UnbindTexture, PBR changes, Test scene

This commit is contained in:
Simon Lübeß
2022-05-09 22:11:46 +02:00
parent 3c2c37b270
commit b37b1b4bf9
14 changed files with 250 additions and 144 deletions
+78
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@@ -0,0 +1,78 @@
/*
* This File contains Function for PBR.
*/
#ifndef __PBR_HLSL__
#define __PBR_HLSL__
#include "ShaderHelpers.hlsl"
// #define PBR_IBL
/**
* Normal Distribution Function. (Trowbridge-Reits GGX)
* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
* @param normal The surface normal.
* @param halfway The halfway vector between the surface normal and the view direction.
* @param roughness Roughness value.
* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
*/
float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
{
// Square roughness because it looks better
float a = roughness * roughness;
float aa = a * a;
float n_dot_h = max(dot(normal, halfway), 0.0f);
float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
denom = PI * denom * denom;
return aa / denom;
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
* @param dot-product of normal vector and vector from surface to camera.
* @param k Roughness value.
*/
float GeometrySchlickGGX(float n_dot_v, float k)
{
return n_dot_v / (n_dot_v * (1 - k) + k);
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
* @param normal The surface normal.
* @param viewDir Vector from surface to viewer.
* @param lightDir Vector from surface to light source.
* @param roughness Roughness value.
*/
float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
{
#ifdef PBR_IBL
// IBL
float k = roughness * roughness / 2;
#else
// Direct lighting
float k = (roughness + 1.0f);
k = (k * k) / 8;
#endif
const float n_dot_v = max(dot(normal, viewDir), 0.0f);
float n_dot_l = max(dot(normal, lightDir), 0.0f);
return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
}
/**
* Calculates the fresnel value.
* @param n_dot_v Dot product of the normal and view direction
* @param F0 base reflectivity.
*/
float3 FresnelSchlick(float n_dot_v, float3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - n_dot_v, 0.0, 1.0), 5.0);
}
#endif // __PBR_HLSL__
@@ -1,3 +1,7 @@
#ifndef __SHADER_HELPERS_HLSL__
#define __SHADER_HELPERS_HLSL__
#define PI 3.14159265358979323846f
/*
* Calculates the weighted sum of two normal vectors.
@@ -81,4 +85,6 @@ float GetBitangentHandedness(float tangentz)
// handedness is in least significant bit of tangent.z
uint z = asuint(tangentz);
return (z & 1) > 0 ? 1.0 : -1.0;
}
}
#endif // __SHADER_HELPERS_HLSL__
+14 -5
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@@ -1,3 +1,5 @@
#include "ShaderHelpers.hlsl"
Texture2D AlbedoTexture : register(t0);
SamplerState AlbedoSampler : register(s0);
@@ -25,8 +27,11 @@ cbuffer ObjectConstants
cbuffer Constants
{
//float4 BaseColor = float4(1, 0, 1, 1);
//float3 LightDir = float3(0, 1, 0);
float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
float2 NormalScaling = float2(1.0, 1.0);
float MetallicFactor = 1.0;
float RoughnessFactor = 1.0;
// float AmbientFactor = 1.0;
}
struct VS_IN
@@ -98,6 +103,10 @@ PS_OUT PS(PS_IN input)
//float3 objectNormal = mul(tangentTransform, texNormal);
//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
float4 finalAlbedo = texAlbedo * AlbedoColor;
float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
float finalMetallic = texMetallic * MetallicFactor;
float finalRoughness = texRoughness * RoughnessFactor;
/////////////TODO: REMOVEME
@@ -109,12 +118,12 @@ PS_OUT PS(PS_IN input)
/////////////TODO: END_REMOVEME
PS_OUT output;
output.Albedo = texAlbedo;
output.Albedo = finalAlbedo;
//output.Normal = float4(objectNormal, 1.0);
output.Normal = float4(texNormal.xy, normal.xy);
output.Normal = float4(finalNormal.xy, normal.xy);
output.Tangent = float4(normal.z, tangent.xyz);
output.Position = float4(input.WorldPosition, 1.0);
output.Material = float4(texMetallic, texRoughness, 1.0, 0);
output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
return output;
}
+41 -114
View File
@@ -1,6 +1,13 @@
#include "ShaderFunctions.hlsl"
#include "ShaderHelpers.hlsl"
#include "PBR.hlsl"
#define PI 3.14159265358979323846f
#define Render 0
#define Inspect_NormalDistribution 1
#define Inspect_GeometryFunction 2
#define Inspect_Fresnel 3
#define Inspect_Normal 4
#define OUTPUT Render
SamplerState Sampler : register(s0);
@@ -11,14 +18,16 @@ Texture2D GBuffer_Position : register(t3);
Texture2D GBuffer_Material : register(t4);
cbuffer Constants
{
float3 CameraPos;
float2 Scaling;
}
cbuffer LightConstants
{
float3 LightColor;
float Illuminance;
float3 LightDir;
float3 CameraPos;
float2 Scaling;
}
struct VS_IN
@@ -43,84 +52,10 @@ PS_IN VS(VS_IN input)
return output;
}
/**
* Normal Distribution Function. (Trowbridge-Reits GGX)
* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
* @param normal The surface normal.
* @param halfway The halfway vector between the surface normal and the view direction.
* @param roughness Roughness value.
* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
*/
float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
{
// Square roughness because it looks better
float a = roughness * roughness;
float aa = a * a;
float n_dot_h = max(dot(normal, halfway), 0.0f);
float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
denom = PI * denom * denom;
return aa / denom;
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
* @param dot-product of normal vector and vector from surface to camera.
* @param k Roughness value.
*/
float GeometrySchlickGGX(float n_dot_v, float k)
{
return n_dot_v / (n_dot_v * (1 - k) + k);
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
* @param normal The surface normal.
* @param viewDir Vector from surface to viewer.
* @param lightDir Vector from surface to light source.
* @param roughness Roughness value.
*/
float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
{
// Direct lighting
float k = (roughness + 1.0f);
k = (k * k) / 8;
// IBL
// float k = alpha * alpha / 2
float n_dot_v = max(dot(normal, viewDir), 0.0f);
float n_dot_l = max(dot(normal, lightDir), 0.0f);
return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
}
/**
* Calculates the fresnel value.
* @param h_dot_v Dot product of the normal and view direction
* @param F0 base reflectivity
*/
float3 FresnelSchlick(float cosTheta, float3 F0)
{
return F0 + (1.0f - F0) * pow(clamp(1.0f - cosTheta, 0.0f, 1.0f), 5.0f);
}
/*
* Reconstructs the z-component of a normalized normal vector from a two-component value
* cnrm: The x- and y-components of a normalized normal vector
*/
//float3 DecompressNormal(float2 cnrm)
//{
// return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
//}
float4 PS(PS_IN input) : SV_TARGET
{
// Load Data from GBuffer
float4 rawAlbedo = GBuffer_Albedo.Sample(Sampler, input.TexCoord);
float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
@@ -152,6 +87,7 @@ float4 PS(PS_IN input) : SV_TARGET
float3 halfway = normalize(lightDir + viewDir);
float n_dot_v = max(dot(surfaceNormal, viewDir), 0.0f);
float n_dot_h = max(dot(surfaceNormal, halfway), 0.0f);
float n_dot_l = max(dot(surfaceNormal, lightDir), 0.0f);
float nrmDist = NormalDistributionGGX(surfaceNormal, halfway, roughness);
@@ -159,49 +95,40 @@ float4 PS(PS_IN input) : SV_TARGET
float3 F0 = 0.04f;
F0 = lerp(F0, albedo, metallic);
float3 fresnel = FresnelSchlick(n_dot_v, F0);
float3 fresnel = FresnelSchlick(n_dot_h, F0);
float3 ks = fresnel;
float3 kd = 1.0f - ks;
// if (InspectNrmDist)
// return float4(nrmDist.xxx, 1);
// else if (InspectGeo)
// return float4(geo.xxx, 1);
// else if (InspectFresnel)
// return float4(fresnel, 1);
// else if (CookTorrance)
// {
float3 ks = fresnel;
float3 kd = 1.0f - ks;
// Metals have no diffuse light
kd *= 1.0f - metallic;
// Metals have no diffuse light
kd *= 1.0f - metallic;
float3 diffuse = albedo / PI;
float3 specular = (nrmDist * fresnel * geo) / max(4 * n_dot_v * n_dot_l, 0.0001f);
float3 diffuse = albedo / PI;
float3 specular = (nrmDist * fresnel * geo) / max(4 * n_dot_v * n_dot_l, 0.0001f);
float3 luminanceColor = LightColor * Illuminance;
float3 luminanceColor = LightColor * Illuminance;
float3 cook = (kd * diffuse + specular) * luminanceColor * n_dot_l;
float3 cook = (kd * diffuse + specular) * luminanceColor * n_dot_l;
float3 final = cook;
float3 final = cook;
// Tone mapping // TODO: do in postprocessing
final = final / (final + 1.0f);
// Tone mapping // TODO: do in postprocessing
final = final / (final + 1.0f);
// Gamma correction // TODO: do in postprocessing/hardware
final = pow(final, 1.0f / 2.2f);
// Gamma correction // TODO: do in postprocessing/hardware
final = pow(final, 1.0f / 2.2f);
#if OUTPUT == Inspect_NormalDistribution
final = max(final - 10000000, nrmDist.xxx);
#elif OUTPUT == Inspect_GeometryFunction
final = max(final - 10000000, geo.xxx);
#elif OUTPUT == Inspect_Fresnel
final = max(final - 10000000, fresnel);
#elif OUTPUT == Inspect_Normal
final = max(final - 10000000, surfaceNormal / 2 + 0.5f);
#endif
/////////////TODO: REMOVEME
//final = max(final - 10000000, nrmDist.xxx);
//final = max(final - 10000000, geo.xxx);
//final = max(final - 10000000, fresnel);
//final = max(final - 10000000, surfaceNormal / 2 + 0.5f);
//final = max(final - 10000000, abs(normal - surfaceNormal) / 2 + 0.5f);
/////////////TODO: END_REMOVEME
return float4(final, 1);
//}
return float4(final, 1);
}
#effect[VS=VS,PS=PS]