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fgdata/Compositor/HDR/hdr.xml
2023-10-09 04:41:25 +02:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>HDR</name>
<!-- XXX: These won't be necessary once we go core profile only -->
<use-osg-uniforms>true</use-osg-uniforms>
<use-vertex-attribute-aliasing>true</use-vertex-attribute-aliasing>
<!--
G-Buffer layout
...........................................................................
: : Red : Green : Blue : Alpha :
:........................:...........:.........:............:.............:
: G-Buffer 0 (RGB10_A2) : Normal : Roughness : Material ID :
: G-Buffer 1 (RGBA8) : Base Color : Metallic :
: G-Buffer 2 (RGBA8) : Material specific params : Occlusion :
: G-Buffer 3 (R11G11B10) : Emission : - :
: Depth/Stencil : DEPTH32F_STENCIL8 (Reversed depth) :
:........................:............:.........:...........:.............:
Notes:
- Two 10-bit channels is enough for normals, as long as we are using
octahedron normal encoding.
- Since the Material ID is stored in 2 bits, we can only have 4 different
material types. The maximum value (3 or 1.0) is reserved for the standard
PBR metallic-roughness material.
- In 'Material specific params' fancier materials can use up to 24 bits
to encode any information they might need (e.g. a clearcoat layer needs
to store the clearcoat amount and roughness).
- Materials that are very different from the standard should write
whatever they need in the G-Buffer without adhering to this layout and use
the stencil buffer and a separate render pass.
-->
<buffer>
<name>gbuffer0</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgb10-a2</format>
</buffer>
<buffer>
<name>gbuffer1</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
</buffer>
<buffer>
<name>gbuffer2</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
</buffer>
<buffer>
<name>gbuffer3</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>r11f-g11f-b10f</format>
</buffer>
<buffer>
<name>depth-stencil</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>depth32f-stencil8</format>
</buffer>
<!-- HDR shading result -->
<buffer>
<name>hdr-result</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgb16f</format>
</buffer>
<!-- Final LDR buffer -->
<buffer>
<name>final</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgb8</format>
</buffer>
<!-- Atmosphere LUTs -->
<buffer>
<name>transmittance</name>
<type>2d</type>
<width>256</width>
<height>64</height>
<format>rgba16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<buffer>
<name>sky-view</name>
<type>2d</type>
<width>256</width>
<height>256</height>
<format>rgba16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<buffer>
<name>aerial-perspective</name>
<type>2d</type>
<width>1024</width>
<height>64</height>
<format>rgba16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<!-- Environment cubemap -->
<buffer>
<name>envmap</name>
<type>cubemap</type>
<width><property>/sim/rendering/hdr/envmap/cubemap-size</property></width>
<height><property>/sim/rendering/hdr/envmap/cubemap-size</property></height>
<format>r11f-g11f-b10f</format>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<mipmap-levels>5</mipmap-levels>
</buffer>
<buffer>
<name>prefiltered-envmap</name>
<type>cubemap</type>
<width><property>/sim/rendering/hdr/envmap/cubemap-size</property></width>
<height><property>/sim/rendering/hdr/envmap/cubemap-size</property></height>
<format>r11f-g11f-b10f</format>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<mipmap-levels>5</mipmap-levels>
</buffer>
<!-- Shadow map atlas -->
<buffer>
<name>sun-shadowmap-atlas</name>
<type>2d</type>
<width><property>/sim/rendering/hdr/shadows/sun-atlas-size</property></width>
<height><property>/sim/rendering/hdr/shadows/sun-atlas-size</property></height>
<format>depth16</format>
<wrap-s>clamp-to-border</wrap-s>
<wrap-t>clamp-to-border</wrap-t>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<border-color type="vec4d">1.0 1.0 1.0 1.0</border-color>
<shadow-comparison>true</shadow-comparison>
</buffer>
<!-- Histogram for automatic exposure -->
<buffer>
<name>histogram-partial</name>
<type>2d</type>
<width>screen</width>
<height>256</height>
<format>r32ui</format>
<min-filter>nearest</min-filter>
<mag-filter>nearest</mag-filter>
</buffer>
<buffer>
<name>histogram</name>
<type>2d</type>
<width>256</width>
<height>1</height>
<format>r32ui</format>
<min-filter>nearest</min-filter>
<mag-filter>nearest</mag-filter>
</buffer>
<buffer>
<name>histogram-luminance</name>
<type>2d</type>
<width>1</width>
<height>1</height>
<format>r32f</format>
<min-filter>nearest</min-filter>
<mag-filter>nearest</mag-filter>
</buffer>
<buffer>
<name>prev-luminance</name>
<type>2d</type>
<width>1</width>
<height>1</height>
<format>r32f</format>
<min-filter>nearest</min-filter>
<mag-filter>nearest</mag-filter>
</buffer>
<!-- Ambient Occlusion buffers -->
<buffer include="ao-buffer.xml">
<name>ao-noisy</name>
</buffer>
<buffer include="ao-buffer.xml">
<name>ao-filtered</name>
</buffer>
<!-- Bloom buffers -->
<buffer include="bloom-buffer.xml">
<name>bloomA</name>
<screen-width-scale>0.5</screen-width-scale>
<screen-height-scale>0.5</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloomB</name>
<screen-width-scale>0.25</screen-width-scale>
<screen-height-scale>0.25</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloomC</name>
<screen-width-scale>0.125</screen-width-scale>
<screen-height-scale>0.125</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloomD</name>
<screen-width-scale>0.0625</screen-width-scale>
<screen-height-scale>0.0625</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloomE</name>
<screen-width-scale>0.03125</screen-width-scale>
<screen-height-scale>0.03125</screen-height-scale>
</buffer>
<!-- SMAA buffers -->
<buffer>
<name>smaa-edges</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
</buffer>
<buffer>
<name>smaa-blend</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
</buffer>
<!--=======================================================================-->
<!--
Clear the G-Buffer if we are debugging it to avoid the dreaded
'Solitaire Effect' :)
-->
<pass>
<name>debug-clear-gbuffer</name>
<type>quad</type>
<effect>Effects/HDR/gbuffer-debug-clear</effect>
<condition>
<property>/sim/rendering/hdr/debug/show-gbuffer</property>
</condition>
<attachment>
<component>color0</component>
<buffer>gbuffer0</buffer>
</attachment>
<attachment>
<component>color1</component>
<buffer>gbuffer1</buffer>
</attachment>
<attachment>
<component>color2</component>
<buffer>gbuffer2</buffer>
</attachment>
<attachment>
<component>color3</component>
<buffer>gbuffer3</buffer>
</attachment>
</pass>
<!--
Atmospheric scattering.
-->
<pass>
<name>atmos-transmittance</name>
<type>quad</type>
<effect>Effects/HDR/atmos-transmittance</effect>
<attachment>
<component>color0</component>
<buffer>transmittance</buffer>
</attachment>
</pass>
<pass>
<name>atmos-sky-view</name>
<type>quad</type>
<effect>Effects/HDR/atmos-sky-view</effect>
<binding>
<unit>0</unit>
<buffer>transmittance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>sky-view</buffer>
</attachment>
</pass>
<pass>
<name>atmos-aerial-perspective</name>
<type>quad</type>
<effect>Effects/HDR/atmos-aerial-perspective</effect>
<binding>
<unit>0</unit>
<buffer>transmittance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>aerial-perspective</buffer>
</attachment>
</pass>
<!--
Environment capture passes
Render to a cubemap using forward rendering. Only render the skydome and
very bare terrain since we want to make as little draw calls as possible.
We also want to avoid doing an OSG cull traversal on many nodes as our
scene graph structure isn't too well optimized.
-->
<pass include="env-capture-pass.xml">
<name>env-capture0</name>
<cubemap-face>0</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>0</face>
</attachment>
<render-condition>
<property>/sim/rendering/hdr/envmap/should-render-face-0</property>
</render-condition>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture1</name>
<cubemap-face>1</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>1</face>
</attachment>
<render-condition>
<property>/sim/rendering/hdr/envmap/should-render-face-1</property>
</render-condition>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture2</name>
<cubemap-face>2</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>2</face>
</attachment>
<render-condition>
<property>/sim/rendering/hdr/envmap/should-render-face-2</property>
</render-condition>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture3</name>
<cubemap-face>3</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>3</face>
</attachment>
<render-condition>
<property>/sim/rendering/hdr/envmap/should-render-face-3</property>
</render-condition>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture4</name>
<cubemap-face>4</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>4</face>
</attachment>
<render-condition>
<property>/sim/rendering/hdr/envmap/should-render-face-4</property>
</render-condition>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture5</name>
<cubemap-face>5</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>5</face>
<!-- Generate the mips after writing to the last face -->
<mipmap-generation>true</mipmap-generation>
</attachment>
<render-condition>
<property>/sim/rendering/hdr/envmap/should-render-face-5</property>
</render-condition>
</pass>
<!--
Pre-filter the environment map
We convolve the cubemap for five roughness values and store the results
on the mipmap levels of the cubemap. Later passes will choose which mipmap
level to use for reflections based on the roughness of the surface that's
being lighted/rendered. The first mipmap level can just be copied from the
original envmap as we'd like it to contain perfect mirror reflections.
Diffuse lighting is approximated by using the highest mipmap level
(roughness=1).
-->
<pass include="env-prefilter-pass.xml">
<name>env-prefilter0</name>
<effect>Effects/HDR/envmap-copy</effect>
<attachment>
<component>color0</component>
<buffer>prefiltered-envmap</buffer>
<face>0</face>
<level>0</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>prefiltered-envmap</buffer>
<face>1</face>
<level>0</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>prefiltered-envmap</buffer>
<face>2</face>
<level>0</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>prefiltered-envmap</buffer>
<face>3</face>
<level>0</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>prefiltered-envmap</buffer>
<face>4</face>
<level>0</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>prefiltered-envmap</buffer>
<face>5</face>
<level>0</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter1</name>
<effect>Effects/HDR/envmap-prefilter1</effect>
<attachment>
<component>color0</component>
<buffer>prefiltered-envmap</buffer>
<face>0</face>
<level>1</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>prefiltered-envmap</buffer>
<face>1</face>
<level>1</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>prefiltered-envmap</buffer>
<face>2</face>
<level>1</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>prefiltered-envmap</buffer>
<face>3</face>
<level>1</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>prefiltered-envmap</buffer>
<face>4</face>
<level>1</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>prefiltered-envmap</buffer>
<face>5</face>
<level>1</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter2</name>
<effect>Effects/HDR/envmap-prefilter2</effect>
<attachment>
<component>color0</component>
<buffer>prefiltered-envmap</buffer>
<face>0</face>
<level>2</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>prefiltered-envmap</buffer>
<face>1</face>
<level>2</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>prefiltered-envmap</buffer>
<face>2</face>
<level>2</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>prefiltered-envmap</buffer>
<face>3</face>
<level>2</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>prefiltered-envmap</buffer>
<face>4</face>
<level>2</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>prefiltered-envmap</buffer>
<face>5</face>
<level>2</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter3</name>
<effect>Effects/HDR/envmap-prefilter3</effect>
<attachment>
<component>color0</component>
<buffer>prefiltered-envmap</buffer>
<face>0</face>
<level>3</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>prefiltered-envmap</buffer>
<face>1</face>
<level>3</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>prefiltered-envmap</buffer>
<face>2</face>
<level>3</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>prefiltered-envmap</buffer>
<face>3</face>
<level>3</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>prefiltered-envmap</buffer>
<face>4</face>
<level>3</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>prefiltered-envmap</buffer>
<face>5</face>
<level>3</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter4</name>
<effect>Effects/HDR/envmap-prefilter4</effect>
<attachment>
<component>color0</component>
<buffer>prefiltered-envmap</buffer>
<face>0</face>
<level>4</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>prefiltered-envmap</buffer>
<face>1</face>
<level>4</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>prefiltered-envmap</buffer>
<face>2</face>
<level>4</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>prefiltered-envmap</buffer>
<face>3</face>
<level>4</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>prefiltered-envmap</buffer>
<face>4</face>
<level>4</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>prefiltered-envmap</buffer>
<face>5</face>
<level>4</level>
</attachment>
</pass>
<!--
G-Buffer pass
This is the main forward pass. Here we skip the rendering of transparent
objects and other geometry that should be forward rendered later (like the
skydome, clouds, etc.)
-->
<pass>
<name>geometry</name>
<type>scene</type>
<effect-scheme>hdr-geometry</effect-scheme>
<clear-mask>depth stencil</clear-mask>
<clear-depth>0.0</clear-depth>
<cull-mask>0xfffff7ff</cull-mask>
<clustered-shading>
<tile-size>128</tile-size>
<depth-slices>1</depth-slices>
<num-threads>1</num-threads>
<max-pointlights>1024</max-pointlights>
<max-spotlights>1024</max-spotlights>
<pbr-lights>true</pbr-lights>
<expose-uniforms>false</expose-uniforms>
</clustered-shading>
<attachment>
<component>color0</component>
<buffer>gbuffer0</buffer>
</attachment>
<attachment>
<component>color1</component>
<buffer>gbuffer1</buffer>
</attachment>
<attachment>
<component>color2</component>
<buffer>gbuffer2</buffer>
</attachment>
<attachment>
<component>color3</component>
<buffer>gbuffer3</buffer>
</attachment>
<attachment>
<component>depth</component>
<buffer>depth-stencil</buffer>
</attachment>
<attachment>
<component>stencil</component>
<buffer>depth-stencil</buffer>
</attachment>
</pass>
<!-- GTAO (Ground Truth Ambient Occlusion) -->
<pass>
<name>gtao</name>
<type>quad</type>
<effect>Effects/HDR/gtao</effect>
<clear-mask>color</clear-mask>
<clear-color type="vec4d">1.0 1.0 1.0 1.0</clear-color>
<condition>
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
</condition>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>depth-stencil</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>ao-noisy</buffer>
</attachment>
</pass>
<pass>
<name>gtao-denoiser</name>
<type>quad</type>
<effect>Effects/HDR/gtao-denoiser</effect>
<condition>
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
</condition>
<binding>
<unit>0</unit>
<buffer>ao-noisy</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>ao-filtered</buffer>
</attachment>
</pass>
<!-- Shadow mapping pre-passes -->
<pass include="csm-pass.xml">
<name>csm0</name>
<near-m>0.1</near-m>
<far-m>2.0</far-m>
<viewport>
<x>0.0</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass include="csm-pass.xml">
<name>csm1</name>
<near-m>2.0</near-m>
<far-m>40.0</far-m>
<viewport>
<x>0.5</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass include="csm-pass.xml">
<name>csm2</name>
<near-m>40.0</near-m>
<far-m>150.0</far-m>
<viewport>
<x>0.0</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass include="csm-pass.xml">
<name>csm3</name>
<near-m>150.0</near-m>
<far-m>500.0</far-m>
<viewport>
<x>0.5</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<!--
Main shading pass (for opaque objects)
Combine the G-Buffer and other buffers to compute the final shading value
of the pixel in HDR.
-->
<pass>
<name>shading-opaque</name>
<type>quad</type>
<effect>Effects/HDR/shading-opaque</effect>
<use-shadow-pass>csm0</use-shadow-pass>
<use-shadow-pass>csm1</use-shadow-pass>
<use-shadow-pass>csm2</use-shadow-pass>
<use-shadow-pass>csm3</use-shadow-pass>
<use-clustered-uniforms>
<pass>geometry</pass>
<clusters-bind-unit>5</clusters-bind-unit>
<indices-bind-unit>6</indices-bind-unit>
<pointlights-bind-unit>13</pointlights-bind-unit>
<spotlights-bind-unit>15</spotlights-bind-unit>
</use-clustered-uniforms>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>gbuffer1</buffer>
</binding>
<binding>
<unit>2</unit>
<buffer>gbuffer2</buffer>
</binding>
<binding>
<unit>3</unit>
<buffer>gbuffer3</buffer>
</binding>
<binding>
<unit>4</unit>
<buffer>depth-stencil</buffer>
</binding>
<binding>
<unit>7</unit>
<buffer>ao-filtered</buffer>
<condition>
<property>/sim/rendering/hdr/ambient-occlusion/enabled</property>
</condition>
</binding>
<binding>
<unit>9</unit>
<buffer>prefiltered-envmap</buffer>
</binding>
<binding>
<unit>10</unit>
<buffer>sun-shadowmap-atlas</buffer>
</binding>
<binding>
<unit>11</unit>
<buffer>aerial-perspective</buffer>
</binding>
<binding>
<unit>12</unit>
<buffer>transmittance</buffer>
</binding>
<binding>
<unit>14</unit>
<buffer>prev-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>hdr-result</buffer>
</attachment>
<attachment>
<component>stencil</component>
<buffer>depth-stencil</buffer>
</attachment>
</pass>
<pass>
<name>water</name>
<type>quad</type>
<effect>Effects/HDR/water-shading</effect>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>gbuffer1</buffer>
</binding>
<binding>
<unit>3</unit>
<buffer>depth-stencil</buffer>
</binding>
<binding>
<unit>9</unit>
<buffer>prefiltered-envmap</buffer>
</binding>
<binding>
<unit>11</unit>
<buffer>aerial-perspective</buffer>
</binding>
<binding>
<unit>12</unit>
<buffer>transmittance</buffer>
</binding>
<binding>
<unit>14</unit>
<buffer>prev-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>hdr-result</buffer>
</attachment>
<attachment>
<component>stencil</component>
<buffer>depth-stencil</buffer>
</attachment>
</pass>
<!--
Main forward pass
Render all objects that couldn't be rendered on the G-Buffer, mainly
transparent objects. This is also done in HDR.
We reuse the depth buffer from the G-Buffer stage so we can take advantage
of early depth testing.
-->
<pass>
<name>forward</name>
<type>scene</type>
<effect-scheme>hdr-forward</effect-scheme>
<use-shadow-pass>csm0</use-shadow-pass>
<use-shadow-pass>csm1</use-shadow-pass>
<use-shadow-pass>csm2</use-shadow-pass>
<use-shadow-pass>csm3</use-shadow-pass>
<!--
We should not be binding and attaching the depth buffer as that usually
implies reading and writing to it at the same time, which will result in
undefined behaviour. However, in the forward pass we don't write to the
depth buffer (all Effects that use hdr-forward have write-mask=false).
-->
<binding>
<unit>7</unit>
<buffer>depth-stencil</buffer>
</binding>
<binding>
<unit>9</unit>
<buffer>prefiltered-envmap</buffer>
</binding>
<binding>
<unit>10</unit>
<buffer>sun-shadowmap-atlas</buffer>
</binding>
<binding>
<unit>11</unit>
<buffer>aerial-perspective</buffer>
</binding>
<binding>
<unit>12</unit>
<buffer>transmittance</buffer>
</binding>
<binding>
<unit>13</unit>
<buffer>sky-view</buffer>
</binding>
<binding>
<unit>14</unit>
<buffer>prev-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>hdr-result</buffer>
</attachment>
<attachment>
<component>depth</component>
<buffer>depth-stencil</buffer>
</attachment>
<attachment>
<component>stencil</component>
<buffer>depth-stencil</buffer>
</attachment>
</pass>
<!--
Auto exposure using a luminance histogram
Based on the article by Alex Tardif:
https://www.alextardif.com/HistogramLuminance.html
Instead of using a compute shader, we run two fragment shaders. The first
calculates a partial histogram of the rows of the input HDR texture, and
the second aggregates them together to obtain a single histogram.
The last step, which calculates the average scene luminance from the
histogram, is identical even though it is implemented as a fragment shader.
This technique will find the average luminance after multiplication by the
albedo. This is not correct, but the alternative (keeping a luminance
texture) is too expensive and not worth the trouble.
-->
<pass>
<name>histogram-column</name>
<type>quad</type>
<effect>Effects/HDR/histogram-column</effect>
<binding>
<unit>0</unit>
<buffer>hdr-result</buffer>
</binding>
<binding>
<unit>14</unit>
<buffer>prev-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>histogram-partial</buffer>
</attachment>
</pass>
<pass>
<name>histogram-aggregate</name>
<type>quad</type>
<effect>Effects/HDR/histogram-aggregate</effect>
<binding>
<unit>0</unit>
<buffer>histogram-partial</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>histogram</buffer>
</attachment>
</pass>
<pass>
<name>histogram-luminance</name>
<type>quad</type>
<effect>Effects/HDR/histogram-luminance</effect>
<binding>
<unit>0</unit>
<buffer>histogram</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>prev-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>histogram-luminance</buffer>
</attachment>
</pass>
<pass>
<name>copy-prev-luminance</name>
<type>quad</type>
<effect>Effects/HDR/copy-prev-luminance</effect>
<binding>
<unit>0</unit>
<buffer>histogram-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>prev-luminance</buffer>
</attachment>
</pass>
<!--
Bloom effect from:
"Next Generation Post Processing in Call of Duty Advanced Warfare",
ACM Siggraph (2014).
-->
<pass>
<name>bloom-downsample1</name>
<type>quad</type>
<effect>Effects/HDR/bloom-downsample-first</effect>
<binding>
<unit>0</unit>
<buffer>hdr-result</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomA</buffer>
</attachment>
</pass>
<pass include="bloom-downsample-rest.xml">
<name>bloom-downsample2</name>
<binding>
<unit>0</unit>
<buffer>bloomA</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomB</buffer>
</attachment>
</pass>
<pass include="bloom-downsample-rest.xml">
<name>bloom-downsample3</name>
<binding>
<unit>0</unit>
<buffer>bloomB</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomC</buffer>
</attachment>
</pass>
<pass include="bloom-downsample-rest.xml">
<name>bloom-downsample4</name>
<binding>
<unit>0</unit>
<buffer>bloomC</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomD</buffer>
</attachment>
</pass>
<pass include="bloom-downsample-rest.xml">
<name>bloom-downsample5</name>
<binding>
<unit>0</unit>
<buffer>bloomD</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomE</buffer>
</attachment>
</pass>
<pass include="bloom-upsample.xml">
<name>bloom-upsample1</name>
<binding>
<unit>0</unit>
<buffer>bloomE</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomD</buffer>
</attachment>
</pass>
<pass include="bloom-upsample.xml">
<name>bloom-upsample2</name>
<binding>
<unit>0</unit>
<buffer>bloomD</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomC</buffer>
</attachment>
</pass>
<pass include="bloom-upsample.xml">
<name>bloom-upsample3</name>
<binding>
<unit>0</unit>
<buffer>bloomC</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomB</buffer>
</attachment>
</pass>
<pass include="bloom-upsample.xml">
<name>bloom-upsample4</name>
<binding>
<unit>0</unit>
<buffer>bloomB</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloomA</buffer>
</attachment>
</pass>
<!--
Post-processing
Perform miscellaneous post-processing operations, namely tonemapping
and exposure compensation. This process converts the HDR buffer into an
LDR texture ready to be displayed on a screen.
-->
<pass>
<name>post</name>
<type>quad</type>
<effect>Effects/HDR/postprocess</effect>
<binding>
<unit>0</unit>
<buffer>hdr-result</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>bloomA</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>final</buffer>
</attachment>
</pass>
<!--
Final LDR post-processing passes that render to the screen
For now they just do antialiasing.
-->
<!-- No AA -->
<pass>
<name>no-aa-display</name>
<type>quad</type>
<effect>Effects/HDR/trivial</effect>
<condition>
<equals>
<property>/sim/rendering/hdr/antialiasing-technique</property>
<value type="int">0</value>
</equals>
</condition>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
</pass>
<!-- FXAA -->
<pass>
<name>fxaa</name>
<type>quad</type>
<effect>Effects/HDR/fxaa</effect>
<condition>
<equals>
<property>/sim/rendering/hdr/antialiasing-technique</property>
<value type="int">1</value>
</equals>
</condition>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
</pass>
<!--
SMAA (Enhanced Subpixel Morphological Antialiasing)
http://www.iryoku.com/smaa/
-->
<pass include="smaa-pass.xml">
<name>smaa-edge-detection</name>
<effect>Effects/HDR/smaa-edge-detection</effect>
<clear-mask>color stencil</clear-mask>
<clear-color type="vec4d">0.0 0.0 0.0 0.0</clear-color>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>smaa-edges</buffer>
</attachment>
<attachment>
<component>stencil</component>
<buffer>depth-stencil</buffer>
</attachment>
</pass>
<pass include="smaa-pass.xml">
<name>smaa-blending-weight-calculation</name>
<effect>Effects/HDR/smaa-blending-weight-calculation</effect>
<clear-mask>color</clear-mask>
<clear-color type="vec4d">0.0 0.0 0.0 0.0</clear-color>
<binding>
<unit>0</unit>
<buffer>smaa-edges</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>smaa-blend</buffer>
</attachment>
<attachment>
<component>stencil</component>
<buffer>depth-stencil</buffer>
</attachment>
</pass>
<pass include="smaa-pass.xml">
<name>smaa-neighborhood-blending</name>
<effect>Effects/HDR/smaa-neighborhood-blending</effect>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>smaa-blend</buffer>
</binding>
</pass>
<!-- Debug passes -->
<pass include="debug-pass.xml">
<name>debug-color</name>
<effect>Effects/HDR/gbuffer-debug-color</effect>
<geometry>
<left>0.0</left>
<bottom>0.0</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer1</buffer>
</binding>
</pass>
<pass include="debug-pass.xml">
<name>debug-normals</name>
<effect>Effects/HDR/gbuffer-debug-normal</effect>
<geometry>
<left>0.8</left>
<bottom>0.0</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
</pass>
<pass include="debug-pass.xml">
<name>debug-orm</name>
<effect>Effects/HDR/gbuffer-debug-orm</effect>
<geometry>
<left>0.0</left>
<bottom>0.8</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>gbuffer1</buffer>
</binding>
<binding>
<unit>2</unit>
<buffer>gbuffer2</buffer>
</binding>
</pass>
<pass include="debug-pass.xml">
<name>debug-matid</name>
<effect>Effects/HDR/gbuffer-debug-matid</effect>
<geometry>
<left>0.0</left>
<bottom>0.57</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
</pass>
<pass include="debug-pass.xml">
<name>debug-depth</name>
<effect>Effects/HDR/gbuffer-debug-depth</effect>
<geometry>
<left>0.8</left>
<bottom>0.8</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>depth-stencil</buffer>
</binding>
</pass>
</PropertyList>