgb = saturate(MooaToonData.MainLightShadowColor);
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MooaToonDataC.a = saturate(MooaToonData.MainLightShadowValueOffset);
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}
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FMooaToonData DecodeMooaToonData(float4 MooaToonDataA, float4 MooaToonDataB, float4 MooaToonDataC)
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{
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FMooaToonData MooaToonData = (FMooaToonData)0;
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uint Out0, Out1, Out2, Out3;
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DecodeFloat2FromUint(MooaToonDataA.x, MooaToonData.OtherLightDiffuseThreshold, MooaToonData.OtherLightDiffuseFeather);
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DecodeFloat2FromUint(MooaToonDataA.y, MooaToonData.GlobalIlluminationIntensity, MooaToonData.GlobalIlluminationDirectionality, 6, 6);
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DecodeFloat2FromUint(MooaToonDataA.z, MooaToonData.MainLightShadowApplyLightColor, MooaToonData.CustomData3, 6, 4);
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DecodeUint2FromUint(MooaToonDataA.w, Out0, Out1, 6, 8);
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MooaToonData.HairShadowWidth = DecodeFloatFromUint(Out0, 6);
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DecodeUint2FromUint(Out1, MooaToonData.Stencil, Out2, 5, 3);
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DecodeUint2FromUint(Out2, MooaToonData.RayTracingShadowFlag, MooaToonData.IsPBRSpecular, 2, 1);
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DecodeFloat2FromUint(MooaToonDataB.x, MooaToonData.SpecularColor.r, MooaToonData.SpecularColor.g);
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DecodeUint2FromUint(MooaToonDataB.y, Out0, Out1, 8, 12);
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MooaToonData.SpecularColor.b = DecodeFloatFromUint(Out0);
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DecodeFloat2FromUint(Out1, MooaToonData.ReflectionIntensity, MooaToonData.HairShadowIntensity, 6, 6);
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DecodeUint2FromUint(MooaToonDataB.z, Out0, Out1, 16, 6);
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DecodeFloat2FromUint(Out0, MooaToonData.SpecularThreshold, MooaToonData.SpecularFeather);
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MooaToonData.RimLightIntensity = DecodeFloatFromUint(Out1, 6);
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DecodeUint2FromUint(MooaToonDataB.w, Out0, Out1, 12, 6);
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DecodeFloat2FromUint(Out0, MooaToonData.RimLightWidth, MooaToonData.RimLightAngle, 6, 6);
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MooaToonData.RimLightDepthThreshold = DecodeFloatFromUint(Out1, 6);
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MooaToonData.MainLightShadowColor = MooaToonDataC.rgb;
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MooaToonData.MainLightShadowValueOffset = MooaToonDataC.a;
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return MooaToonData;
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}
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uint4 EncodeMooaToonDataToBuffer(FMooaToonData MooaToonData)
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{
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MooaToonData.SpecularColor = LinearToSrgb(saturate(MooaToonData.SpecularColor));
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float4 MooaToonDataA, MooaToonDataB, MooaToonDataC;
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uint4 Out;
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EncodeMooaToonData(MooaToonData, MooaToonDataA, MooaToonDataB, MooaToonDataC);
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Out.x = EncodeUint2ToUint(MooaToonDataA.x, MooaToonDataB.x, 16, 16);
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Out.y = EncodeUint2ToUint(MooaToonDataA.y, MooaToonDataB.y, 12, 20);
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Out.z = EncodeUint2ToUint(MooaToonDataA.z, MooaToonDataB.z, 10, 22);
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Out.w = EncodeUint2ToUint(MooaToonDataA.w, MooaToonDataB.w, 14, 18);
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return Out;
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}
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FMooaToonData DecodeMooaToonDataFromBuffer(uint4 ToonBufferA, float4 CustomData)
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{
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uint4 Out0, Out1;
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DecodeUint2FromUint(ToonBufferA.x, Out0.x, Out1.x, 16, 16);
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DecodeUint2FromUint(ToonBufferA.y, Out0.y, Out1.y, 12, 20);
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DecodeUint2FromUint(ToonBufferA.z, Out0.z, Out1.z, 10, 22);
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DecodeUint2FromUint(ToonBufferA.w, Out0.w, Out1.w, 14, 18);
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float4 MooaToonDataA = Out0;
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float4 MooaToonDataB = Out1;
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FMooaToonData MooaToonData = DecodeMooaToonData(MooaToonDataA, MooaToonDataB, CustomData);
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MooaToonData.MainLightShadowColor = sRGBToLinear(MooaToonData.MainLightShadowColor);
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MooaToonData.SpecularColor = sRGBToLinear(MooaToonData.SpecularColor);
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return MooaToonData;
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}
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```
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# BasePassPixelShader.usf
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## GBuffer
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```c++
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/*
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* CustomData (GBufferD) (MP_MooaToonDataC) (0~1) = MainLightShadowColor(8 8 8) MainLightShadowValueOffset(8)
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*
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* ToonBufferA (RGBA Uint 32)
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* xyzw: MooaToonDataA.xyzw | MooaToonDataB.xyzw (32 bits total)
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*
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* MP_MooaToonDataA (float4, max storage 23 bits uint)
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* x: OtherLightDiffuseThreshold(8) OtherLightDiffuseFeather(8)
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* y: GlobalIlluminationIntensity(6) GlobalIlluminationDirectionality(6)
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* z: MainLightShadowApplyLightColor(6) CustomData3(4)
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* w: HairShadowWidth(6) Stencil(5) RayTracingShadowFlag(2) IsPBRSpecular(1)
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*
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* MP_MooaToonDataB (float4, max storage 23 bits uint)
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* x: SpecularColor.x(8) SpecularColor.y(8)
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* y: SpecularColor.z(8) ReflectionIntensity(6) HairShadowIntensity(6)
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* z: SpecularThreshold(8) SpecularFeather(8) RimLightIntensity(6)
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* w: RimLightWidth(6) RimLightAngle(6) RimLightDepthThreshold(6)
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*
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*
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* Tips: store sRGB Color to maximize accuracy
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*/
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```
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>PS.float4, max storage 23 bits uint
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>Jason自己添加了GBT_Uint_32_32_32_32的GBuffer格式。
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- MooaToonDataA (RGBA Uint 32 **ToonBufferA**)
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- R(4+4):OtherLightDiffuseThreshold + OtherLightDiffuseFeather
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- G(4+4):GlobalIlluminationIntensity + GlobalIlluminationDirectionality
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- B(4+4):MainLightShadowApplyLightColor + CustomData3
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- A (6+5+2+1):HairShadowWidth + Stencil + RayTracingShadowFlag + IsPBRSpecular
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- MooaToonDataB (RGBA Uint 32,从材质直接传递到FGBuffer结构体中,位置位于BasePassPixelShader.usf的InitMooaToonData与InitMooaToonContext,其他可能位置位于GBufferHelpers.ush的GBufferPostDecode()、DeferredShadingCommon.ush的DecodeGBufferData())
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- R(8+8):SpecularColor.x + SpecularColor.y
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- G(8+6+6):SpecularColor.z + ReflectionIntensity + HairShadowIntensity
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- B(8+8+6):SpecularThreshold + SpecularFeather + RimLightIntensity
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- A(6+6+6):RimLightWidth + RimLightAngle + RimLightDepthThreshold(6)
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- MooaToonDataC(**GBufferD CustomData**) = MainLightShadowColor(8 8 8) + MainLightShadowValueOffset(8)
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2024-01-25 20:10:54 +08:00
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# ShaderMoodel
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2024-01-25 19:31:07 +08:00
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```c++
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/* ================================== Mooa Toon Deferred Lighting Model ======================================================================================================
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* IndirectColor (DiffuseIndirectComposite.usf) = IndirectDiffuse + IndirectSpecular
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* DirectionalLightShadingColor (DeferredLightPixelShaders.usf) = (lerp(ShadowColor, Diffuse * LightColor, min(ShadowValue, LightAttenuation)) + Specular * LightColor) * MooaExposure
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* OtherLightShadingColor (DeferredLightPixelShaders.usf) = (Diffuse + Specular) * LightColor * min(ShadowValue, LightAttenuation) * OtherLightCount
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* FinalColor = IndirectColor + DirectionalLightShadingColor + OtherLightShadingColor
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* ==================================================================================================================================================================
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*/
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// Mooa Indirect Lighting
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if (Material.GBufferData.ShadingModelID == SHADINGMODELID_TOON)
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{
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float3 SHDiffuseAverage = GetSkySHDiffuse(0.0f) * View.SkyLightColor.rgb * View.PreExposure;
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float3 LumenGiDiffuse = IndirectLighting.Diffuse;
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FMooaToonData MooaToonData = Material.GBufferData.MooaToonContext.MooaToonData;
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OutAddColor.rgb = //MooaToonData.MainLightShadowColor +
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lerp(SHDiffuseAverage * Material.GBufferData.BaseColor, LumenGiDiffuse, MooaToonData.GlobalIlluminationDirectionality) * MooaToonData.GlobalIlluminationIntensity;
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OutAddColor.rgb += IndirectLighting.Specular * Pow2(MooaToonData.ReflectionIntensity);
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OutAddColor.rgb *= View.MooaExposureScale;
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OutAddColor.a = Luminance(OutAddColor.rgb);
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}
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else
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{
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IndirectLighting.Specular *= GetSSSCheckerboadSpecularScale(PixelPos, Material.bNeedsSeparateLightAccumulation);
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FLightAccumulator LightAccumulator = (FLightAccumulator)0;
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LightAccumulator_Add(
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LightAccumulator,
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IndirectLighting.Diffuse + IndirectLighting.Specular,
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IndirectLighting.Diffuse,
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1.0f,
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Material.bNeedsSeparateLightAccumulation);
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OutAddColor = LightAccumulator_GetResult(LightAccumulator);
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}
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2024-01-25 20:10:54 +08:00
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```
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```c++
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FDirectLighting ToonBxDF(FGBufferData GBuffer, half3 N, half3 V, half3 L, float Falloff, float NoL, FAreaLight AreaLight, FShadowTerms Shadow)
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{
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FMooaToonContext Context = GBuffer.MooaToonContext;
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FMooaToonData MooaToonData = GBuffer.MooaToonContext.MooaToonData;
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FDirectLighting Lighting = (FDirectLighting)0;
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Context.LightColor *= PI_INV; // default(EV100=0) light intensity == PI
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float3 LightColorAndAttenuation = AreaLight.FalloffColor * Context.LightColor * Falloff;
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/* Tips:
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* SvPosition == PixelPos (0 ~ View.BufferSizeAndInvSize.xy) * SceneTextureUV == BufferUV == ScreenUV (0 ~ 1), used to GetScreenSpaceData() / GetGBufferData() * * ScreenPosition = ClipPosition.xy / ClipPosition.w
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* ViewportUV = ScreenPosition * float2(0.5, -0.5) + 0.5 * ViewportUV is the visible part of Buffer's UV (0 ~ 1) */ const float SpecularIntensity = Pow2(GBuffer.Specular * 2);
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const float3 H = normalize(V + L);
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const float NoH = saturate(dot(N, H));
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const float halfNoL = dot(N, L) * 0.5f + 0.5f;
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const float2 BufferUV = SvPositionToBufferUV(float4(Context.PixelPos, 0, 0));
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const float3 L_ClipSpace = mul(L, (float3x3)View.TranslatedWorldToClip).xyz;
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const float2 L_ViewportSpace = normalize(L_ClipSpace.xy * float2(0.5, -0.5));
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const float3 N_ClipSpace = mul(N, (float3x3)View.TranslatedWorldToClip).xyz;
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const float2 N_ViewportSpace = normalize(N_ClipSpace.xy * float2(0.5, -0.5));
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const float WorldUnitLengthInBufferSizePixels = ComputeWorldUnitLengthInBufferSizePixels(GBuffer.Depth);
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// Diffuse
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BRANCH if (Context.IsMainLight)
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{ // Screen Space Depth Test Hair Shadow
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float HairShadowValueOffset = 0;
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BRANCH if(MooaToonData.RayTracingShadowFlag == MOOA_RAY_TRACING_SHADOW_FLAG_FACE_SCREEN_SPACE_HAIR_SHADOW &&
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MooaToonData.HairShadowWidth > 0 && MooaToonData.HairShadowIntensity > 0)
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{ float2 UVOffset = L_ViewportSpace * WorldUnitLengthInBufferSizePixels * Pow2(MooaToonData.HairShadowWidth) * View.MooaHairShadowMaxScreenSpaceDistance;
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FGBufferData HairGbuffer = GetGBufferData(BufferUV + UVOffset);
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float DepthFade = 1 - saturate(max(0, HairGbuffer.Depth - GBuffer.Depth - View.MooaHairShadowDepthTestThreshold) / max(1e-5, View.MooaHairShadowDepthFadeDistance));
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if (HairGbuffer.ShadingModelID == SHADINGMODELID_TOON &&
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HairGbuffer.MooaToonContext.MooaToonData.RayTracingShadowFlag == MOOA_RAY_TRACING_SHADOW_FLAG_HAIR)
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{ HairShadowValueOffset = -1 * MooaToonData.HairShadowIntensity * DepthFade;
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} }
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Shadow.SurfaceShadow = saturate(Shadow.SurfaceShadow + HairShadowValueOffset + MooaToonData.MainLightShadowValueOffset * 2.0f - 1.0f);
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LightColorAndAttenuation *= Shadow.SurfaceShadow;
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Lighting.Diffuse = lerp(MooaToonData.MainLightShadowColor * lerp(1, Context.LightColor, MooaToonData.MainLightShadowApplyLightColor) * View.MooaIsGlobalIlluminationEnabled,
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GBuffer.DiffuseColor * Context.LightColor, Shadow.SurfaceShadow);
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} else
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{
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float OtherLightShadowValue = ToonStep(halfNoL, MooaToonData.OtherLightDiffuseFeather, MooaToonData.OtherLightDiffuseThreshold);
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// Non-Directional light's SurfaceShadow contains distance attenuation, not just shadowmap
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Shadow.SurfaceShadow *= OtherLightShadowValue;
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LightColorAndAttenuation *= Shadow.SurfaceShadow;
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Lighting.Diffuse = GBuffer.DiffuseColor * LightColorAndAttenuation;
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}
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// Anisotropy Context
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#if SUPPORTS_ANISOTROPIC_MATERIALS
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bool bHasAnisotropy = HasAnisotropy(GBuffer.SelectiveOutputMask);
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#else
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bool bHasAnisotropy = false;
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#endif
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BxDFContext AnisotropyContext = (BxDFContext)0;
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{ half3 X = GBuffer.WorldTangent;
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half3 Y = normalize(cross(N, X));
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Init(AnisotropyContext, N, X, Y, V, L);
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AnisotropyContext.NoV = saturate(abs( AnisotropyContext.NoV ) + 1e-5);
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if (!bHasAnisotropy) GBuffer.Anisotropy = 0;
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}
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// Specular
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BRANCH if (MooaToonData.IsPBRSpecular)
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{ Lighting.Specular = LightColorAndAttenuation * NoL *
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max(0, SpecularGGX(GBuffer.Roughness, GBuffer.Anisotropy, GBuffer.SpecularColor, AnisotropyContext, NoL, AreaLight));
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} else
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{
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// Anisotropy
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float2 XY = normalize(float2(1.0f + GBuffer.Anisotropy, 1.0f - GBuffer.Anisotropy));
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float AnisotropyGradient = length(float2(XY.y * AnisotropyContext.XoH, XY.x * AnisotropyContext.YoH));
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// Toon Specular: https://www.desmos.com/calculator/qecziyizl1
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float SpecularGradient = 1.0f - AnisotropyGradient;
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float SpecularThreshold = 1.0f - Pow2(MooaToonData.SpecularThreshold);
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float SpecularFeather = Pow2(MooaToonData.SpecularFeather) * SpecularThreshold * 0.5f;
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Lighting.Specular = saturate(ToonStep(SpecularGradient, SpecularFeather, SpecularThreshold + SpecularFeather, 1.0f, false, false))
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* MooaToonData.SpecularColor * SpecularIntensity * LightColorAndAttenuation;
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}
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// Screen Space Depth Test Rim Light
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// Recompute Normals to override DCC Normals on Face/Hair const float3 WorldNormalFromDepth = normalize(ReconstructNormalFromDepthBuffer_Copy(Context.PixelPos));
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const float3 DepthToN_ClipSpace = mul(WorldNormalFromDepth, (float3x3)View.TranslatedWorldToClip).xyz;
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const float2 DepthToN_ViewportSpace = DepthToN_ClipSpace.xy * float2(0.5, -0.5);
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BRANCH if (MooaToonData.RimLightIntensity > 0 && MooaToonData.RimLightWidth > 0)
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{ float NoL_ClipSpaceAngle01 = (dot(normalize(DepthToN_ClipSpace.xy), normalize(L_ClipSpace.xy)) * 0.5 + 0.5);
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float WidthScaleByAngle = saturate(lerp(NoL_ClipSpaceAngle01, 1, MooaToonData.RimLightAngle));
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const float MaxRimLightWidth = 0.0003 * View.MooaRimLightMaxWidth;
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const float MaxDepthTestDistance = 100 * View.MooaRimLightMaxDepthTestDistance;
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const float MaxDepthFadeDistance = 100 * View.MooaRimLightMaxDepthFadeDistance;
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// TODO: AA
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float SubPixelFade = 1;
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float2 UVOffset = L_ViewportSpace * WorldUnitLengthInBufferSizePixels * MaxRimLightWidth * WidthScaleByAngle * Pow2(MooaToonData.RimLightWidth);
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float2 TargetBufferUV = BufferUV + UVOffset;
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#if MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ADDITIVE || MATERIALBLENDING_MODULATE
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// TranslucentBasePass.SceneDepth include Translucent First Layer Depth
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// see UseFrontLayerReflection() float SingleLayerDeviceZ = Texture2DSampleLevel( TranslucentBasePass.SceneDepth, GlobalPointClampedSampler, TargetBufferUV, 0).r;
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float NewDepth = ConvertFromDeviceZ(SingleLayerDeviceZ);
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#else
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float NewDepth = GetGBufferData(TargetBufferUV).Depth;
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#endif
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float DepthFade = saturate(max(0, NewDepth - GBuffer.Depth - MaxDepthTestDistance * Pow2(MooaToonData.RimLightDepthThreshold))
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/ max(1e-5, MaxDepthFadeDistance * Pow2(MooaToonData.RimLightDepthThreshold)));
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Lighting.Specular = max(Lighting.Specular, DepthFade * MooaToonData.RimLightIntensity * LightColorAndAttenuation);
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}
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return Lighting;
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}
|
2024-01-25 19:31:07 +08:00
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|
```
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