BlueRoseNote/03-UnrealEngine/Rendering/RenderingPipeline/UE4 BasePassPixelShader.usf学习笔记.md

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BasePassPixelShader.usf中的FPixelShaderInOut_MainPS()为BasePass阶段Shader的主要逻辑。会被PixelShaderOutputCommon.usf的MainPS(),即PixelShader入口函数中被调用。 该阶段会取得材质编辑器各个引脚的计算结果在一些计算下最终输出GBuffer以备后续光照计算。可以认为是“紧接”材质编辑器的下一步工作。相关的c++逻辑位于FDeferredShadingSceneRenderer::Render()的RenderBasePass()中。

但因为个人能力与时间所限,只能写一篇杂乱笔记作为记录,以供后续使用。

780889计算变量并且填充FMaterialPixelParameters MaterialParameters。BaseColor、Metallic、Specular就位于867877。

915~1072计算GBuffer或者DBuffer

  • 915~942:计算贴花相关的DBuffer
  • 9541028按照ShaderModel来填充GBuffer。9831008 Velocity、1013~1022 使用法线来调整粗糙度在皮肤以及车漆ShaderModel中有用到
  • 1041GBuffer.DiffuseColor = BaseColor - BaseColor * Metallic;
  • 1059~1072使用法线清漆ShaderModel还会计算的底层法线计算BentNormal以及GBufferAO。使用SphericalGaussian

1081~1146

1086~1116计算DiffuseColorForIndirect

DiffuseColorForIndirectDiffuseDir只在Hair中计算

  • 次表面与皮肤DiffuseColorForIndirect += SubsurfaceColor;
  • 布料DiffuseColorForIndirect += SubsurfaceColor * saturate(GetMaterialCustomData0(MaterialParameters));
  • 头发DiffuseColorForIndirect = 2*PI * HairShading( GBuffer, L, V, N, 1, TransmittanceData, 0, 0.2, uint2(0,0);

1118~1120计算预间接光照结果

GetPrecomputedIndirectLightingAndSkyLight 采样对应的预结算缓存:

  1. PRECOMPUTED_IRRADIANCE_VOLUME_LIGHTING根据TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_NONDIRECTIONAL来判断是进行读取顶点AO值还是采样体积关照贴图来作为IrradianceSH的值。最后累加到OutDiffuseLighting上。
  2. CACHED_VOLUME_INDIRECT_LIGHTING采样IndirectLightingCache最后累加到最后累加到OutDiffuseLighting上。
  3. 采样HQ_TEXTURE_LIGHTMAP或者LQ_TEXTURE_LIGHTMAP最后累加到OutDiffuseLighting上。

调用GetSkyLighting()取得天光值并累加到OutDiffuseLighting上。最后计算OutDiffuseLighting的亮度值最后作为OutIndirectIrradiance输出。

1138计算DiffuseColor

DiffuseColor=Diffuse间接照明 * Diffse颜色 + 次表面间接光照 * 次表面颜色+AO

DiffuseColor += (DiffuseIndirectLighting * DiffuseColorForIndirect + SubsurfaceIndirectLighting * SubsurfaceColor) * AOMultiBounce( GBuffer.BaseColor, DiffOcclusion );

1140~1146SingleLayerWater 覆盖颜色操作

GBuffer.DiffuseColor *= BaseMaterialCoverageOverWater;
DiffuseColor *= BaseMaterialCoverageOverWater;

1148~1211

  1. 使用ForwardDirectLighting的DiffuseLighting与SpecularLighting累加ColorTHIN_TRANSLUCENT Model则为 DiffuseColor与ColorSeparateSpecular。
  2. SIMPLE_FORWARD_DIRECTIONAL_LIGHT调用GetSimpleForwardLightingDirectionalLight()计算方向光结果。

根据光照模式累加最后累加到Color上

#if STATICLIGHTING_SIGNEDDISTANCEFIELD
    DirectionalLighting *= GBuffer.PrecomputedShadowFactors.x;
#elif PRECOMPUTED_IRRADIANCE_VOLUME_LIGHTING
    DirectionalLighting *= GetVolumetricLightmapDirectionalLightShadowing(VolumetricLightmapBrickTextureUVs);
#elif CACHED_POINT_INDIRECT_LIGHTING
    DirectionalLighting *= IndirectLightingCache.DirectionalLightShadowing;
#endif

    Color += DirectionalLighting;
float3 GetSimpleForwardLightingDirectionalLight(FGBufferData GBuffer, float3 DiffuseColor, float3 SpecularColor, float Roughness, float3 WorldNormal, float3 CameraVector)
{
	float3 V = -CameraVector;
	float3 N = WorldNormal;
	float3 L = ResolvedView.DirectionalLightDirection;
	float NoL = saturate( dot( N, L ) );

	float3 LightColor = ResolvedView.DirectionalLightColor.rgb * PI;
	
	FShadowTerms Shadow = { 1, 1, 1, InitHairTransmittanceData() };
	FDirectLighting Lighting = EvaluateBxDF( GBuffer, N, V, L, NoL, Shadow );

	// Not computing specular, material was forced fully rough
	return LightColor * (Lighting.Diffuse + Lighting.Transmission);
}

1213~1273渲染雾效果

包括VertexFog、PixelFog、体积雾以及体积光效果lit translucency)

体积雾只要使用View.VolumetricFogGridZParams中的值计算UV调用Texture3DSampleLevel采样FogStruct.IntegratedLightScattering最后的值为float4(VolumetricFogLookup.rgb + GlobalFog.rgb * VolumetricFogLookup.a, VolumetricFogLookup.a * GlobalFog.a);。

1283~1310取得材质中自发光值得计算结果并且累加到Color上

half3 Emissive = GetMaterialEmissive(PixelMaterialInputs);

#if !POST_PROCESS_SUBSURFACE && !MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
 	// For skin we need to keep them separate. We also keep them separate for thin translucent.
	// Otherwise just add them together.
	Color += DiffuseColor;
#endif

#if !MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
	Color += Emissive;

1312~1349SingleLayerWater光照计算

计算SunIlluminance、WaterDiffuseIndirectIlluminance、Normal、ViewVector、EnvBrdf预积分G F * 高光颜色位于BRDF.ush后根据设置采用对应的方式(前向渲染与延迟渲染方式)

const float3 SunIlluminance = ResolvedView.DirectionalLightColor.rgb * PI;	// times PI because it is divided by PI on CPU (=luminance) and we want illuminance here. 
const float3 WaterDiffuseIndirectIlluminance = DiffuseIndirectLighting * PI;// DiffuseIndirectLighting is luminance. So we need to multiply by PI to get illuminance.

1352~1372超薄透明物体光照计算

1375~1529GBuffer相关

  1. BlendMode处理
  2. GBuffer.IndirectIrradiance = IndirectIrradiance;
  3. 调用LightAccumulator_Add()累加关照对BaseColor的影响。Out.MRT[0]=FLightAccumulator.TotalLight
  4. 调用EncodeGBuffer(),填充GBuffer12345数据。
  5. Out.MRT[4] = OutVelocity;
  6. Out.MRT[GBUFFER_HAS_VELOCITY ? 5 : 4] = OutGBufferD;
  7. Out.MRT[GBUFFER_HAS_VELOCITY ? 6 : 5] = OutGBufferE;
  8. Out.MRT[0].rgb *= ViewPreExposure;

1553FinalizeVirtualTextureFeedback

UE5

Lumen相关

  • GetSkyLighting()
    • Lumen
      • GetTranslucencyGIVolumeLighting()
    • SkyLighting
      • GetEffectiveSkySHDiffuse()
        • GetVolumetricLightmapSkyBentNormal()
        • GetSkyBentNormalAndOcclusion()

GetSkyLighting() 演示了采样SkyLight与Lumen的方法。

SkyLighting

GetEffectiveSkySHDiffuse()是一个宏会根据平台指向下面2个函数

/**   
 * Computes sky diffuse lighting from the SH irradiance map.    
 * This has the SH basis evaluation and diffuse convolution weights combined for minimal ALU's - see "Stupid Spherical Harmonics (SH) Tricks"   
 */  
float3 GetSkySHDiffuse(float3 Normal)  
{  
    float4 NormalVector = float4(Normal, 1.0f);   
    float3 Intermediate0, Intermediate1, Intermediate2;  
    Intermediate0.x = dot(SkyIrradianceEnvironmentMap[0], NormalVector);  
    Intermediate0.y = dot(SkyIrradianceEnvironmentMap[1], NormalVector);  
    Intermediate0.z = dot(SkyIrradianceEnvironmentMap[2], NormalVector);  
  
    float4 vB = NormalVector.xyzz * NormalVector.yzzx;  
    Intermediate1.x = dot(SkyIrradianceEnvironmentMap[3], vB);  
    Intermediate1.y = dot(SkyIrradianceEnvironmentMap[4], vB);  
    Intermediate1.z = dot(SkyIrradianceEnvironmentMap[5], vB);  
  
    float vC = NormalVector.x * NormalVector.x - NormalVector.y * NormalVector.y;  
    Intermediate2 = SkyIrradianceEnvironmentMap[6].xyz * vC;  
  
    // max to not get negative colors  
    return max(0, Intermediate0 + Intermediate1 + Intermediate2);  
}  
  
/**  
* Computes sky diffuse lighting from the SH irradiance map.  
* This has the SH basis evaluation and diffuse convolution weights combined for minimal ALU's - see "Stupid Spherical Harmonics (SH) Tricks"  
* Only does the first 3 components for speed.  
*/  
float3 GetSkySHDiffuseSimple(float3 Normal)  
{  
    float4 NormalVector = float4(Normal, 1);  
  
    float3 Intermediate0;  
    Intermediate0.x = dot(SkyIrradianceEnvironmentMap[0], NormalVector);  
    Intermediate0.y = dot(SkyIrradianceEnvironmentMap[1], NormalVector);  
    Intermediate0.z = dot(SkyIrradianceEnvironmentMap[2], NormalVector);        
    // max to not get negative colors  
    return max(0, Intermediate0);  
}