// Copyright Epic Games, Inc. All Rights Reserved. #ifndef TILE_TYPE #define TILE_TYPE TILE_MODE_EMPTY #endif #ifndef NUM_SAMPLES_PER_PIXEL_1D #define NUM_SAMPLES_PER_PIXEL_1D 1 #define NUM_SAMPLES_PER_PIXEL_2D_X 1 #define NUM_SAMPLES_PER_PIXEL_2D_Y 1 #endif // When loading SSS checkerboard pixel, do not adjust DiffuseColor/SpecularColor to preserve specular and diffuse lighting values for each pixel #define ALLOW_SSS_MATERIAL_OVERRIDE 0 #define USE_IES_PROFILE 1 #define USE_LIGHT_FUNCTION_ATLAS 1 #include "../Common.ush" #include "/Engine/Shared/MegaLightsDefinitions.h" // Substrate tile for faster shading #if SUBSTRATE_ENABLED #if TILE_TYPE == TILE_MODE_SIMPLE_SHADING || TILE_TYPE == TILE_MODE_SIMPLE_SHADING_RECT || TILE_TYPE == TILE_MODE_SIMPLE_SHADING_RECT_TEXTURED || TILE_TYPE == TILE_MODE_EMPTY #define SUBSTRATE_FASTPATH 1 #define SUBSTRATE_SINGLEPATH 0 #define SUBSTRATE_COMPLEXSPECIALPATH 0 #elif TILE_TYPE == TILE_MODE_SINGLE_SHADING || TILE_TYPE == TILE_MODE_SINGLE_SHADING_RECT || TILE_TYPE == TILE_MODE_SINGLE_SHADING_RECT_TEXTURED #define SUBSTRATE_FASTPATH 0 #define SUBSTRATE_SINGLEPATH 1 #define SUBSTRATE_COMPLEXSPECIALPATH 0 #elif TILE_TYPE == TILE_MODE_COMPLEX_SHADING || TILE_TYPE == TILE_MODE_COMPLEX_SHADING_RECT || TILE_TYPE == TILE_MODE_COMPLEX_SHADING_RECT_TEXTURED #define SUBSTRATE_FASTPATH 0 #define SUBSTRATE_SINGLEPATH 0 #define SUBSTRATE_COMPLEXSPECIALPATH 0 #else // Special TILE_MODE_COMPLEX_SPECIAL_SHADING || TILE_MODE_SPECIAL_COMPLEX_SHADING_RECT || TILE_MODE_SPECIAL_COMPLEX_SHADING_RECT_TEXTURED #define SUBSTRATE_FASTPATH 0 #define SUBSTRATE_SINGLEPATH 0 #define SUBSTRATE_COMPLEXSPECIALPATH 1 #endif #endif #if SUBSTRATE_FASTPATH || SUBSTRATE_SINGLEPATH #define SUBSTRATE_LOAD_FROM_MATERIALCONTAINER 0 #endif #include "../BlueNoise.ush" #include "MegaLightsShading.ush" #include "../Lumen/LumenReflectionDenoiserCommon.ush" #include "../StochasticLighting/StochasticLightingCommon.ush" // For now, allow register spilling when Substrate is enabled, until we reduce register usage #if SUBSTRATE_ENABLED #pragma warning(disable:7203) #endif ADAPTIVE_LICM #define WAVE_LIGHT_HASH_SIZE 4 RWTexture2D RWResolvedDiffuseLighting; RWTexture2D RWResolvedSpecularLighting; RWTexture2D RWShadingConfidence; RWTexture2D RWOutputColor; int2 SampleViewMin; int2 SampleViewSize; uint2 DownsampledViewMin; uint2 DownsampledViewSize; Texture2D DownsampledSceneDepth; Texture2D DownsampledSceneWorldNormal; float2 DownsampledBufferInvSize; StructuredBuffer TileAllocator; StructuredBuffer TileData; uint TileDataStride; Texture2D LightSamples; Texture2D HairTransmittanceMaskTexture; Texture2D PackedPixelDataTexture; uint bSubPixelShading; uint ShadingSampleIndex; float MaxShadingWeight; uint UseShadingConfidence; uint ShadingPassIndex; int UseIESProfiles; int UseLightFunctionAtlas; uint DebugLightId; float GetLightSampleWeightRatio(FLightSample LightSample) { return LightSample.bGuidedAsVisible ? 1.0f / LightSample.Weight : 0.0f; } void FindNextLocalLightIndex(uint PackedLightSamples[NUM_SAMPLES_PER_PIXEL_1D], inout uint NextLocalLightIndex) { for (uint SampleIndex = 0; SampleIndex < NUM_SAMPLES_PER_PIXEL_1D; ++SampleIndex) { FLightSample LightSample = UnpackLightSample(PackedLightSamples[SampleIndex]); if (LightSample.bVisible) { NextLocalLightIndex = min(NextLocalLightIndex, LightSample.LocalLightIndex); } } } void AccumulateLightSample(uint PackedLightSamples[NUM_SAMPLES_PER_PIXEL_1D], uint LocalLightIndex, inout uint NextLocalLightIndex, inout float SampleWeightSum, inout float WeightRatioSum, inout uint ValidSampleMask, inout FShaderPrintContext DebugContext) { uint NumMergedSamples = 1; for (uint SampleIndex = 0; SampleIndex < NUM_SAMPLES_PER_PIXEL_1D; ++SampleIndex) { FLightSample LightSample = UnpackLightSample(PackedLightSamples[SampleIndex]); if (LightSample.LocalLightIndex == LocalLightIndex) { // Identical rays were skipped by marking such samples as weight=0 if (LightSample.Weight == 0.0f) { ++NumMergedSamples; } else { if (LightSample.bVisible) { SampleWeightSum += LightSample.Weight * NumMergedSamples; WeightRatioSum += GetLightSampleWeightRatio(LightSample) * NumMergedSamples; ValidSampleMask |= 1u << SampleIndex; NumMergedSamples = 1; } else { // Decrease confidence on ray miss WeightRatioSum -= GetLightSampleWeightRatio(LightSample) * NumMergedSamples; } } } if (LightSample.bVisible && LightSample.LocalLightIndex > LocalLightIndex) { NextLocalLightIndex = min(NextLocalLightIndex, LightSample.LocalLightIndex); } } } bool IsValidDownsampledCoord(uint2 DownsampledScreenCoord) { return all(DownsampledScreenCoord.xy < DownsampledViewMin + DownsampledViewSize); } float GetNormalWeight(float3 SceneWorldNormal, uint2 DownsampledScreenCoord) { float3 SampleWorldNormal = normalize(DecodeNormal(DownsampledSceneWorldNormal[DownsampledScreenCoord])); float AngleBetweenNormals = acosFast(saturate(dot(SampleWorldNormal, SceneWorldNormal))); float NormalWeight = 1.0f - saturate(AngleBetweenNormals); return Pow2(NormalWeight); } /** * Upsample light samples and apply all lights per pixel to affected tiles */ [numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ShadeLightSamplesCS( uint3 GroupId : SV_GroupID, uint3 GroupThreadId : SV_GroupThreadID, uint3 DispatchThreadId : SV_DispatchThreadID) { uint TileIndex = GroupId.x; if (TileIndex < TileAllocator[TILE_TYPE]) { uint2 TileCoord = UnpackTile(TileData[TileIndex + TILE_TYPE * TileDataStride]); uint2 ScreenCoord = TileCoord * TILE_SIZE + GroupThreadId.xy + View.ViewRectMinAndSize.xy; uint LocalLightHiMask = 0; if (all(ScreenCoord < View.ViewRectMinAndSize.xy + View.ViewRectMinAndSize.zw)) { FShaderPrintContext DebugContext = InitDebugContext(ScreenCoord, /*bDownsampled*/ false, float2(0.65, 0.05)); DebugContext.bIsActive = DebugContext.bIsActive; const float2 ScreenUV = (ScreenCoord + 0.5f) * View.BufferSizeAndInvSize.zw; const bool bForceSimpleShading = IsSimpleShadingTileType(TILE_TYPE); FMegaLightsMaterial Material = LoadMaterial(ScreenUV, ScreenCoord, bForceSimpleShading, ShadingSampleIndex); #if INPUT_TYPE == INPUT_TYPE_GBUFFER Material.LightingChannelMask = GetSceneLightingChannel(ScreenCoord); #endif // #ml_todo: handle this path when shadows are disabled float ScreenSpaceAO = 1.0f;//Texture2DSampleLevel(SceneTexturesStruct.ScreenSpaceAOTexture, SceneTexturesStruct_ScreenSpaceAOTextureSampler, ScreenUV, 0).x; float3 DiffuseLighting = INVALID_LIGHTING; float3 SpecularLighting = INVALID_LIGHTING; float WeightRatioSum = 0.0f; if (Material.Depth > 0.0f && Material.IsValid()) { float3 TranslatedWorldPosition = GetTranslatedWorldPositionFromScreenUV(ScreenUV, Material.Depth); float3 CameraVector = normalize(TranslatedWorldPosition - View.TranslatedWorldCameraOrigin); bool bValidPixel = true; float4 DownsampledScreenWeights = 0.0f; uint2 DownsampledScreenCoord = ScreenCoord; #if DOWNSAMPLE_FACTOR_X == 2 && DOWNSAMPLE_FACTOR_Y == 1 { int2 SampleOffsets[4]; SampleOffsets[0] = int2(0, 0); SampleOffsets[1] = int2(select(ScreenCoord.x % DOWNSAMPLE_FACTOR_X == 0, -1, 1), 0); SampleOffsets[2] = int2(0, -1); SampleOffsets[3] = int2(0, +1); FMegaLightsPackedPixelData PackedPixelData = (FMegaLightsPackedPixelData)PackedPixelDataTexture[ScreenCoord]; int2 StochasticBilinearOffset = PackedPixelData.GetStochasticSampleOffset(SampleOffsets); int2 DownsampledScreenCoord00 = ScreenCoord / uint2(DOWNSAMPLE_FACTOR_X, DOWNSAMPLE_FACTOR_Y); bValidPixel = PackedPixelData.HasValidStochasticSample(); DownsampledScreenCoord = clamp(DownsampledScreenCoord00 + StochasticBilinearOffset, int2(DownsampledViewMin), int2(DownsampledViewMin) + int2(DownsampledViewSize) - 1); } #elif DOWNSAMPLE_FACTOR_X == 2 { FMegaLightsPackedPixelData PackedPixelData = (FMegaLightsPackedPixelData)PackedPixelDataTexture[ScreenCoord]; int2 StochasticBilinearOffset = PackedPixelData.GetStochasticSampleOffset(); int2 DownsampledScreenCoord00 = floor(ScreenUV * View.BufferSizeAndInvSize.xy / DOWNSAMPLE_FACTOR_X - 0.5f); bValidPixel = PackedPixelData.HasValidStochasticSample(); DownsampledScreenCoord = clamp(DownsampledScreenCoord00 + StochasticBilinearOffset, int2(DownsampledViewMin), int2(DownsampledViewMin) + int2(DownsampledViewSize) - 1); } #endif if (DebugContext.bIsActive) { Print(DebugContext, TEXT("ShadeSamples"), FontTitle); Newline(DebugContext); Print(DebugContext, TEXT("ScreenCoord : ")); Print(DebugContext, ScreenCoord, FontValue); #if DOWNSAMPLE_FACTOR_X != 1 Newline(DebugContext); Print(DebugContext, TEXT("DownsampledWeights : ")); Print(DebugContext, DownsampledScreenWeights, FontValue); #endif Newline(DebugContext); Print(DebugContext, TEXT("LightId | Weight | Diffuse | Specular"), FontSilver); } if (bValidPixel) { DiffuseLighting = 0.0f; SpecularLighting = 0.0f; // Load samples into registers uint PackedLightSamples[NUM_SAMPLES_PER_PIXEL_1D]; uint PackedTransmittanceMasks[NUM_SAMPLES_PER_PIXEL_1D]; for (uint SampleIndex = 0; SampleIndex < NUM_SAMPLES_PER_PIXEL_1D; ++SampleIndex) { uint2 LightSampleCoord = DownsampledScreenCoord * uint2(NUM_SAMPLES_PER_PIXEL_2D_X, NUM_SAMPLES_PER_PIXEL_2D_Y) + uint2(SampleIndex % NUM_SAMPLES_PER_PIXEL_2D_X, SampleIndex / NUM_SAMPLES_PER_PIXEL_2D_X); PackedLightSamples[SampleIndex] = LightSamples[LightSampleCoord]; #if INPUT_TYPE == INPUT_TYPE_HAIRSTRANDS PackedTransmittanceMasks[SampleIndex] = HairTransmittanceMaskTexture[LightSampleCoord]; #endif } uint NextLocalLightIndex = MAX_LOCAL_LIGHT_INDEX; FindNextLocalLightIndex(PackedLightSamples, NextLocalLightIndex); while (NextLocalLightIndex < MAX_LOCAL_LIGHT_INDEX) { uint LocalLightIndex = NextLocalLightIndex; NextLocalLightIndex = MAX_LOCAL_LIGHT_INDEX; float SampleWeight = 0.0f; uint ValidSampleMask = 0; AccumulateLightSample(PackedLightSamples, LocalLightIndex, NextLocalLightIndex, SampleWeight, WeightRatioSum, ValidSampleMask, DebugContext); // Normalize weight by a number of samples taken SampleWeight /= float(NUM_SAMPLES_PER_PIXEL_1D); SampleWeight = min(SampleWeight, MaxShadingWeight); const FForwardLightData ForwardLightData = GetForwardLightData(LocalLightIndex, 0); FDeferredLightData LightData = ConvertToDeferredLight(ForwardLightData); if ((Material.LightingChannelMask & UnpackLightingChannelMask(ForwardLightData)) != 0) { if (UseLightFunctionAtlas == 0) { LightData.LightFunctionAtlasLightIndex = 0; } if (UseIESProfiles == 0) { LightData.IESAtlasIndex = -1; } if (!IsRectLightTileType(TILE_TYPE)) { LightData.bRectLight = false; } if (!IsTexturedLightTileType(TILE_TYPE)) { LightData.RectLightData.AtlasData.AtlasMaxLevel = MAX_RECT_ATLAS_MIP; } if (SampleWeight > 0.01f && LightData.IESAtlasIndex >= 0) { SampleWeight *= ComputeLightProfileMultiplier(TranslatedWorldPosition, LightData.TranslatedWorldPosition, -LightData.Direction, LightData.Tangent, LightData.IESAtlasIndex); } if (DebugContext.bIsActive) { Newline(DebugContext); Print(DebugContext, ForwardLightData.LightSceneId, Select(ForwardLightData.LightSceneId == DebugLightId, FontSelected, FontValue)); Print(DebugContext, SampleWeight, FontValue); } if (SampleWeight > 0.0f) { float4 LightAttenuation = 1.0f; float Dither = 0.5f; float SurfaceShadow = 1; float AmbientOcclusion = ScreenSpaceAO; LightData.ShadowedBits = 0; #if INPUT_TYPE == INPUT_TYPE_HAIRSTRANDS for (uint SampleIndex = 0; SampleIndex < NUM_SAMPLES_PER_PIXEL_1D; ++SampleIndex) { if ((ValidSampleMask & (1u << SampleIndex)) != 0) { const FHairTransmittanceMask HairTransmittanceMask = UnpackTransmittanceMask(PackedTransmittanceMasks[SampleIndex]); // TODO_HAIR_ML: handle multi light per pixel LightData.HairTransmittance = GetTransmittanceDataFromTransmitttanceMask(LightData, Material, HairTransmittanceMask, TranslatedWorldPosition, CameraVector); break; } } #elif USE_HAIR_COMPLEX_TRANSMITTANCE if (Material.bNeedsComplexTransmittance) { LightData.HairTransmittance = EvaluateDualScattering(Material.DiffuseColor, Material.WorldNormal, Material.Roughness, CameraVector, -LightData.Direction); } #endif FDeferredLightingSplit SplitLighting = GetMegaLightsSplitLighting( TranslatedWorldPosition, CameraVector, Material, AmbientOcclusion, LightData, LightAttenuation, Dither, ScreenCoord, SurfaceShadow); DiffuseLighting += SplitLighting.DiffuseLighting.xyz * SampleWeight; SpecularLighting += SplitLighting.SpecularLighting.xyz * SampleWeight; if (DebugContext.bIsActive) { Print(DebugContext, SplitLighting.DiffuseLighting.xyz, FontValue, 8, 3); Print(DebugContext, SplitLighting.SpecularLighting.xyz, FontValue, 8, 3); } } } } // Apply pre-exposure DiffuseLighting *= View.PreExposure; SpecularLighting *= View.PreExposure; #if INPUT_TYPE != INPUT_TYPE_HAIRSTRANDS { FDenoisingModulateFactors Factors = GetDenoisingModulateFactors(Material, TranslatedWorldPosition); DiffuseLighting /= Factors.Diffuse; SpecularLighting /= Factors.Specular; } #endif } } // Normalize weight by a number of samples taken WeightRatioSum /= float(NUM_SAMPLES_PER_PIXEL_1D); #if INPUT_TYPE == INPUT_TYPE_HAIRSTRANDS if (ShadingSampleIndex == 0) #endif { #if REFERENCE_MODE //This is not the first shading pass, hence we try to accumulate from previous one if (ShadingPassIndex > 0) { float3 PrevDiffuseLighting = RWResolvedDiffuseLighting[ScreenCoord]; float3 PrevSpecularLighting = RWResolvedSpecularLighting[ScreenCoord]; float PrevWeightRatioSum = RWShadingConfidence[ScreenCoord]; const bool PrevLightingValid = all(PrevDiffuseLighting != INVALID_LIGHTING) && all(PrevSpecularLighting != INVALID_LIGHTING); const bool LightingValid = all(DiffuseLighting != INVALID_LIGHTING) && all(SpecularLighting != INVALID_LIGHTING); float BlendFactor = 1.0f / float(ShadingPassIndex + 1.0f); //True as all passes have the same number of samples BlendFactor = PrevLightingValid ? BlendFactor : 1.0f; BlendFactor = LightingValid ? BlendFactor : 0.0f; DiffuseLighting = PrevDiffuseLighting * (1.0f - BlendFactor) + DiffuseLighting * BlendFactor; SpecularLighting = PrevSpecularLighting * (1.0f - BlendFactor) + SpecularLighting * BlendFactor; WeightRatioSum = PrevWeightRatioSum * (1.0f - BlendFactor) + WeightRatioSum * BlendFactor; if (DebugContext.bIsActive) { Newline(DebugContext); Print(DebugContext, TEXT("DiffusePrev : ")); Print(DebugContext, PrevDiffuseLighting, FontValue); Newline(DebugContext); Print(DebugContext, TEXT("DiffuseAcc : ")); Print(DebugContext, DiffuseLighting, FontValue); Newline(DebugContext); Print(DebugContext, TEXT("SpecularPrev : ")); Print(DebugContext, PrevSpecularLighting, FontValue); Newline(DebugContext); Print(DebugContext, TEXT("SpecularAcc : ")); Print(DebugContext, SpecularLighting, FontValue); Newline(DebugContext); Print(DebugContext, TEXT("Blend: ")); Print(DebugContext, BlendFactor, FontValue); } } #endif RWResolvedDiffuseLighting[ScreenCoord] = DiffuseLighting; RWResolvedSpecularLighting[ScreenCoord] = SpecularLighting; RWShadingConfidence[ScreenCoord] = UseShadingConfidence != 0 ? WeightRatioSum : 0.0f; } if (DebugContext.bIsActive) { Newline(DebugContext); Print(DebugContext, TEXT("Diffuse : ")); Print(DebugContext, DiffuseLighting, FontValue); Newline(DebugContext); Print(DebugContext, TEXT("Specular : ")); Print(DebugContext, SpecularLighting, FontValue); Newline(DebugContext); Print(DebugContext, TEXT("WeightRatioSum : ")); Print(DebugContext, WeightRatioSum, FontValue); AddTextBackground(DebugContext, FontBackground); } #if INPUT_TYPE == INPUT_TYPE_HAIRSTRANDS if (Material.IsValid() && bSubPixelShading > 0) { RWOutputColor[Material.GlobalIndex2D] = RWOutputColor[Material.GlobalIndex2D] + DiffuseLighting * Material.Coverage; } #endif } } } /** * Clear some data for empty tiles, which won't be processed by ShadeLightSamplesCS */ [numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ClearResolvedLightingCS( uint3 GroupId : SV_GroupID, uint3 GroupThreadId : SV_GroupThreadID, uint3 DispatchThreadId : SV_DispatchThreadID) { uint TileIndex = GroupId.x; if (TileIndex < TileAllocator[TILE_MODE_EMPTY]) { uint2 TileCoord = UnpackTile(TileData[TileIndex + TILE_MODE_EMPTY * TileDataStride]); uint2 ScreenCoord = TileCoord * TILE_SIZE + GroupThreadId.xy + View.ViewRectMinAndSize.xy; if (all(ScreenCoord < View.ViewRectMinAndSize.xy + View.ViewRectMinAndSize.zw)) { RWResolvedDiffuseLighting[ScreenCoord] = INVALID_LIGHTING; RWResolvedSpecularLighting[ScreenCoord] = INVALID_LIGHTING; } } }