vault backup: 2025-03-24 16:18:29
This commit is contained in:
parent
56c37f6054
commit
84eb24d642
@ -46,7 +46,246 @@ rating: ⭐
|
|||||||
3. 结果赋予给FRDGTextureRef ReflectionsColor。
|
3. 结果赋予给FRDGTextureRef ReflectionsColor。
|
||||||
- 执行完上述反射方法后,最后执行`AddSkyReflectionPass()`
|
- 执行完上述反射方法后,最后执行`AddSkyReflectionPass()`
|
||||||
|
|
||||||
`FReflectionEnvironmentSkyLightingPS`位于/Engine/Private/ReflectionEnvironmentPixelShader.usf的ReflectionEnvironmentSkyLighting()。
|
FReflectionEnvironmentSkyLightingPS位于/Engine/Private/ReflectionEnvironmentPixelShader.usf的`ReflectionEnvironmentSkyLighting()`。
|
||||||
|
|
||||||
|
### ReflectionEnvironmentSkyLighting
|
||||||
|
```c++
|
||||||
|
void ReflectionEnvironmentSkyLighting(
|
||||||
|
in float4 SvPosition : SV_Position,
|
||||||
|
out float4 OutColor : SV_Target0
|
||||||
|
#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
|
||||||
|
, out float3 OutOpaqueRoughRefractionSceneColor : SV_Target1
|
||||||
|
, out float3 OutSubSurfaceSceneColor : SV_Target2
|
||||||
|
#endif
|
||||||
|
)
|
||||||
|
{
|
||||||
|
ResolvedView = ResolveView();
|
||||||
|
//计算获去BufferUV、ScreenPosition
|
||||||
|
uint2 PixelPos = SvPosition.xy;
|
||||||
|
float2 BufferUV = SvPositionToBufferUV(SvPosition);
|
||||||
|
float2 ScreenPosition = SvPositionToScreenPosition(SvPosition).xy;
|
||||||
|
|
||||||
|
OutColor = 0.0f;
|
||||||
|
#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
|
||||||
|
OutOpaqueRoughRefractionSceneColor = 0.0f;
|
||||||
|
OutSubSurfaceSceneColor = 0.0f;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if STRATA_ENABLED
|
||||||
|
...
|
||||||
|
...
|
||||||
|
#else // STRATA_ENABLED
|
||||||
|
|
||||||
|
// Sample scene textures.
|
||||||
|
FGBufferData GBuffer = GetGBufferDataFromSceneTextures(BufferUV);
|
||||||
|
|
||||||
|
uint ShadingModelID = GBuffer.ShadingModelID;
|
||||||
|
const bool bUnlitMaterial = ShadingModelID == SHADINGMODELID_UNLIT;
|
||||||
|
|
||||||
|
float3 DiffuseColor = GBuffer.DiffuseColor;
|
||||||
|
float3 SpecularColor = GBuffer.SpecularColor;
|
||||||
|
RemapClearCoatDiffuseAndSpecularColor(GBuffer, ScreenPosition, DiffuseColor, SpecularColor);//针对清漆材质进行Diffuse颜色与Specular颜色重新映射
|
||||||
|
|
||||||
|
// Sample the ambient occlusion that is dynamically generated every frame.
|
||||||
|
float AmbientOcclusion = AmbientOcclusionTexture.SampleLevel(AmbientOcclusionSampler, BufferUV, 0).r;
|
||||||
|
|
||||||
|
float3 BentNormal = GBuffer.WorldNormal;
|
||||||
|
#if APPLY_SKY_SHADOWING
|
||||||
|
{
|
||||||
|
BentNormal = UpsampleDFAO(BufferUV, GBuffer.Depth, GBuffer.WorldNormal);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if ENABLE_DYNAMIC_SKY_LIGHT
|
||||||
|
BRANCH
|
||||||
|
if (!bUnlitMaterial) // Only light pixels marked as lit //Unlit材质不会计算动态天光GI的效果。
|
||||||
|
{
|
||||||
|
float3 TranslatedWorldPosition = mul(float4(GetScreenPositionForProjectionType(ScreenPosition, GBuffer.Depth), GBuffer.Depth, 1), View.ScreenToTranslatedWorld).xyz;
|
||||||
|
const float CloudVolumetricAOShadow = GetCloudVolumetricAOShadow(TranslatedWorldPosition);//从体积云 VolumetricCloudShadowMapTexture中取得ShadowFrontDepthKm、MaxOpticalDepth,MeanExtinction,最终计算出体积云阴影。UE5.3该函数没有启用。
|
||||||
|
|
||||||
|
float3 SkyLighting = CloudVolumetricAOShadow * SkyLightDiffuse(GBuffer, AmbientOcclusion, BufferUV, ScreenPosition, BentNormal, DiffuseColor);
|
||||||
|
|
||||||
|
FLightAccumulator LightAccumulator = (FLightAccumulator)0;
|
||||||
|
const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(ShadingModelID);
|
||||||
|
LightAccumulator_Add(LightAccumulator, SkyLighting, SkyLighting, 1.0f, bNeedsSeparateSubsurfaceLightAccumulation);
|
||||||
|
OutColor = LightAccumulator_GetResult(LightAccumulator);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // ENABLE_DYNAMIC_SKY_LIGHT
|
||||||
|
|
||||||
|
BRANCH
|
||||||
|
if (!bUnlitMaterial && ShadingModelID != SHADINGMODELID_HAIR)//
|
||||||
|
{
|
||||||
|
OutColor.xyz += ReflectionEnvironment(GBuffer, AmbientOcclusion, BufferUV, ScreenPosition, SvPosition, BentNormal, SpecularColor, ShadingModelID);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // STRATA_ENABLED
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
### SkyLightDiffuse
|
||||||
|
1. 计算float3 SkyLightingNormal、FSkyLightVisibilityData SkyVisData。
|
||||||
|
2. 计算Normal、ViewVector、NoV。
|
||||||
|
3. 针对制定ShadingModel进行额外计算:
|
||||||
|
1. SHADINGMODELID_TWOSIDED_FOLIAGE:使用Normal反向量取得SkySHDiffuse,在乘以SubsurfaceColor、SkyVisData.SkyDiffuseLookUpMul后累加到结果上。
|
||||||
|
2. SHADINGMODELID_SUBSURFACE、SHADINGMODELID_PREINTEGRATED_SKIN:从GBuffer中提取SubsurfaceColor并累加到结果上。
|
||||||
|
3. SHADINGMODELID_CLOTH:从GBuffer中提取ClothFuzz(SubsurfaceColor)乘以CustomData.a,并累加到结果上。
|
||||||
|
4. SHADINGMODELID_HAIR:
|
||||||
|
1. DiffuseColor = EvaluateEnvHair(GBuffer, V, N, L);
|
||||||
|
2. SkyVisData.SkyDiffuseLookUpNormal = L;
|
||||||
|
3. DiffuseWeight = 1.0f;
|
||||||
|
4. 调用GetSkySHDiffuse()计算天光光照效果。GetSkySHDiffuse()本质是采样球谐贴图,来获得天光GI结果。
|
||||||
|
|
||||||
|
### ReflectionEnvironment
|
||||||
|
```c++
|
||||||
|
float3 ReflectionEnvironment(FGBufferData GBuffer, float AmbientOcclusion, float2 BufferUV, float2 ScreenPosition, float4 SvPosition, float3 BentNormal, float3 SpecularColor, uint ShadingModelID)
|
||||||
|
{
|
||||||
|
float4 Color = float4(0, 0, 0, 1);
|
||||||
|
|
||||||
|
float IndirectIrradiance = GBuffer.IndirectIrradiance;
|
||||||
|
|
||||||
|
#if ENABLE_SKY_LIGHT && ALLOW_STATIC_LIGHTING
|
||||||
|
BRANCH
|
||||||
|
// Add in diffuse contribution from dynamic skylights so reflection captures will have something to mix with
|
||||||
|
if (ReflectionStruct.SkyLightParameters.y > 0 && ReflectionStruct.SkyLightParameters.z > 0)
|
||||||
|
{
|
||||||
|
//如果开启天光、并且开启静态关照。会在这里采样SkySH,以此累加间接照明。
|
||||||
|
IndirectIrradiance += GetDynamicSkyIndirectIrradiance(BentNormal, GBuffer.WorldNormal);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//计算反射Vector、WorldNormal、ViewVector
|
||||||
|
float3 TranslatedWorldPosition = mul(float4(GetScreenPositionForProjectionType(ScreenPosition, GBuffer.Depth), GBuffer.Depth, 1), View.ScreenToTranslatedWorld).xyz;
|
||||||
|
float3 CameraToPixel = normalize(TranslatedWorldPosition - View.TranslatedWorldCameraOrigin);
|
||||||
|
float3 ReflectionVector = reflect(CameraToPixel, GBuffer.WorldNormal);
|
||||||
|
float3 V = -CameraToPixel;
|
||||||
|
float3 N = GBuffer.WorldNormal;
|
||||||
|
|
||||||
|
const float3 SavedTopLayerNormal = N;
|
||||||
|
|
||||||
|
#if SUPPORTS_ANISOTROPIC_MATERIALS
|
||||||
|
ModifyGGXAnisotropicNormalRoughness(GBuffer.WorldTangent, GBuffer.Anisotropy, GBuffer.Roughness, N, V);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float3 R = 2 * dot( V, N ) * N - V;
|
||||||
|
float NoV = saturate( dot( N, V ) );
|
||||||
|
|
||||||
|
// Point lobe in off-specular peak direction
|
||||||
|
R = GetOffSpecularPeakReflectionDir(N, R, GBuffer.Roughness);
|
||||||
|
|
||||||
|
// 采样 SSR, planar reflections, RT reflections or Lumen 反射结果。
|
||||||
|
float4 ReflectionInput = Texture2DSample(ReflectionTexture, ReflectionTextureSampler, BufferUV);
|
||||||
|
Color = CompositeReflections(ReflectionInput, BufferUV, GBuffer.Roughness, ShadingModelID);//Color = float4(ReflectionInput.rgb, 1 - ReflectionInput.a)
|
||||||
|
|
||||||
|
#if RAY_TRACED_REFLECTIONS
|
||||||
|
float4 SavedColor = Color; // When a clear coat material is encountered, we save the reflection buffer color for it to not be affected by operations.
|
||||||
|
#endif
|
||||||
|
if(GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT )
|
||||||
|
{
|
||||||
|
#if RAY_TRACED_REFLECTIONS
|
||||||
|
Color = float4(0, 0, 0, 1); // Clear coat reflection is expected to be computed on a black background
|
||||||
|
#endif
|
||||||
|
const float ClearCoat = GBuffer.CustomData.x;
|
||||||
|
Color = lerp( Color, float4(0,0,0,1), ClearCoat );
|
||||||
|
|
||||||
|
#if CLEAR_COAT_BOTTOM_NORMAL
|
||||||
|
const float2 oct1 = ((float2(GBuffer.CustomData.a, GBuffer.CustomData.z) * 4) - (512.0/255.0)) + UnitVectorToOctahedron(GBuffer.WorldNormal);
|
||||||
|
const float3 ClearCoatUnderNormal = OctahedronToUnitVector(oct1);
|
||||||
|
|
||||||
|
const float3 BottomEffectiveNormal = ClearCoatUnderNormal;
|
||||||
|
R = 2 * dot( V, ClearCoatUnderNormal ) * ClearCoatUnderNormal - V;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
float AO = GBuffer.GBufferAO * AmbientOcclusion;//AmbientOcclusion为SSAO或者RTAO或者DFAO或者Lumen……
|
||||||
|
float RoughnessSq = GBuffer.Roughness * GBuffer.Roughness;
|
||||||
|
float SpecularOcclusion = GetSpecularOcclusion(NoV, RoughnessSq, AO);
|
||||||
|
Color.a *= SpecularOcclusion;
|
||||||
|
|
||||||
|
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||||
|
float2 LocalPosition = SvPosition.xy - View.ViewRectMin.xy;
|
||||||
|
|
||||||
|
uint GridIndex = ComputeLightGridCellIndex(uint2(LocalPosition.x, LocalPosition.y), GBuffer.Depth);
|
||||||
|
uint NumCulledEntryIndex = (ForwardLightData.NumGridCells + GridIndex) * NUM_CULLED_LIGHTS_GRID_STRIDE;
|
||||||
|
uint NumCulledReflectionCaptures = min(ForwardLightData.NumCulledLightsGrid[NumCulledEntryIndex + 0], ForwardLightData.NumReflectionCaptures);
|
||||||
|
uint DataStartIndex = ForwardLightData.NumCulledLightsGrid[NumCulledEntryIndex + 1];
|
||||||
|
#else
|
||||||
|
uint DataStartIndex = 0;
|
||||||
|
uint NumCulledReflectionCaptures = 0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
const FBxDFEnergyTerms EnergyTerms = ComputeGGXSpecEnergyTerms(GBuffer.Roughness, NoV, GBuffer.SpecularColor);
|
||||||
|
|
||||||
|
//常规反射 或 底层清漆 光照计算
|
||||||
|
//Top of regular reflection or bottom layer of clear coat.
|
||||||
|
Color.rgb += View.PreExposure * GatherRadiance(Color.a, TranslatedWorldPosition, R, GBuffer.Roughness, BentNormal, IndirectIrradiance, GBuffer.ShadingModelID, NumCulledReflectionCaptures, DataStartIndex);
|
||||||
|
|
||||||
|
BRANCH
|
||||||
|
if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT)
|
||||||
|
{
|
||||||
|
const float ClearCoat = GBuffer.CustomData.x;
|
||||||
|
const float ClearCoatRoughness = GBuffer.CustomData.y;
|
||||||
|
|
||||||
|
// Restore saved values needed for the top layer.
|
||||||
|
GBuffer.WorldNormal = SavedTopLayerNormal;
|
||||||
|
// Recompute some values unaffected by anistropy for the top layer
|
||||||
|
N = GBuffer.WorldNormal;
|
||||||
|
R = 2 * dot(V, N) * N - V;
|
||||||
|
NoV = saturate(dot(N, V));
|
||||||
|
R = GetOffSpecularPeakReflectionDir(N, R, ClearCoatRoughness);
|
||||||
|
|
||||||
|
// TODO EnvBRDF should have a mask param
|
||||||
|
#if USE_ENERGY_CONSERVATION
|
||||||
|
Color.rgb *= EnergyTerms.E * (1 - ClearCoat);
|
||||||
|
#else
|
||||||
|
// Hack: Ensures when clear coat is >0, grazing angle does not get too much energy,
|
||||||
|
// but preserve response at normal incidence
|
||||||
|
float2 AB = PreIntegratedGF.SampleLevel(PreIntegratedGFSampler, float2(NoV, GBuffer.Roughness), 0).rg;
|
||||||
|
Color.rgb *= SpecularColor * AB.x + AB.y * saturate(50 * SpecularColor.g) * (1 - ClearCoat);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// F_Schlick
|
||||||
|
const float CoatF0 = 0.04f;
|
||||||
|
#if USE_ENERGY_CONSERVATION
|
||||||
|
float F = ComputeGGXSpecEnergyTerms(ClearCoatRoughness, NoV, CoatF0).E.x;
|
||||||
|
#else
|
||||||
|
float F = EnvBRDF(CoatF0, ClearCoatRoughness, NoV).x;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
F *= ClearCoat;
|
||||||
|
|
||||||
|
float LayerAttenuation = (1 - F);
|
||||||
|
Color.rgb *= LayerAttenuation;
|
||||||
|
Color.a = F;
|
||||||
|
|
||||||
|
#if !RAY_TRACED_REFLECTIONS
|
||||||
|
Color.rgb += ReflectionInput.rgb * F;
|
||||||
|
Color.a *= 1 - ReflectionInput.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
Color.a *= SpecularOcclusion;
|
||||||
|
|
||||||
|
float3 TopLayerR = 2 * dot( V, N ) * N - V;
|
||||||
|
Color.rgb += View.PreExposure * GatherRadiance(Color.a, TranslatedWorldPosition, TopLayerR, ClearCoatRoughness, BentNormal, IndirectIrradiance, GBuffer.ShadingModelID, NumCulledReflectionCaptures, DataStartIndex);
|
||||||
|
|
||||||
|
#if RAY_TRACED_REFLECTIONS
|
||||||
|
Color.rgb = SavedColor.rgb + Color.rgb * SavedColor.a; // Compose default clear coat reflection over regular refelction (using Premultiplied alpha where SaveColor.a=transmittance)
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
#if USE_ENERGY_CONSERVATION
|
||||||
|
Color.rgb *= EnergyTerms.E;
|
||||||
|
#else
|
||||||
|
Color.rgb *= EnvBRDF( SpecularColor, GBuffer.Roughness, NoV );
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
// Transform NaNs to black, transform negative colors to black.
|
||||||
|
return -min(-Color.rgb, 0.0);
|
||||||
|
}
|
||||||
|
```
|
||||||
## DiffuseIndirectComposite
|
## DiffuseIndirectComposite
|
||||||
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
|
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
|
BIN
03-UnrealEngine/卡通渲染相关资料/渲染功能/其他参考/其他游戏与软件参考/星穹铁道_阮梅_皮肤_屁股.png
(Stored with Git LFS)
Normal file
BIN
03-UnrealEngine/卡通渲染相关资料/渲染功能/其他参考/其他游戏与软件参考/星穹铁道_阮梅_皮肤_屁股.png
(Stored with Git LFS)
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user