vault backup: 2025-03-24 17:49:25

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BlueRose 2025-03-24 17:49:25 +08:00
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@ -19,7 +19,7 @@ rating: ⭐
不开启Lumen GI反射方法为
- Lumen`RenderLumenReflections()`
- Rtx Reflection`RenderRayTracingReflections()`
- RT Reflection`RenderRayTracingReflections()`
- SSR`ScreenSpaceRayTracing::RenderScreenSpaceReflections()`
`RenderDeferredReflectionsAndSkyLighting()`主要执行了:
@ -40,7 +40,7 @@ rating: ⭐
几种反射方式的大致执行逻辑:
- LumenReflection
1. 输出FRDGTextureRef ReflectionsColor。
- SSR与Rtx
- SSR与RT
1. 输出结果到IScreenSpaceDenoiser::FReflectionsInputs DenoiserInputs的FRDGTextureRef Color。
2. 执行对应的降噪算法。
3. 结果赋予给FRDGTextureRef ReflectionsColor。
@ -287,5 +287,234 @@ float3 ReflectionEnvironment(FGBufferData GBuffer, float AmbientOcclusion, float
return -min(-Color.rgb, 0.0);
}
```
### GatherRadiance()
```c++
float3 GatherRadiance(float CompositeAlpha, float3 TranslatedWorldPosition, float3 RayDirection, float Roughness, float3 BentNormal, float IndirectIrradiance, uint ShadingModelID, uint NumCulledReflectionCaptures, uint CaptureDataStartIndex)
{
// Indirect occlusion from DFAO, which should be applied to reflection captures and skylight specular, but not SSR
float IndirectSpecularOcclusion = 1.0f;
float3 ExtraIndirectSpecular = 0;
#if SUPPORT_DFAO_INDIRECT_OCCLUSION
float IndirectDiffuseOcclusion;
GetDistanceFieldAOSpecularOcclusion(BentNormal, RayDirection, Roughness, ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE, IndirectSpecularOcclusion, IndirectDiffuseOcclusion, ExtraIndirectSpecular);
// Apply DFAO to IndirectIrradiance before mixing with indirect specular
IndirectIrradiance *= IndirectDiffuseOcclusion;
#endif
const bool bCompositeSkylight = true;
return CompositeReflectionCapturesAndSkylightTWS(
CompositeAlpha,
TranslatedWorldPosition,
RayDirection,
Roughness,
IndirectIrradiance,
IndirectSpecularOcclusion,
ExtraIndirectSpecular,
NumCulledReflectionCaptures,
CaptureDataStartIndex,
0,
bCompositeSkylight);
}
```
```c++
float3 CompositeReflectionCapturesAndSkylightTWS(
float CompositeAlpha,
float3 TranslatedWorldPosition,
float3 RayDirection,
float Roughness,
float IndirectIrradiance,
float IndirectSpecularOcclusion,
float3 ExtraIndirectSpecular,
uint NumCapturesAffectingTile,
uint CaptureDataStartIndex,
int SingleCaptureIndex,
bool bCompositeSkylight,
uint EyeIndex)
{
float Mip = ComputeReflectionCaptureMipFromRoughness(Roughness, View.ReflectionCubemapMaxMip);
float4 ImageBasedReflections = float4(0, 0, 0, CompositeAlpha);
float2 CompositedAverageBrightness = float2(0.0f, 1.0f);
#if REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES
// Accumulate reflections from captures affecting this tile, applying largest captures first so that the smallest ones display on top
LOOP
for (uint TileCaptureIndex = 0; TileCaptureIndex < NumCapturesAffectingTile; TileCaptureIndex++)
{
BRANCH
if (ImageBasedReflections.a < 0.001)
{
break;
}
uint CaptureIndex = 0;
#ifdef REFLECTION_COMPOSITE_NO_CULLING_DATA
CaptureIndex = TileCaptureIndex; // Go from 0 to NumCapturesAffectingTile as absolute index in capture array
#else
#if (INSTANCED_STEREO || MOBILE_MULTI_VIEW)
BRANCH
if (EyeIndex == 0)
{
#endif
CaptureIndex = GetCulledLightDataGrid(CaptureDataStartIndex + TileCaptureIndex);
#if (INSTANCED_STEREO || MOBILE_MULTI_VIEW)
}
else
{
CaptureIndex = GetCulledLightDataGridISR(CaptureDataStartIndex + TileCaptureIndex);
}
#endif
#endif
FLWCVector3 CaptureWorldPosition = MakeLWCVector3(GetReflectionTilePosition(CaptureIndex).xyz, GetReflectionPositionAndRadius(CaptureIndex).xyz);
float3 CaptureTranslatedWorldPosition = LWCToFloat(LWCAdd(CaptureWorldPosition, ResolvedView.PreViewTranslation));
float CaptureRadius = GetReflectionPositionAndRadius(CaptureIndex).w;
float4 CaptureProperties = GetReflectionCaptureProperties(CaptureIndex);
float3 CaptureVector = TranslatedWorldPosition - CaptureTranslatedWorldPosition;
float CaptureVectorLength = sqrt(dot(CaptureVector, CaptureVector));
float NormalizedDistanceToCapture = saturate(CaptureVectorLength / CaptureRadius);
BRANCH
if (CaptureVectorLength < CaptureRadius)
{
float3 ProjectedCaptureVector = RayDirection;
float4 CaptureOffsetAndAverageBrightness = GetReflectionCaptureOffsetAndAverageBrightness(CaptureIndex);
// Fade out based on distance to capture
float DistanceAlpha = 0;
#define PROJECT_ONTO_SHAPE 1
#if PROJECT_ONTO_SHAPE
#if REFLECTION_COMPOSITE_HAS_BOX_CAPTURES
#if REFLECTION_COMPOSITE_HAS_SPHERE_CAPTURES
// Box
BRANCH if (CaptureProperties.b > 0)
#endif
{
ProjectedCaptureVector = GetLookupVectorForBoxCapture(RayDirection, TranslatedWorldPosition, float4(CaptureTranslatedWorldPosition, CaptureRadius),
GetReflectionBoxTransform(CaptureIndex), GetReflectionBoxScales(CaptureIndex), CaptureOffsetAndAverageBrightness.xyz, DistanceAlpha);
}
#endif
#if REFLECTION_COMPOSITE_HAS_SPHERE_CAPTURES
// Sphere
#if REFLECTION_COMPOSITE_HAS_BOX_CAPTURES
else
#endif
{
ProjectedCaptureVector = GetLookupVectorForSphereCapture(RayDirection, TranslatedWorldPosition, float4(CaptureTranslatedWorldPosition, CaptureRadius), NormalizedDistanceToCapture, CaptureOffsetAndAverageBrightness.xyz, DistanceAlpha);
}
#endif
#else
DistanceAlpha = 1.0;
#endif //PROJECT_ONTO_SHAPE
float CaptureArrayIndex = CaptureProperties.g;
{
float4 Sample = ReflectionStruct.ReflectionCubemap.SampleLevel(ReflectionStruct.ReflectionCubemapSampler, float4(ProjectedCaptureVector, CaptureArrayIndex), Mip);
Sample.rgb *= CaptureProperties.r;
Sample *= DistanceAlpha;
// Under operator (back to front)
ImageBasedReflections.rgb += Sample.rgb * ImageBasedReflections.a * IndirectSpecularOcclusion;
ImageBasedReflections.a *= 1 - Sample.a;
float AverageBrightness = CaptureOffsetAndAverageBrightness.w;
CompositedAverageBrightness.x += AverageBrightness * DistanceAlpha * CompositedAverageBrightness.y;
CompositedAverageBrightness.y *= 1 - DistanceAlpha;
}
}
}
#else
float3 ProjectedCaptureVector = RayDirection;
FLWCVector3 SingleCaptureWorldPosition = MakeLWCVector3(GetReflectionTilePosition(SingleCaptureIndex).xyz, GetReflectionPositionAndRadius(SingleCaptureIndex).xyz);
float3 SingleCaptureTranslatedWorldPosition = LWCToFloat(LWCAdd(SingleCaptureWorldPosition, ResolvedView.PreViewTranslation));
float SingleCaptureRadius = GetReflectionPositionAndRadius(SingleCaptureIndex).w;
float4 SingleCaptureOffsetAndAverageBrightness = GetReflectionCaptureOffsetAndAverageBrightness(SingleCaptureIndex);
float SingleCaptureBrightness = GetReflectionCaptureProperties(SingleCaptureIndex).x;
float SingleCaptureArrayIndex = GetReflectionCaptureProperties(SingleCaptureIndex).y;
#define APPROXIMATE_CONTINUOUS_SINGLE_CAPTURE_PARALLAX 0
#if APPROXIMATE_CONTINUOUS_SINGLE_CAPTURE_PARALLAX
float3 CaptureVector = TranslatedWorldPosition - SingleCaptureTranslatedWorldPosition;
float CaptureVectorLength = sqrt(dot(CaptureVector, CaptureVector));
float NormalizedDistanceToCapture = saturate(CaptureVectorLength / SingleCaptureRadius);
float UnusedDistanceAlpha = 0;
ProjectedCaptureVector = GetLookupVectorForSphereCapture(RayDirection, TranslatedWorldPosition, float4(SingleCaptureTranslatedWorldPosition, SingleCaptureRadius), NormalizedDistanceToCapture, SingleCaptureOffsetAndAverageBrightness.xyz, UnusedDistanceAlpha);
float x = saturate(NormalizedDistanceToCapture);
float DistanceAlpha = 1 - x * x * (3 - 2 * x);
// Lerp between sphere parallax corrected and infinite based on distance to shape
ProjectedCaptureVector = lerp(RayDirection, normalize(ProjectedCaptureVector), DistanceAlpha);
#endif
float4 Sample = TextureCubeArraySampleLevel(ReflectionStruct.ReflectionCubemap, ReflectionStruct.ReflectionCubemapSampler, ProjectedCaptureVector, SingleCaptureArrayIndex, Mip);
Sample.rgb *= SingleCaptureBrightness;
ImageBasedReflections = float4(Sample.rgb, 1 - Sample.a);
float AverageBrightness = SingleCaptureOffsetAndAverageBrightness.w;
CompositedAverageBrightness.x += AverageBrightness * CompositedAverageBrightness.y;
CompositedAverageBrightness.y = 0;
#endif
// Apply indirect lighting scale while we have only accumulated reflection captures
ImageBasedReflections.rgb *= View.PrecomputedIndirectSpecularColorScale;
CompositedAverageBrightness.x *= Luminance( View.PrecomputedIndirectSpecularColorScale );
#if ENABLE_SKY_LIGHT
BRANCH
if (ReflectionStruct.SkyLightParameters.y > 0 && bCompositeSkylight)
{
float SkyAverageBrightness = 1.0f;
#if REFLECTION_COMPOSITE_SUPPORT_SKYLIGHT_BLEND
float3 SkyLighting = GetSkyLightReflectionSupportingBlend(RayDirection, Roughness, SkyAverageBrightness);
#else
float3 SkyLighting = GetSkyLightReflection(RayDirection, Roughness, SkyAverageBrightness);
#endif
// Normalize for static skylight types which mix with lightmaps, material ambient occlusion as well as diffuse/specular occlusion.
bool bNormalize = ReflectionStruct.SkyLightParameters.z < 1 && ALLOW_STATIC_LIGHTING;
FLATTEN
if (bNormalize)
{
ImageBasedReflections.rgb += ImageBasedReflections.a * SkyLighting * IndirectSpecularOcclusion;
CompositedAverageBrightness.x += SkyAverageBrightness * CompositedAverageBrightness.y;
}
else
{
ExtraIndirectSpecular += SkyLighting * IndirectSpecularOcclusion;
}
}
#endif
#if ALLOW_STATIC_LIGHTING
ImageBasedReflections.rgb *= ComputeMixingWeight(IndirectIrradiance, CompositedAverageBrightness.x, Roughness);
#endif
ImageBasedReflections.rgb += ImageBasedReflections.a * ExtraIndirectSpecular;
return ImageBasedReflections.rgb;
}
```
## DiffuseIndirectComposite
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`