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。
780~889:计算变量并且填充FMaterialPixelParameters MaterialParameters。BaseColor、Metallic、Specular就位于867~877。
915~1072:计算GBuffer或者DBuffer
- 915~942:计算贴花相关的DBuffer
- 954~1028:按照ShaderModel来填充GBuffer。(983~1008 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)
- 1041:GBuffer.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
DiffuseColorForIndirect(DiffuseDir只在Hair中计算)
- 次表面与皮肤:DiffuseColorForIndirect += SubsurfaceColor;
- 布料:DiffuseColorForIndirect += SubsurfaceColor * saturate(GetMaterialCustomData0(MaterialParameters));
- 头发:DiffuseColorForIndirect = 2PI 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:
- 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。
- CACHED_VOLUME_INDIRECT_LIGHTING:采样IndirectLightingCache,最后累加到最后累加到OutDiffuseLighting上。
- 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 );
1140~1146:SingleLayerWater 覆盖颜色操作
GBuffer.DiffuseColor *= BaseMaterialCoverageOverWater;
DiffuseColor *= BaseMaterialCoverageOverWater;
1148~1211
- 使用ForwardDirectLighting的DiffuseLighting与SpecularLighting累加,Color,THIN_TRANSLUCENT Model则为 DiffuseColor与ColorSeparateSpecular。
- 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;
1312~1349:SingleLayerWater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
1375~1529:GBuffer相关
- BlendMode处理
- GBuffer.IndirectIrradiance = IndirectIrradiance;
- 调用LightAccumulator_Add()累加关照对BaseColor的影响。Out.MRT[0]=FLightAccumulator.TotalLight
- 调用EncodeGBuffer(),填充GBuffer12345数据。
- Out.MRT[4] = OutVelocity;
- Out.MRT[GBUFFER_HAS_VELOCITY ? 5 : 4] = OutGBufferD;
- Out.MRT[GBUFFER_HAS_VELOCITY ? 6 : 5] = OutGBufferE;
- Out.MRT[0].rgb *= ViewPreExposure;