--- title: ToonReflection date: 2025-03-20 17:04:16 excerpt: tags: rating: ⭐ --- # 反射功能相关Pass - ReflectionIndirect(None) - [[#ReflectionEnvironmentAndSky]] - DiffuseIndirectAndAO(Lumen/SSR) - LumenReflections - [[#DiffuseIndirectComposite]] ## ReflectionEnvironmentAndSky 位于IndirectLightRendering.cpp的RenderDeferredReflectionsAndSkyLighting() => `AddSkyReflectionPass()` 当`DiffuseIndirectMethod = EDiffuseIndirectMethod::Lumen`(也就是开启Lumen GI),如果反射方法为Lumen或者SSR则不会执行后续逻辑。 不开启Lumen GI,反射方法为: - Lumen:`RenderLumenReflections()` - Rtx Reflection:`RenderRayTracingReflections()` - SSR:`ScreenSpaceRayTracing::RenderScreenSpaceReflections()` `RenderDeferredReflectionsAndSkyLighting()`主要执行了: 1. SkyLightDiffuse 1. RenderDistanceFieldLighting() 1. RenderDistanceFieldAOScreenGrid():渲染距离场AO。 2. RenderCapsuleShadowsForMovableSkylight():渲染胶囊阴影。 2. ReflectionIndirect - RenderLumenReflections() - RenderRayTracingReflections() - RenderScreenSpaceReflections() 3. Denoise - Denoiser:IScreenSpaceDenoiser::DenoiseReflections() - TemporalFilter:AddTemporalAAPass() 4. RenderDeferredPlanarReflections():合成平面反射结果。 5. AddSkyReflectionPass() 几种反射方式的大致执行逻辑: - LumenReflection 1. 输出FRDGTextureRef ReflectionsColor。 - SSR与Rtx 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。 - 执行完上述反射方法后,最后执行`AddSkyReflectionPass()` 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 位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`