Volumetric upscaling + support for other types of lights + CSM

This commit is contained in:
antopilo
2025-04-24 23:18:14 -04:00
parent 4f24372a2f
commit 30b5ccc339
10 changed files with 408 additions and 23 deletions

View File

@@ -0,0 +1,160 @@
// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct DepthAwareBlurConstant
{
int DepthTextureID;
int VolumetricTextureID;
};
[[vk::push_constant]]
DepthAwareBlurConstant pushConstants;
float2 GetTextureSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return float2(width, height);
}
float PixelToUV(float2 uv, Texture2D tex)
{
float2 texSize = GetTextureSize(tex);
return uv / texSize;
}
PSOutput main(PSInput input)
{
int depthTexture = pushConstants.DepthTextureID;
float upSampledDepth = textures[depthTexture].Sample(mySampler, input.UV).r;
float3 upSampledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV).rgb;
float3 color = 0.0f.xxx;
float totalWeight = 0.0f;
int2 screenCoordinates = int2(input.Position.xy);
int xOffset = (screenCoordinates.x % 2 == 0) ? -1 : 1;
int yOffset = (screenCoordinates.y % 2 == 0) ? -1 : 1;
int2 offsets[] = {int2(0, 0),
int2(0, yOffset),
int2(xOffset, 0),
int2(xOffset, yOffset)};
for (int i = 0; i < 4; i ++)
{
float2 uvOffset = float2(offsets[i].x * 4.0, offsets[i].y * 4.0) ;
uvOffset = PixelToUV(uvOffset, textures[pushConstants.DepthTextureID]);
float3 downscaledColor = textures[pushConstants.VolumetricTextureID].Sample(mySampler, input.UV + uvOffset).rgb;
float downscaledDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, input.UV + uvOffset).r;
float currentWeight = 1.0f;
if(abs(upSampledDepth - downscaledDepth) > 0.0001)
{
//color = float3(1, 0, 0);
currentWeight *= 0.0f;
}
//currentWeight *= max(0.0f, 1.0f - abs(upSampledDepth - downscaledDepth));
color += downscaledColor * currentWeight;
totalWeight += currentWeight;
}
float3 volumetricLight;
const float epsilon = 0.0001f;
volumetricLight.xyz = color / (totalWeight + epsilon);
PSOutput output;
output.oColor0 = float4(volumetricLight.x, volumetricLight.y, volumetricLight.z, 1.0f);
//output.oColor0 = float4(upSampledColor.x, upSampledColor.y, upSampledColor.z, 1.0f);
return output;
}

View File

@@ -0,0 +1,109 @@
// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct DepthAwareBlurConstant
{
int DepthTextureID;
int VolumetricTextureID;
};
[[vk::push_constant]]
DepthAwareBlurConstant pushConstants;
// Outputs
struct VSOutput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
Vertex v = vertexBuffer[vertexIndex];
output.UV = float2(v.uv_x, v.uv_y);
output.Position = float4(v.position, 1.0f);
return output;
}

View File

@@ -103,6 +103,7 @@ struct VolumetricConstant
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
float CSMSplits[4];
};
[[vk::push_constant]]
@@ -214,8 +215,28 @@ float snoise(float3 v)
return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
}
int GetCSMSplit(float depth)
{
for(int i = 0; i < 4; i++)
{
float csmSplitDepth = pushConstants.CSMSplits[i];
if(depth < csmSplitDepth + 0.000001)
{
return i;
}
}
return 0;
}
PSOutput main(PSInput input)
{
float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
{ 0.75f, 0.22f, 0.875f, 0.375f},
{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
CameraView camView = cameras[pushConstants.CamViewID];
float3 startPosition = camView.Position;
@@ -246,31 +267,66 @@ PSOutput main(PSInput input)
for(int l = 0; l < pushConstants.LightCount; l++)
{
Light light = lights[l];
if(light.type != 0)
if(light.type == 0)
{
continue;
float lightDepth = length(worldPos - camView.Position);
int splitIndex = GetCSMSplit(lightDepth);
CameraView lightView = cameras[light.transformId[splitIndex]];
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[splitIndex]].Sample(mySampler, projCoords.xy).r;
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
if(closestDepth < currentDepth)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
else
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
}
CameraView lightView = cameras[light.transformId[0]];
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
if(closestDepth < currentDepth)
else if(light.type == 1)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 3.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation;
}
else
else if(light.type == 2)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 6.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.innerConeAngle - light.outerConeAngle;
float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0);
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity;
}
}
currentPosition += step ;
}

View File

@@ -93,6 +93,7 @@ struct VolumetricConstant
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
float CSMSplits[4];
};
[[vk::push_constant]]