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fgdata/Shaders/HDR/shadows-include.frag
Fernando García Liñán 9f39644199 HDR: Optimize the G-Buffer and do not separate the occlusion texture
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24
unused bits that can be used for extra material parameters later (like
clearcoat).
- Add better debug views for the G-Buffer.
- Use octahedron normal encoding. This yields the same results as the previous
method but uses 16 bits less.
- Use rg11fb10f for the environment mapping cubemaps.
- Tweak the shadow mapping parameters and add a colored debug mode.
- Only render shadow maps for objects that inherit from model-default.eff or
model-pbr.eff instead of having a fallback Effect. Now transparent objects
should be ignored (if they are marked as such with model-transparent or
similar).
- Remove the separate occlusion texture. Now the PBR Effect expects a single
texture where R=occlusion, G=roughness and B=metallic.
2021-08-27 00:03:43 +02:00

244 lines
8.3 KiB
GLSL

#version 330 core
uniform sampler2D depth_tex; // For Screen Space Shadows
uniform sampler2DShadow shadow_tex;
uniform mat4 fg_LightMatrix_csm0;
uniform mat4 fg_LightMatrix_csm1;
uniform mat4 fg_LightMatrix_csm2;
uniform mat4 fg_LightMatrix_csm3;
const float NORMAL_BIAS = 0.02;
const float BAND_SIZE = 0.1;
const vec2 BAND_BOTTOM_LEFT = vec2(BAND_SIZE);
const vec2 BAND_TOP_RIGHT = vec2(1.0 - BAND_SIZE);
// Ideally these should be passed as an uniform, but we don't support uniform
// arrays yet
const vec2 uv_shifts[4] = vec2[4](
vec2(0.0, 0.0), vec2(0.5, 0.0),
vec2(0.0, 0.5), vec2(0.5, 0.5));
const vec2 uv_factor = vec2(0.5, 0.5);
const float SSS_THICKNESS = 0.1;
const uint SSS_NUM_STEPS = 16u;
const float SSS_MAX_DISTANCE = 0.05;
const vec3 DITHER_MAGIC = vec3(0.06711056, 0.00583715, 52.9829189);
float sampleMap(vec2 coord, vec2 offset, float depth)
{
return texture(shadow_tex, vec3(coord + offset, depth));
}
// OptimizedPCF from https://github.com/TheRealMJP/Shadows
// Original by Ignacio Castaño for The Witness
// Released under The MIT License
float sampleOptimizedPCF(vec4 pos, vec2 mapSize)
{
vec2 texelSize = vec2(1.0) / mapSize;
vec2 offset = vec2(0.5);
vec2 uv = (pos.xy * mapSize) + offset;
vec2 base = (floor(uv) - offset) * texelSize;
vec2 st = fract(uv);
vec3 uw = vec3(4.0 - 3.0 * st.x, 7.0, 1.0 + 3.0 * st.x);
vec3 vw = vec3(4.0 - 3.0 * st.y, 7.0, 1.0 + 3.0 * st.y);
vec3 u = vec3((3.0 - 2.0 * st.x) / uw.x - 2.0, (3.0 + st.x) / uw.y, st.x / uw.z + 2.0);
vec3 v = vec3((3.0 - 2.0 * st.y) / vw.x - 2.0, (3.0 + st.y) / vw.y, st.y / vw.z + 2.0);
u *= texelSize.x;
v *= texelSize.y;
float depth = pos.z;
float sum = 0.0;
sum += uw.x * vw.x * sampleMap(base, vec2(u.x, v.x), depth);
sum += uw.y * vw.x * sampleMap(base, vec2(u.y, v.x), depth);
sum += uw.z * vw.x * sampleMap(base, vec2(u.z, v.x), depth);
sum += uw.x * vw.y * sampleMap(base, vec2(u.x, v.y), depth);
sum += uw.y * vw.y * sampleMap(base, vec2(u.y, v.y), depth);
sum += uw.z * vw.y * sampleMap(base, vec2(u.z, v.y), depth);
sum += uw.x * vw.z * sampleMap(base, vec2(u.x, v.z), depth);
sum += uw.y * vw.z * sampleMap(base, vec2(u.y, v.z), depth);
sum += uw.z * vw.z * sampleMap(base, vec2(u.z, v.z), depth);
return sum / 144.0;
}
float sampleCascade(vec4 p, vec2 shift, vec2 mapSize)
{
vec4 pos = p;
pos.xy *= uv_factor;
pos.xy += shift;
return sampleOptimizedPCF(pos, mapSize);
}
float getBlendFactor(vec2 uv, vec2 bottomLeft, vec2 topRight)
{
vec2 s = smoothstep(vec2(0.0), bottomLeft, uv)
- smoothstep(topRight, vec2(1.0), uv);
return 1.0 - s.x * s.y;
}
bool checkWithinBounds(vec2 coords, vec2 bottomLeft, vec2 topRight)
{
vec2 r = step(bottomLeft, coords) - step(topRight, coords);
return bool(r.x * r.y);
}
bool isInsideCascade(vec4 p)
{
return checkWithinBounds(p.xy, vec2(0.0), vec2(1.0)) && ((p.z / p.w) <= 1.0);
}
bool isInsideBand(vec4 p)
{
return !checkWithinBounds(p.xy, BAND_BOTTOM_LEFT, BAND_TOP_RIGHT);
}
/**
* Get the light space position of point p.
* Both p and n must be in view space. The light matrix is also assumed to
* transform from view space to light space.
*/
vec4 getLightSpacePosition(vec3 p, vec3 n, float NdotL, mat4 lightMatrix)
{
float sinTheta = sqrt(1.0 - NdotL * NdotL);
vec3 offsetPos = p + n * (sinTheta * NORMAL_BIAS);
return lightMatrix * vec4(offsetPos, 1.0);
}
/**
* Screen Space Shadows
* Implementation mostly from:
* https://panoskarabelas.com/posts/screen_space_shadows/
* Marching done in screen space instead of in view space.
*/
float getContactShadow(vec3 p, vec3 l, mat4 viewToClip)
{
// Ray start and end points in view space
vec3 viewRayStart = p;
vec3 viewRayEnd = viewRayStart + l * SSS_MAX_DISTANCE;
// To clip space
vec4 clipRayStart = viewToClip * vec4(viewRayStart, 1.0);
vec4 clipRayEnd = viewToClip * vec4(viewRayEnd, 1.0);
// Perspective divide
vec3 rayStart = clipRayStart.xyz / clipRayStart.w;
vec3 rayEnd = clipRayEnd.xyz / clipRayEnd.w;
// From [-1,1] to [0,1] to sample directly from textures
rayStart = rayStart * 0.5 + 0.5;
rayEnd = rayEnd * 0.5 + 0.5;
vec3 ray = rayEnd - rayStart;
float dither = fract(DITHER_MAGIC.z * fract(dot(gl_FragCoord.xy, DITHER_MAGIC.xy)));
float dt = 1.0 / float(SSS_NUM_STEPS);
float t = dt * dither + dt;
float shadow = 0.0;
for (uint i = 0u; i < SSS_NUM_STEPS; ++i) {
vec3 samplePos = rayStart + ray * t;
// Reversed depth buffer, invert it
float sampleDepth = 1.0 - texture(depth_tex, samplePos.xy).r;
float dz = samplePos.z - sampleDepth;
if (dz > 0.00001 && dz < SSS_THICKNESS) {
shadow = 1.0;
vec2 screenFade = smoothstep(vec2(0.0), vec2(0.07), samplePos.xy)
- smoothstep(vec2(0.93), vec2(1.0), samplePos.xy);
shadow *= screenFade.x * screenFade.y;
break;
}
t += dt;
}
return 1.0 - shadow;
}
/**
* Get shadowing factor for a given position. 1.0 corresponds to a fragment
* being completely lit, and 0.0 to a fragment being completely in shadow.
* Both p and n must be in view space.
* viewToClip transforms a point from view space to clip space. Used for SSS.
*/
float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip)
{
float NdotL = clamp(dot(n, l), 0.0, 1.0);
vec4 lightSpacePos[4];
lightSpacePos[0] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm0);
lightSpacePos[1] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm1);
lightSpacePos[2] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm2);
lightSpacePos[3] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm3);
vec2 mapSize = vec2(textureSize(shadow_tex, 0));
float visibility = 1.0;
for (int i = 0; i < 4; ++i) {
// Map-based cascade selection
// We test if we are inside the cascade bounds to find the tightest
// map that contains the fragment.
if (isInsideCascade(lightSpacePos[i])) {
if (isInsideBand(lightSpacePos[i])) {
// Blend between cascades if the fragment is near the
// next cascade to avoid abrupt transitions.
float blend = getBlendFactor(lightSpacePos[i].xy,
BAND_BOTTOM_LEFT,
BAND_TOP_RIGHT);
float cascade0 = sampleCascade(lightSpacePos[i],
uv_shifts[i],
mapSize);
float cascade1;
if (i == 3) {
// Handle special case of the last cascade
cascade1 = 1.0;
} else {
cascade1 = sampleCascade(lightSpacePos[i+1],
uv_shifts[i+1],
mapSize);
}
visibility = mix(cascade0, cascade1, blend);
} else {
// We are far away from the borders of the cascade, so
// we skip the blending to avoid the performance cost
// of sampling the shadow map twice.
visibility = sampleCascade(lightSpacePos[i],
uv_shifts[i],
mapSize);
}
break;
}
}
visibility = clamp(visibility, 0.0, 1.0);
if (visibility > 0.0)
visibility *= getContactShadow(p, l, viewToClip);
return visibility;
}
vec3 debugShadowColor(vec3 p, vec3 n, vec3 l)
{
float NdotL = clamp(dot(n, l), 0.0, 1.0);
vec4 lightSpacePos[4];
lightSpacePos[0] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm0);
lightSpacePos[1] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm1);
lightSpacePos[2] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm2);
lightSpacePos[3] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm3);
if (isInsideCascade(lightSpacePos[0]))
return vec3(1.0, 0.0, 0.0);
else if (isInsideCascade(lightSpacePos[1]))
return vec3(0.0, 1.0, 0.0);
else if (isInsideCascade(lightSpacePos[2]))
return vec3(0.0, 0.0, 1.0);
else if (isInsideCascade(lightSpacePos[3]))
return vec3(1.0, 0.0, 1.0);
return vec3(0.0);
}