Files
UnrealEngine/Engine/Shaders/Private/PathTracing/PathTracingMaterialHitShader.usf
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

1718 lines
72 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#define PATH_TRACING 1
#define ENABLE_SKY_LIGHT 1
#define NEEDS_LIGHTMAP_COORDINATE 0
// This define controls if we use the "g" factor from the SSS profile or not. This is disabled by default because
// we can get a better match to how Metahumans are currently dialed with an isotropic phase function. It may be possible to revisit this
// if we get a better alignment between raster SSS techniques and the PT random walk.
#define USE_SSS_PROFILE_ANISOTROPY 0
#ifdef NEEDS_VERTEX_FACTORY_INTERPOLATION
#undef NEEDS_VERTEX_FACTORY_INTERPOLATION
#endif
// Needed for VertexFactoryInterpolate to interpolate attributes from vertices to hit point
#define NEEDS_VERTEX_FACTORY_INTERPOLATION 1
// This should be good enough for path tracing and avoids having to bind an extra buffer
#define EYE_ADAPTATION_PREV_FRAME_EXPOSURE 1
// Ensure that SSS albedo comes through in the material
#define SUBSTRATE_SSS_MATERIAL_OVERRIDE 0
// This define happens when we compile material with BlendableGBuffer (legacy) and no substrate nodes are used in a materials.
// As oftoday, we are then going to compile the material with Substrate disabled. But the payload is still a Substrate payload!
// The implementation here will take the legacy code path, but simply encoding the information in the new payload format as needed.
#if (SUBSTRATE_ENABLED && !TEMPLATE_USES_SUBSTRATE) // == TEMPLATE_USES_LEGACYGBUFFERDATA from MaterialTemplate, needs to happen here before other #include in this file.
#define SUBSTRATE_INLINE_SHADING 1
#endif
// The derivatives are used for texture lookup filtering and Substrate's glints
#define USE_ANALYTIC_DERIVATIVES 1
#include "/Engine/Private/Common.ush"
#include "/Engine/Private/RayTracing/RayTracingCommon.ush"
#include "/Engine/Private/RayTracing/RayTracingHitGroupCommon.ush"
#include "/Engine/Private/PathTracing/PathTracingShaderUtils.ush"
#include "/Engine/Private/PathTracing/Utilities/PathTracingRIS.ush"
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#include "/Engine/Private/RayTracing/RayTracingCalcInterpolants.ush"
#include "/Engine/Private/ShadingCommon.ush"
#include "/Engine/Private/DeferredShadingCommon.ush"
#include "/Engine/Private/SubsurfaceProfileCommon.ush"
#include "/Engine/Private/BurleyNormalizedSSSCommon.ush"
#include "/Engine/Private/PathTracing/PathTracingCommon.ush"
#include "/Engine/Private/PathTracing/Material/PathTracingFresnel.ush"
#if SUBSTRATE_ENABLED && (TEMPLATE_USES_LEGACYGBUFFERDATA || MATERIAL_IS_SUBSTRATEHIDDENCONVERSION)
// Either the material was explicitly setup to use legacy data (blendable g-buffer case)
// Or the material is a hidden conversion into a substrate material (adaptive g-buffer case)
// In both cases, for the path tracer we prefer to work with the original data directly as this allows taking the
// well tested legacy path and simply handle the differences in payload encoding locally rather than
// go through the substrate slab structures and reverse engineer the parameters (which is not always possible, particularly for
// cases that require promiting transparency into refraction).
#define USE_LEGACY_CODEPATH_FOR_SUBSTRATE 1
#else
#define USE_LEGACY_CODEPATH_FOR_SUBSTRATE 0
#endif
#if (SUBSTRATE_ENABLED && TEMPLATE_USES_SUBSTRATE) || USE_LEGACY_CODEPATH_FOR_SUBSTRATE
#define MATERIAL_SUBSTRATE_OPAQUE_PRECOMPUTED_LIGHTING 0
#include "/Engine/Private/Substrate/SubstrateExport.ush"
#include "/Engine/Private/PathTracing/Material/PathTracingSubstrateCommon.ush"
#endif
float AdjustMaterialRoughness(float Roughness, float PathRoughness)
{
// Modify the payload roughness to minimize difficult caustics
// This is inspired by a trick used in the Arnold renderer:
// https://cgg.mff.cuni.cz/~jaroslav/gicourse2010/giai2010-02-marcos_fajardo-slides.pdf (slide 39)
// https://www.arnoldrenderer.com/research/Arnold_TOG2018.pdf (section 4.2)
// NOTE: If approximate caustics are disabled, the path roughness passed in here will be 0.0 which effectively turns off this optimization
return max(Roughness, PathRoughness);
}
#define PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE (MATERIALBLENDING_TRANSLUCENT && (SUBSTRATE_BLENDING_TRANSLUCENT_GREYTRANSMITTANCE || SUBSTRATE_BLENDING_TRANSLUCENT_COLOREDTRANSMITTANCE))
#if REFRACTION_USE_INDEX_OF_REFRACTION || REFRACTION_USE_INDEX_OF_REFRACTION_FROM_F0
#define PATH_TRACER_REFRACTION_ENABLED 1
float GetRefractionIor(FPixelMaterialInputs PixelMaterialInputs, float3 F0)
{
#if REFRACTION_USE_INDEX_OF_REFRACTION
float Ior = GetMaterialRefractionIOR(GetMaterialRefraction(PixelMaterialInputs));
#else // REFRACTION_USE_INDEX_OF_REFRACTION_FROM_F0
float Ior = DielectricF0RGBToIor(F0);
#endif
return Ior;
}
float GetRefractionIor(FPixelMaterialInputs PixelMaterialInputs)
{
#if REFRACTION_USE_INDEX_OF_REFRACTION
float Ior = GetMaterialRefractionIOR(GetMaterialRefraction(PixelMaterialInputs));
#else // REFRACTION_USE_INDEX_OF_REFRACTION_FROM_F0
float3 BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
float Metallic = GetMaterialMetallic(PixelMaterialInputs);
float Specular = GetMaterialSpecular(PixelMaterialInputs);
float3 F0 = ComputeF0(Specular, BaseColor, Metallic);
float Ior = DielectricF0RGBToIor(F0);
#endif
return Ior;
}
float FakeCausticsPathFactor(float Roughness, float PathRoughness)
{
// The heuristic used here is inspired by the following presentations:
// - Kulla & Conty: Revisiting Physically Based Shading at Imageworks
// https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf
// - Colin Barré-Brisebois - Pica Pica & Nvidia Turing
// https://www.ea.com/seed/news/siggraph-2018-picapica-nv-turing
// NOTE: this returns 0.0 for PathRoughness <= Roughness which accounts for when we are not using ApproximateCaustics
return (1 - Roughness * Roughness) * saturate(PathRoughness - Roughness);
}
float FakeCaustics(float F0, float Ior, float NoV)
{
// fake caustics for solid glass, approximates the effect of the boundaries' fresnel
float Fr = FresnelReflectance(abs(NoV), Ior, F0);
return Pow2(1 - Fr);
}
float3 ComputeOpticalDepthForHit(float3 LocalSigmaT, bool bIsFrontFace)
{
// Does the material have any kind of volumetric absorption to apply?
// Now track the optical thickness so that we can account for Beer's law along the shadow ray
// TODO: to support lights inside glass we would need to track an extra offset, but this is hopefully an uncommon scenario
// TODO2: SingleLayerWater needs something similar, but it generally is setup with opaque or masked blend mode and water geometry does not cast shadows ...
float Distance = RayTCurrent();
// Front Face: remove contribution from the ray origin to the current hit (assuming the backside will be hit)
// Back Face: add contribution from ray origin to current hit (backside) - excess portion not covered by the ray will be removed by the front face hit
Distance *= bIsFrontFace ? -1.0 : +1.0;
return LocalSigmaT * Distance;
}
#else
#define PATH_TRACER_REFRACTION_ENABLED 0
#endif // REFRACTION_USE_INDEX_OF_REFRACTION || REFRACTION_USE_INDEX_OF_REFRACTION_FROM_F0
float3 DecodeSSSProfileRadius(uint ProfileId, float3 DiffuseColor, float Opacity)
{
// Burley parameterization
float3 SurfaceAlbedo = View.SSProfilesTexture.Load(int3(BSSS_SURFACEALBEDO_OFFSET, ProfileId, 0)).xyz;
float3 DiffuseMeanFreePath = DecodeDiffuseMeanFreePath(View.SSProfilesTexture.Load(int3(BSSS_DMFP_OFFSET, ProfileId, 0))).xyz;
float WorldUnitScale = DecodeWorldUnitScale(View.SSProfilesTexture.Load(int3(SSSS_TINT_SCALE_OFFSET, ProfileId, 0)).a) * BURLEY_CM_2_MM;
// Opacity acts as a per-pixel radius multiplier
// NOTE: this seems backwards? Opacity=0 acts like default-lit while Opacity=1 acts like SSS?
// NOTE2: Confirm if this interpretation of opacity is correct ...
float3 SSSRadius = GetMFPFromDMFPApprox(SurfaceAlbedo, DiffuseColor, Opacity * WorldUnitScale * DiffuseMeanFreePath);
return SSSRadius * BURLEY_MM_2_CM;
}
float DecodeSSSProfileScatteringDistribution(uint ProfileId)
{
float EncodedScatteringDistribution = View.SSProfilesTexture.Load(int3(SSSS_TRANSMISSION_OFFSET, ProfileId, 0)).z;
return DecodeScatteringDistribution(EncodedScatteringDistribution);
}
#if SUBSTRATE_ENABLED
float3 GetSimpleVolumeDiffuseColor(float3 DiffuseColor, float3 MeanFreePath)
{
// See reference in SubstrateEvaluation.ush
// SUBSTRATE_TODO: In the case of thin materials, we should also include a backscattering diffuse portion
FParticipatingMedia PM = SubstrateSlabCreateParticipatingMedia(DiffuseColor, MeanFreePath);
const float DiffuseToVolumeBlend = SubstrateSlabDiffuseToVolumeBlend(PM);
const float3 SlabDirectionalAlbedo = IsotropicMediumSlabEnvDirectionalAlbedoALU(PM);
return lerp(DiffuseColor, SlabDirectionalAlbedo, DiffuseToVolumeBlend);
}
#endif
RAY_TRACING_ENTRY_CLOSEST_HIT(PathTracingMaterialCHS,
FPackedPathTracingPayload, PackedPayload,
FRayTracingIntersectionAttributes, Attributes)
{
PackedPayload.HitT = RayTCurrent();
ResolvedView = ResolveView();
const float3 TranslatedWorldPosition = TranslatedWorldRayOrigin() + RayTCurrent() * WorldRayDirection();
const float4 SvPosition = TranslatedWorldPositionToSvPosition(TranslatedWorldPosition);
CurrentPayloadInputFlags = PackedPayload.GetFlags();
PathTracerSceneDepth = (CurrentPayloadInputFlags & PATH_TRACING_PAYLOAD_INPUT_FLAG_HAS_SCENE_DEPTH) ? PackedPayload.GetSceneDepth() : SCENE_TEXTURES_DISABLED_SCENE_DEPTH_VALUE;
#if USE_DBUFFER && MATERIAL_USES_DECAL_LOOKUP
if ((CurrentPayloadInputFlags & PATH_TRACING_PAYLOAD_INPUT_FLAG_HAS_SCENE_DEPTH) == 0)
{
CurrentPayloadDBufferA = PackedPayload.GetDBufferA();
CurrentPayloadDBufferB = PackedPayload.GetDBufferB();
CurrentPayloadDBufferC = PackedPayload.GetDBufferC();
}
#endif
#if VF_SUPPORTS_RAYTRACING_PREPARE_MATERIAL_PIXEL_PARAMETERS
// this is a newer codepath that is both more flexible and allows for more direct calculation compared to the other codepath
// TODO: implement such a method for all vertex factories
float3 GeoNormal = 0;
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(TranslatedWorldRayOrigin(), WorldRayDirection(), RayTCurrent(), PrimitiveIndex(), Attributes, HitKind(), SvPosition, GeoNormal);
#else
FVertexFactoryInterpolantsVSToPS Interpolants;
float3 GeoNormal = 0;
FRaytracingDerivatives RaytracingDerivatives = (FRaytracingDerivatives)0;
CalcInterpolants(SvPosition, (FRayCone)0, Attributes, Interpolants, RaytracingDerivatives, GeoNormal);
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Interpolants, SvPosition);
ApplyRaytracingDerivatives(MaterialParameters, RaytracingDerivatives);
#endif
FPixelMaterialInputs PixelMaterialInputs;
const bool bIsFrontFace = HitKind() == HIT_KIND_TRIANGLE_FRONT_FACE;
{
const float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition);
MaterialParameters.CameraVector = -WorldRayDirection();
CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, bIsFrontFace, TranslatedWorldPosition, TranslatedWorldPosition);
}
const float3 V_World = MaterialParameters.CameraVector;
#if SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
#if MATERIAL_IS_SUBSTRATE
FSubstratePixelHeader SubstratePixelHeader = MaterialParameters.GetFrontSubstrateHeader();
FSubstrateData SubstrateData = PixelMaterialInputs.GetFrontSubstrateData();
// SUBSTRATE_TODO: These should actually be initialized via the corresponding cvars. To do this properly would require binding FSubstrateSceneData in the path tracing shaders
// For now, simply match the default substrate settings
FSubstrateIntegrationSettings IntegrationSettings = InitSubstrateIntegrationSettings(
false /* bForceFullyRough */,
true /* SubstrateStruct.bRoughDiffuse */,
-1 /* SubstrateStruct.PeelLayersAboveDepth */,
true /* SubstrateStruct.bRoughnessTracking */
);
#if SUBSTRATE_BLENDING_COLOREDTRANSMITTANCEONLY
const uint BSDFCount = 0;
#else
const uint BSDFCount = SubstratePixelHeader.SubstrateTree.BSDFCount;
#endif
float TotalCoverage = 1;
float3 TotalTransmittancePreCoverage = 0;
SubstratePixelHeader.SubstrateUpdateTree(SubstrateData, V_World, IntegrationSettings, TotalCoverage, TotalTransmittancePreCoverage);
#if PATH_TRACER_REFRACTION_ENABLED
// transparency is only used for coverage, transmittance happens through refraction (except for shadows potentially, which is handled below)
float3 Transparency = 1 - TotalCoverage;
#else
// transparency is used for both coverage and transmittance
// SUBSTRATE_TODO: Thin case does not seem to be properly handled here, so the TotalTransmittancePreCoverage is recomputed later
const float3 Transparency = saturate(lerp(1.0, TotalTransmittancePreCoverage, TotalCoverage));
#endif // PATH_TRACER_REFRACTION_ENABLED
#else // MATERIAL_IS_SUBSTRATE
// This only happens for invalid materials
const float3 Transparency = 0;
#endif
#endif // SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
FPathTracingPayload Payload = (FPathTracingPayload)0;
/**
* Set common material attributes for both full and simplified materials
**/
#if (TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_DIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_DIRECTIONAL)
Payload.ShadingModelID = SHADINGMODELID_UNLIT;
#else
Payload.ShadingModelID = GetMaterialShadingModel(PixelMaterialInputs);
#endif
#if MATERIALBLENDING_ALPHACOMPOSITE
Payload.BSDFOpacity = 1.0;
Payload.TransparencyColor = 1.0 - GetMaterialOpacity(PixelMaterialInputs);
#elif MATERIALBLENDING_ALPHAHOLDOUT
Payload.BSDFOpacity = GetMaterialOpacity(PixelMaterialInputs);
Payload.TransparencyColor = 1.0 - GetMaterialOpacity(PixelMaterialInputs);
Payload.SetHoldout();
HLSL_STATIC_ASSERT(MATERIAL_SHADINGMODEL_UNLIT == 1, "Alpha holdout blend mode requires unlit shading model");
Payload.ShadingModelID = SHADINGMODELID_UNLIT;
#elif MATERIALBLENDING_TRANSLUCENT
Payload.BSDFOpacity = GetMaterialOpacity(PixelMaterialInputs);
Payload.TransparencyColor = 1.0 - Payload.BSDFOpacity;
#elif MATERIALBLENDING_ADDITIVE
Payload.BSDFOpacity = GetMaterialOpacity(PixelMaterialInputs);
Payload.TransparencyColor = 1.0;
#elif MATERIALBLENDING_MODULATE
Payload.BSDFOpacity = 0.0;
Payload.TransparencyColor = GetMaterialEmissive(PixelMaterialInputs);
// NOTE: in the case of substrate materials we could have DEFAULT_LIT here
HLSL_STATIC_ASSERT(MATERIAL_SHADINGMODEL_UNLIT == 1 ||
MATERIAL_SHADINGMODEL_DEFAULT_LIT == 1, "Modulate blend mode requires unlit shading model");
Payload.ShadingModelID = SHADINGMODELID_UNLIT;
#elif MATERIALBLENDING_MASKED && MATERIAL_DITHER_OPACITY_MASK
// dithering emulates real transparency, so switch to translucent
// NOTE: the raster path technically takes into account the opacity mask clip value, so the effective transparency should be:
// saturate(MaskRaw - ClipValue + 0.5)
// (See derivation in DitheredOpacityMaskToOpacity)
// However this behavior is surprising to most users and does not exactly match the rasterizer anyway due to how the realtime AA
// code performs blending.
// Since the goal of dithered opacity is to emulate ordinary transparency, just use the mask input as opacity directly and
// ignore the configured clip value.
Payload.BSDFOpacity = saturate(GetMaterialMaskInputRaw(PixelMaterialInputs));
Payload.TransparencyColor = 1.0 - Payload.BSDFOpacity;
#elif MATERIALBLENDING_SOLID || MATERIALBLENDING_MASKED
Payload.BSDFOpacity = 1.0;
Payload.TransparencyColor = 0.0;
#else
#error Unknown material blending mode
#endif
// fetch primitive flags only once
// TODO: would be nice to keep this inside MaterialParameters as it is also needed there as well
const uint PrimitiveFlags = GetPrimitiveData(MaterialParameters.PrimitiveId).Flags;
Payload.PrimitiveLightingChannelMask = GetPrimitive_LightingChannelMask_FromFlags(PrimitiveFlags);
Payload.HitT = RayTCurrent();
if (HitKind() == HIT_KIND_TRIANGLE_FRONT_FACE)
{
Payload.SetFrontFace();
}
#if MATERIAL_IS_SKY
if (!PackedPayload.IsCameraRay())
{
// avoid double counting what was captured by the skylight
// also avoid noise from hot spots (they can be properly
// importance sampled if a capturing skylight is added)
PackedPayload = PackPathTracingPayload(Payload);
return;
}
#endif
float GeoNormalSign = MaterialParameters.TwoSidedSign;
#if !VF_SUPPORTS_RAYTRACING_PREPARE_MATERIAL_PIXEL_PARAMETERS
// Because the geometric normal is computed directly in world space
// it doesn't reflect the sign flip from the object transform, so apply it here
GeoNormalSign *= GetPrimitive_DeterminantSign_FromFlags(PrimitiveFlags);
#endif
Payload.WorldGeoNormal = GeoNormalSign * GeoNormal;
Payload.WorldSmoothNormal = MaterialParameters.TwoSidedSign * TransformTangentNormalToWorld(MaterialParameters.TangentToWorld, float3(0, 0, 1));
#if (TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_DIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_DIRECTIONAL)
// no need to adjust normal on volumetric shading models
#else
Payload.WorldSmoothNormal = AdjustShadingNormal(Payload.WorldSmoothNormal, Payload.WorldGeoNormal, WorldRayDirection());
#endif
#if SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
// unless proven otherwise, we are a basic unlit material
Payload.ShadingModelID = SHADINGMODELID_UNLIT;
float BaseBSDFOpacity = 1; //Payload.BSDFOpacity;
#if !SUBSTRATE_OPAQUE_MATERIAL
Payload.TransparencyColor = Transparency;
#endif
if (BSDFCount > 0)
{
for (int Index = 0, Num = SubstratePixelHeader.SharedLocalBases.Count; Index < Num; Index++)
{
float3 N = SubstratePixelHeader.SharedLocalBases.Normals[Index];
#if !MATERIAL_TANGENTSPACENORMAL
N *= MaterialParameters.TwoSidedSign;
#endif
SubstratePixelHeader.SharedLocalBases.Normals[Index] = AdjustShadingNormal(N, Payload.WorldGeoNormal, WorldRayDirection());
}
int BSDFIdx = 0;
#define BSDF SubstratePixelHeader.SubstrateTree.BSDFs[BSDFIdx]
// Accumulate radiance across all BSDFs
Payload.Radiance = 0.0;
Substrate_for_unroll(BSDFIdx = 0, BSDFIdx < BSDFCount, ++BSDFIdx)
{
Payload.Radiance += BSDF.LuminanceWeightV * BSDF_GETEMISSIVE(BSDF);
}
#if !SUBSTRATE_OPTIMIZED_UNLIT
// The slab sampler lets us stochastically choose between the different slab models the path tracer supports
// NOTE: Even if the material has a single substrate slab, we might still need this because refraction is handled separately from SSS
FRISContext SlabSampler = InitRISContext(PackedPayload.GetStochasticSlabRand());
Substrate_for_unroll(BSDFIdx = 0, BSDFIdx < BSDFCount, ++BSDFIdx)
{
switch (BSDF_GETTYPE(BSDF))
{
case SUBSTRATE_BSDF_TYPE_SLAB:
{
const float3 WeightV = BSDF.LuminanceWeightV;
const float3 TransmittanceN = BSDF.TransmittanceAboveAlongN;
const float CoverageAboveAlongN = BSDF.CoverageAboveAlongN;
const float3 MaxLobeWeight = BaseBSDFOpacity * WeightV * lerp(1.0f, TransmittanceN, CoverageAboveAlongN); // largest value LobeWeight() could return
// Is the slab even visible at all?
if (any(MaxLobeWeight > 0.0))
{
const float3 N = SubstratePixelHeader.SharedLocalBases.Normals[BSDF_GETSHAREDLOCALBASISID(BSDF)];
const float NoV = saturate(dot(N, V_World));
float3 DiffuseColor = SLAB_DIFFUSEALBEDO(BSDF);
float3 F0 = SLAB_F0(BSDF);
float3 F90 = SLAB_F90(BSDF) * F0RGBToMicroOcclusion(F0);
float3 RoughnessData = 0;
RoughnessData.xy = AdjustMaterialRoughness(SLAB_ROUGHNESS(BSDF), PackedPayload.GetPathRoughness());
// SUBSTRATE_TODO: Support Fresnel82?
float3 Spec0E = ComputeGGXSpecEnergyTermsRGB(RoughnessData.x, NoV, F0, F90).E;
float3 Spec1E = Spec0E;
bool bUseClearCoat = false;
if (BSDF_GETHASHAZINESS(BSDF))
{
const FHaziness Haziness = UnpackHaziness(SLAB_HAZINESS(BSDF));
RoughnessData.z = Haziness.Weight;
RoughnessData.y = AdjustMaterialRoughness(Haziness.Roughness, PackedPayload.GetPathRoughness());
if (Haziness.bSimpleClearCoat)
{
Spec1E = ComputeGGXSpecEnergyTermsRGB(RoughnessData.y, NoV, CLEAR_COAT_F0).E;
bUseClearCoat = true;
}
else
{
Spec1E = ComputeGGXSpecEnergyTermsRGB(RoughnessData.y, NoV, F0, F90).E;
}
}
float3 MeanFreePath = 0;
float PhaseG = 0;
float3 LegacySubsurfaceColor = 0;
float LegacyOpacity = 1;
if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_SIMPLEVOLUME && !BSDF.bIsBottom)
{
// SUBSTRATE_TODO: This should really be represented by a different BSDF, but for now we are approximating it with a diffuse lobe
DiffuseColor = GetSimpleVolumeDiffuseColor(DiffuseColor, SLAB_SSSMFP(BSDF));
}
else if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_DIFFUSION_PROFILE)
{
const uint ProfileId = SLAB_SSSPROFILEID(BSDF);
const float Scale = SLAB_SSSPROFILERADIUSSCALE(BSDF);
MeanFreePath = DecodeSSSProfileRadius(ProfileId, Payload.DiffuseColor, Scale);
#if USE_SSS_PROFILE_ANISOTROPY
PhaseG = DecodeSSSProfileScatteringDistribution(ProfileId);
MeanFreePath *= 1 - PhaseG; // Adjust MFP to preserve appearance
#endif
}
else if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_WRAP || BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_TWO_SIDED_WRAP)
{
// For the old MATERIAL_SHADINGMODEL_SUBSURFACE and SHADINGMODELID_TWOSIDED_FOLIAGE models, we previously had logic to normalize the DiffuseColor and SubsurfaceColor to ensure the sum is < 1
const float TransmittanceNoL = 1.0f;
// Reverse the MFP mapping to get back to the original SubsurfaceColor that was provided to SubstrateConvertLegacyMaterialDynamic
const float3 MFPInCm = SLAB_SSSMFP(BSDF);
LegacySubsurfaceColor = MeanFreePathToTransmittance(MFPInCm * CENTIMETER_TO_METER, SUBSTRATE_SIMPLEVOLUME_THICKNESS_CM * CENTIMETER_TO_METER);
LegacyOpacity = 1.f - abs(SLAB_SSSPHASEANISOTROPY(BSDF));
AdjustPathTracingTwoSidedColorBalance(DiffuseColor, LegacySubsurfaceColor);
}
else
{
// Basic substrate slab, legacy preintegrated skin or SIMPLEVOLUME on the bottom slab, just use MFP directly for the random walk
MeanFreePath = SLAB_SSSMFP(BSDF);
PhaseG = SLAB_SSSPHASEANISOTROPY(BSDF);
}
// SUBSTRATE_TODO: Other SSSTYPE cases may result in some portion of a "glass" BSDF
float FuzzAmount = 0.0;
float FuzzRoughness = 1.0;
float3 FuzzColor = 0.0;
if (BSDF_GETHASFUZZ(BSDF))
{
FuzzAmount = SLAB_FUZZ_AMOUNT(BSDF);
FuzzColor = SLAB_FUZZ_COLOR(BSDF);
FuzzRoughness = SLAB_FUZZ_ROUGHNESS(BSDF);
FuzzRoughness = MakeRoughnessSafe(FuzzRoughness, SUBSTRATE_MIN_FUZZ_ROUGHNESS);
}
const float FuzzE = ComputeSheenEnergyTerms(FuzzRoughness, NoV).E;
const float FuzzAttenuation = 1.0 - FuzzAmount * FuzzE;
float DiffuseWeight = FuzzAttenuation;
float3 Spec0Albedo = FuzzAttenuation * Spec0E;
float3 Spec1Albedo = FuzzAttenuation * Spec1E;
if (bUseClearCoat)
{
// clearcoat slab
float CoatAttenuation = 1.0 - RoughnessData.z * Spec1E.x;
DiffuseWeight *= CoatAttenuation * (1.0 - Luminance(Spec0E));
Spec0Albedo *= CoatAttenuation;
Spec1Albedo *= RoughnessData.z;
}
else
{
// dual-specular slab
DiffuseWeight *= 1.0 - Luminance(lerp(Spec0E, Spec1E, RoughnessData.z));
Spec0Albedo *= 1.0 - RoughnessData.z;
Spec1Albedo *= RoughnessData.z;
}
float Ior = 1; // for refracted lobe only
float3 Transmittance = 0;
float RefractMix = 0; // percentage mix of the glass lobe
#if PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE
if (BSDF.bIsBottom)
{
#if PATH_TRACER_REFRACTION_ENABLED
Ior = GetRefractionIor(PixelMaterialInputs, F0);
#endif
Transmittance = MeanFreePathToTransmittance(MeanFreePath * CENTIMETER_TO_METER, SUBSTRATE_SIMPLEVOLUME_THICKNESS_CM * CENTIMETER_TO_METER);
#if MATERIAL_ISTHINSURFACE
RefractMix = saturate(Luminance(Transmittance));
#else
// blend towards Opaque SSS in the range of [0cm, 8cm]
RefractMix = saturate(max3(MeanFreePath.x, MeanFreePath.y, MeanFreePath.z));
#endif
}
#endif // PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE
// SUBSTRATE_TODO: Need to account for glass case here for lobe selection ....
const float3 FuzzAlbedo = FuzzAmount * FuzzE * FuzzColor;
const float3 SlabAlbedo = MaxLobeWeight * (DiffuseWeight * (DiffuseColor + LegacySubsurfaceColor) + Spec0Albedo + Spec1Albedo + FuzzAlbedo);
const float3 RefrAlbedo = MaxLobeWeight * (FuzzAttenuation * 1.0 + FuzzAlbedo); // glass has unit albedo
// If we are dealing witha multi-BSDF material, stochastically decide if we need to write to the payload
// This means estimating the overal albedo of the slab and selectively writing to the payload
// NOTE: Technically, some of the albedo calculation are not needed if we aren't picking between slabs
// We rely on the compiler to get rid of dead code here to avoid diverging the logic too far between single and multi-lobe cases
float ContribSlab = LobeColorToWeight(SlabAlbedo);
if (SlabSampler.Accept((1 - RefractMix) * ContribSlab))
{
// We've selected this particular slab - now write it into the payload
// NOTE: This could happen more than once, so be careful to write to all fields, even the unused ones!
Payload.BSDFOpacity = BaseBSDFOpacity / ContribSlab;
Payload.WorldNormal = N;
if (SubstrateGetSharedLocalBasisType(SubstratePixelHeader.SharedLocalBases.Types, BSDFIdx) == SUBSTRATE_BASIS_TYPE_TANGENT)
{
Payload.WorldTangent = SubstratePixelHeader.SharedLocalBases.Tangents[BSDF_GETSHAREDLOCALBASISID(BSDF)];
}
Payload.WeightV = BSDF.LuminanceWeightV;
Payload.TransmittanceN = BSDF.TransmittanceAboveAlongN;
Payload.CoverageAboveAlongN = BSDF.CoverageAboveAlongN;
Payload.ShadingModelID = SHADINGMODELID_SUBSTRATE;
Payload.Ior = 0.0;
Payload.DiffuseColor = DiffuseColor;
Payload.SpecularColor = F0;
Payload.SpecularEdgeColor = F90;
Payload.RoughnessData = RoughnessData;
Payload.BottomNormalOct16bits = 0;
if (bUseClearCoat)
{
Payload.ShadingModelID = SHADINGMODELID_CLEAR_COAT;
#if CLEAR_COAT_BOTTOM_NORMAL
Payload.BottomNormalOct16bits = SLAB_HAZINESS(BSDF) >> 16;
#endif
}
Payload.Anisotropy = BSDF_GETHASANISOTROPY(BSDF) ? SLAB_ANISOTROPY(BSDF) : 0.0;
Payload.FuzzAmount = FuzzAmount;
Payload.FuzzColor = FuzzColor;
Payload.FuzzRoughness = FuzzRoughness;
if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_WRAP)
{
// Legacy support for SHADINGMODELID_SUBSURFACE
// The legacy behavior has both diffuse+sss responses separately, but we can combine them to avoid needing a custom lobe
// In practice the diffuse and SSS responses are similar, so the difference should be minimal (and is an approximation of the raster behavior anyway)
// SUBSTRATE_TODO: If we implement stochastic lobe picking _within_ slabs, we could fine tune this to get back to the original behavior exactly
Payload.DiffuseColor += LegacySubsurfaceColor;
#if HAVE_GetSubsurfaceMediumMaterialOutput0
Payload.MeanFreePath = GetSubsurfaceMediumMaterialOutput0(MaterialParameters);
#else
const float SSSRadius = (1 - LegacyOpacity) * 10.0; // simple formula, up to 10cm radius
Payload.MeanFreePath = SSSRadius;
#endif
#if HAVE_GetSubsurfaceMediumMaterialOutput1
float ScatteringDistribution = clamp(GetSubsurfaceMediumMaterialOutput1(MaterialParameters), -0.99f, 0.99f);
Payload.PhaseG = ScatteringDistribution;
#else
Payload.PhaseG = 0;
#endif
}
else if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_TWO_SIDED_WRAP)
{
// Legacy support for SHADINGMODELID_TWOSIDED_FOLIAGE
Payload.ShadingModelID = SHADINGMODELID_TWOSIDED_FOLIAGE;
Payload.SetFoliageTransmissionColor(LegacySubsurfaceColor);
}
else
{
#if MATERIAL_ISTHINSURFACE
// material is thin, make sure we don't use random walk
// SUBSTRATE_TODO: derive the proper BSDF for the internal scattering layer inside the slab
#else
// Setup material for random walk
Payload.MeanFreePath = MeanFreePath;
Payload.PhaseG = PhaseG;
#endif
}
// Handle special-case specular features
Payload.SpecularProfileId = 0;
Payload.GlintValue = 1.f;
#if SUBSTRATE_COMPLEXPATH
if (BSDF_GETHASSPECPROFILE(BSDF))
{
Payload.SpecularProfileId = SLAB_SPECPROFILEID(BSDF);
}
#endif
#if SUBSTRATE_COMPLEXSPECIALPATH
if (BSDF_GETHASGLINT(BSDF))
{
Payload.GlintValue = SLAB_GLINT_VALUE(BSDF);
Payload.GlintUV = SLAB_GLINT_UV(BSDF);
Payload.GlintUVdx = SLAB_GLINT_UVDDX(BSDF);
Payload.GlintUVdy = SLAB_GLINT_UVDDY(BSDF);
}
#endif
}
#if PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE
// now test for the presence of a refracted lobe
float ContribRefr = LobeColorToWeight(RefrAlbedo);
if (SlabSampler.Accept(RefractMix * ContribRefr))
{
// We've selected this particular slab - now write it into the payload
// NOTE: This could happen more than once, so be careful to write to all fields, even the unused ones!
Payload.BSDFOpacity = BaseBSDFOpacity / ContribRefr;
Payload.WorldNormal = N;
if (SubstrateGetSharedLocalBasisType(SubstratePixelHeader.SharedLocalBases.Types, BSDFIdx) == SUBSTRATE_BASIS_TYPE_TANGENT)
{
Payload.WorldTangent = SubstratePixelHeader.SharedLocalBases.Tangents[BSDF_GETSHAREDLOCALBASISID(BSDF)];
}
Payload.WeightV = BSDF.LuminanceWeightV;
Payload.TransmittanceN = BSDF.TransmittanceAboveAlongN;
Payload.CoverageAboveAlongN = BSDF.CoverageAboveAlongN;
#if MATERIAL_ISTHINSURFACE
Payload.ShadingModelID = SHADINGMODELID_THIN_TRANSLUCENT;
#else
Payload.ShadingModelID = SHADINGMODELID_SOLID_GLASS;
// Albedo inversion for ambient medium
// NOTE: we could technically also include IOR and Phase function - but this basic inversion does most of the work
float3 Color = DiffuseColor;
// Van de hulst mapping (with improved constants by d'Eon, see formula 48.20)
const float b1 = 1.0 / 0.100392;
const float b2 = 1.21573;
const float3 t1 = (0.5 * b1 + 0.5) + Color * (0.5 * b2 * b1);
const float3 t2 = b1 - Color * b1;
const float3 s = t1 - sqrt(t1 * t1 - t2);
DiffuseColor = 1.0 - s * s;
#endif
Payload.DiffuseColor = DiffuseColor; // SUBSTRATE_TODO: Add albedo inversion for solid case?
Payload.SpecularColor = F0;
Payload.SpecularEdgeColor = F90;
Payload.RoughnessData = RoughnessData;
Payload.BottomNormalOct16bits = 0;
Payload.Anisotropy = BSDF_GETHASANISOTROPY(BSDF) ? SLAB_ANISOTROPY(BSDF) : 0.0;
Payload.FuzzAmount = FuzzAmount;
Payload.FuzzColor = FuzzColor;
Payload.FuzzRoughness = FuzzRoughness;
Payload.MeanFreePath = MeanFreePath;
Payload.PhaseG = PhaseG;
Payload.Ior = Ior;
// SUBSTRATE_TODO: should these be supported in the Glass case?
Payload.SpecularProfileId = 0;
Payload.GlintValue = 1.f;
// Material is configured as a thin surface, and refraction is disabled
#if MATERIAL_ISTHINSURFACE && PATH_TRACER_REFRACTION_ENABLED == 0
{
// SUBSTRATE_TODO: Do we really want to keep this? Should maybe always use refraction path?
float3 Transmission = Payload.GetTransmittanceColor();
const float NoV = saturate(dot(Payload.WorldNormal, V_World));
float3 Tr = ComputeThinSlabWeights(Transmission, NoV, 0.0, F0RGBToF0(Payload.SpecularColor)).Transmitted;
Payload.TransparencyColor += TotalCoverage * Tr;
}
#endif
}
#endif // PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE
}
break;
}
// NOTE: The cases below are for back-compatibility and cannot be layered
case SUBSTRATE_BSDF_TYPE_EYE:
{
SlabSampler.Accept(1); // dummy, avoids special case below
Payload.WorldNormal = SubstratePixelHeader.SharedLocalBases.Normals[BSDF_GETSHAREDLOCALBASISID(BSDF)];
Payload.DiffuseColor = EYE_DIFFUSEALBEDO(BSDF);
Payload.SpecularColor = EYE_F0(BSDF);
// NOTE: EYE_F90 is always 1.0 (does not exist in legacy model), so don't bother with it
Payload.SetEyeRoughness(AdjustMaterialRoughness(EYE_ROUGHNESS(BSDF), PackedPayload.GetPathRoughness()));
Payload.MeanFreePath = 0;
Payload.PhaseG = 0;
if (BSDF_GETSSSTYPE(BSDF) == SSS_TYPE_DIFFUSION_PROFILE)
{
Payload.MeanFreePath = DecodeSSSProfileRadius(EYE_SSSPROFILEID(BSDF), Payload.DiffuseColor, 1.0);
}
float IrisMask = EYE_IRISMASK(BSDF);
float IrisDistance = EYE_IRISDISTANCE(BSDF);
// see logic in non-substrate code below
const float3 PlaneNormal = normalize(EYE_IRISPLANENORMAL(BSDF));
const float3 CausticNormal = normalize(lerp(PlaneNormal, -Payload.WorldNormal, IrisMask * IrisDistance));
Payload.SetEyeCausticNormal(CausticNormal);
Payload.SetEyeIrisMask(IrisMask);
Payload.SetEyeIrisNormal(normalize(EYE_IRISNORMAL(BSDF)));
Payload.ShadingModelID = SHADINGMODELID_EYE;
Payload.SpecularProfileId = 0;
Payload.GlintValue = 1.f;
break;
}
case SUBSTRATE_BSDF_TYPE_HAIR:
{
SlabSampler.Accept(1); // dummy, avoids special case below
// clamp the roughness to whatever came along the path
Payload.SetBaseColor(HAIR_BASECOLOR(BSDF));
Payload.SetHairLongitudinalRoughness(AdjustMaterialRoughness(HAIR_ROUGHNESS(BSDF), PackedPayload.GetPathRoughness()));
Payload.SetHairAzimuthalRoughness(HAIR_SCATTER(BSDF)); // SUBSTRATE_TODO: Map from scatter param to azimuthal roughness here instead of in the raygen
Payload.SetHairSpecular(HAIR_SPECULAR(BSDF));
#if HAIR_STRAND_MESH_FACTORY
Payload.WorldSmoothNormal = Payload.WorldNormal = Payload.WorldGeoNormal;
Payload.WorldTangent = MaterialParameters.TangentToWorld[2];
Payload.SetHairPrimitiveUV(MaterialParameters.HairPrimitiveUV);
#else
Payload.SetHairPrimitiveUV(0.5);
#endif
Payload.ShadingModelID = SHADINGMODELID_HAIR;
Payload.SpecularProfileId = 0;
Payload.GlintValue = 1.f;
break;
}
case SUBSTRATE_BSDF_TYPE_SINGLELAYERWATER:
{
SlabSampler.Accept(1); // dummy, avoids special case below
Payload.WorldNormal = SubstratePixelHeader.SharedLocalBases.Normals[BSDF_GETSHAREDLOCALBASISID(BSDF)];
Payload.BSDFOpacity = 1;
Payload.ShadingModelID = SHADINGMODELID_SOLID_GLASS;
float3 BaseColor = SLW_BASECOLOR(BSDF);
float Metallic = SLW_METALLIC(BSDF);
float Specular = SLW_SPECULAR(BSDF);
float Roughness = SLW_ROUGHNESS(BSDF);
float3 Extinction = 0.0;
#if SUBSTRATE_INLINE_SINGLELAYERWATER
//float Opacity = SLW_TOPMATERIALOPACITY(BSDF); // TODO: Account for this with an extra random decision?
//float3 WaterAlbedo = SLW_WATERALBEDO(BSDF); // TODO: Account for scattering in refractive mediums
Extinction = SLW_WATEREXTINCTION(BSDF);
//float PhaseG = SLW_WATERPHASEG(BSDF);
//float3 ColorBehindWater = SLW_COLORSCALEBEHINDWATER(BSDF);
#endif
Payload.WeightV = BSDF.LuminanceWeightV;
Payload.TransmittanceN = BSDF.TransmittanceAboveAlongN;
Payload.CoverageAboveAlongN = BSDF.CoverageAboveAlongN;
Payload.DiffuseColor = ComputeDiffuseAlbedo(BaseColor, Metallic);
Payload.SpecularColor = ComputeF0(Specular, BaseColor, Metallic);
Payload.RoughnessData.x = AdjustMaterialRoughness(Roughness, PackedPayload.GetPathRoughness());
Payload.RoughnessData.yz = 0;
Payload.Ior = DielectricF0ToIor(DielectricSpecularToF0(Specular));
Payload.MeanFreePath = rcp(max(Extinction, 1e-5));
Payload.FuzzAmount = 0;
Payload.FuzzRoughness = 0;
Payload.FuzzColor = 0;
Payload.SpecularProfileId = 0;
Payload.GlintValue = 1.f;
break;
}
} // switch on slab tyype
} // for loop over BSDFs
// normalize the weight for picking a given slab
Payload.BSDFOpacity *= SlabSampler.GetNormalization();
#undef BSDF
#endif // !SUBSTRATE_OPTIMIZED_UNLIT
} // if (BSDFCount > 0)
#else // SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.Radiance = GetMaterialEmissive(PixelMaterialInputs);
Payload.Radiance *= Payload.BSDFOpacity; // pre-multiply
// NOTE: Emissive contribution is turned off below for non-two-sided materials
Payload.WorldNormal = MaterialParameters.WorldNormal;
#if !MATERIAL_TANGENTSPACENORMAL
// already flipped if the material was in tangent space, so add the flip if it wasn't
Payload.WorldNormal *= MaterialParameters.TwoSidedSign;
#endif
#if (TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_DIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_DIRECTIONAL)
// volumetric shading doesn't need to adjust normal
#else
Payload.WorldNormal = AdjustShadingNormal(Payload.WorldNormal, Payload.WorldGeoNormal, WorldRayDirection());
#endif
// Store the results in local variables and reuse instead of calling the functions multiple times.
half3 BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
half Metallic = GetMaterialMetallic(PixelMaterialInputs);
half Specular = GetMaterialSpecular(PixelMaterialInputs);
half Roughness = GetMaterialRoughness(PixelMaterialInputs);
float Ior = 0.0;
#if MATERIALBLENDING_TRANSLUCENT && PATH_TRACER_REFRACTION_ENABLED && (MATERIAL_SHADINGMODEL_DEFAULT_LIT || MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT)
// NOTE: only default-lit and thin-translucent use ior, the other material models only support plain transparency
// This is an attempt to limit the complexity of the material eval/sample API which must take into account an extra lobe if supporting refraction
Ior = GetRefractionIor(PixelMaterialInputs);
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.DiffuseColor = ComputeDiffuseAlbedo(BaseColor, Metallic);
Payload.SpecularColor = ComputeF0(Specular, BaseColor, Metallic);
Payload.RoughnessData = float3(Roughness, Roughness, 0);
// reset unused features
Payload.SpecularEdgeColor = 1;
Payload.WeightV = 1;
Payload.CoverageAboveAlongN = 0;
Payload.TransmittanceN = 1;
Payload.GlintValue = 1;
Payload.SpecularProfileId = 0;
#else
Payload.BaseColor = BaseColor;
Payload.Specular = Specular;
Payload.Metallic = Metallic;
Payload.Roughness = Roughness;
#endif
#if MATERIAL_USES_ANISOTROPY
Payload.WorldTangent = CalculateAnisotropyTangent(MaterialParameters, PixelMaterialInputs);
Payload.Anisotropy = GetMaterialAnisotropy(PixelMaterialInputs);
#endif
#if HAIR_STRAND_MESH_FACTORY
Payload.WorldSmoothNormal = Payload.WorldNormal = Payload.WorldGeoNormal;
Payload.WorldTangent = MaterialParameters.TangentToWorld[2];
// Take into account per-pixel normal shading variation
// Note: For hair shading the tangent is actually stored as the normal input
Payload.WorldTangent = normalize(MaterialParameters.WorldNormal);
#endif
#if (TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_DIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_NONDIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_DIRECTIONAL)
if (Payload.ShadingModelID == SHADINGMODELID_UNLIT)
{
// encode the directionality using the specular field
#if TRANSLUCENCY_LIGHTING_VOLUMETRIC_PERVERTEX_DIRECTIONAL || TRANSLUCENCY_LIGHTING_VOLUMETRIC_DIRECTIONAL
Payload.Anisotropy = GetMaterialTranslucencyDirectionalLightingIntensity();
#else
Payload.Anisotropy = 0;
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.DiffuseColor = BaseColor;
Payload.SpecularColor = 0;
Payload.RoughnessData = 1;
#else
Payload.Specular = 0;
Payload.Metallic = 0;
Payload.Roughness = 1;
#endif
}
else
#elif MATERIAL_SHADINGMODEL_UNLIT
if (Payload.ShadingModelID == SHADINGMODELID_UNLIT)
{
// Regular unlit material, make sure the volumetric component is zero'ed out
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.DiffuseColor = 0;
Payload.SpecularColor = 0;
#else
Payload.BaseColor = 0;
Payload.Specular = 0;
Payload.Metallic = 0;
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_UNLIT
#if MATERIAL_SHADINGMODEL_CLEAR_COAT
if (Payload.ShadingModelID == SHADINGMODELID_CLEAR_COAT)
{
const float ClearCoat = GetMaterialCustomData0(PixelMaterialInputs);
const float ClearCoatRoughness = GetMaterialCustomData1(PixelMaterialInputs);
#if CLEAR_COAT_BOTTOM_NORMAL
#if NUM_MATERIAL_OUTPUTS_CLEARCOATBOTTOMNORMAL > 0
#if MATERIAL_TANGENTSPACENORMAL
float3 BottomNormal = normalize(TransformTangentVectorToWorld(MaterialParameters.TangentToWorld, ClearCoatBottomNormal0(MaterialParameters)));
#else
float3 BottomNormal = ClearCoatBottomNormal0(MaterialParameters);
#endif
// if we got a custom normal for the clearcoat, adjust it now
BottomNormal = AdjustShadingNormal(BottomNormal, Payload.WorldGeoNormal, WorldRayDirection());
#else
float3 BottomNormal = Payload.WorldNormal;
#endif
#else
float3 BottomNormal = Payload.WorldNormal;
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.RoughnessData.y = ClearCoatRoughness; // adjusted later
Payload.RoughnessData.z = ClearCoat;
float2 oct2 = UnitVectorToOctahedron(Payload.WorldNormal);
float2 oct1 = UnitVectorToOctahedron(BottomNormal);
float2 BottomNormalOct = ((oct1 - oct2) * 0.25) + (128.0 / 255.0);
Payload.BottomNormalOct16bits = PackR8(BottomNormalOct.x) | (PackR8(BottomNormalOct.y) << 8);
#else
Payload.SetClearCoat(ClearCoat);
Payload.SetClearCoatRoughness(AdjustMaterialRoughness(ClearCoatRoughness, PackedPayload.GetPathRoughness()));
Payload.SetClearCoatBottomNormal(BottomNormal);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_CLEAR_COAT
#if MATERIAL_SHADINGMODEL_CLOTH
if (Payload.ShadingModelID == SHADINGMODELID_CLOTH)
{
const float3 ClothColor = GetMaterialSubsurfaceData(PixelMaterialInputs).rgb;
const float Fuzz = saturate(GetMaterialCustomData0(PixelMaterialInputs));
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
// the default substrate model includes a fuzz layer, so we can do it this way
// Additionally, tune the look like in SubstrateConvertLegacyMaterialDynamic
Payload.SpecularColor *= 1 - Fuzz;
Payload.FuzzColor = ClothColor;
Payload.FuzzAmount = Fuzz;
Payload.FuzzRoughness = 0.5 * Roughness + 0.5; // (adjust range because the legacy model has a very different response)
Payload.ShadingModelID = SHADINGMODELID_SUBSTRATE;
#else
Payload.SetClothColor(ClothColor);
Payload.SetClothAmount(Fuzz);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_CLOTH
#if MATERIAL_SHADINGMODEL_TWOSIDED_FOLIAGE
if (Payload.ShadingModelID == SHADINGMODELID_TWOSIDED_FOLIAGE)
{
const float3 SubsurfaceColor = GetMaterialSubsurfaceData(PixelMaterialInputs).rgb;
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.SetFoliageTransmissionColor(SubsurfaceColor);
#else
Payload.SetSubsurfaceColor(SubsurfaceColor);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_TWOSIDED_FOLIAGE
#if MATERIAL_SHADINGMODEL_SUBSURFACE || MATERIAL_SHADINGMODEL_PREINTEGRATED_SKIN
if (Payload.ShadingModelID == SHADINGMODELID_SUBSURFACE ||
Payload.ShadingModelID == SHADINGMODELID_PREINTEGRATED_SKIN)
{
float3 SubsurfaceColor = GetMaterialSubsurfaceData(PixelMaterialInputs).rgb;
#if HAVE_GetSubsurfaceMediumMaterialOutput0
float3 SSSRadius = GetSubsurfaceMediumMaterialOutput0(MaterialParameters);
#else
// TODO: is this accurate enough? hard to measure exactly since the raster path uses a very different approach
const float Opacity = GetMaterialOpacity(PixelMaterialInputs);
const float SSSRadius = (1 - Opacity) * 10.0; // simple formula, up to 10cm radius
#endif
#if HAVE_GetSubsurfaceMediumMaterialOutput1
float PhaseG = clamp(GetSubsurfaceMediumMaterialOutput1(MaterialParameters), -0.99f, 0.99f);
#else
float PhaseG = 0.0;
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
AdjustPathTracingTwoSidedColorBalance(Payload.DiffuseColor, SubsurfaceColor);
// default substrate slab includes SSS
Payload.ShadingModelID = SHADINGMODELID_SUBSTRATE;
Payload.DiffuseColor += SubsurfaceColor; // no distinction between diffuse portion and SSS portion (could try using stochastic blending here instead?)
Payload.MeanFreePath = SSSRadius;
Payload.PhaseG = PhaseG;
#else
Payload.ShadingModelID = SHADINGMODELID_SUBSURFACE;
Payload.SetSubsurfaceColor(SubsurfaceColor);
Payload.SetSubsurfaceRadius(SSSRadius);
Payload.SetSubsurfacePhaseFunction(PhaseG);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_SUBSURFACE || MATERIAL_SHADINGMODEL_PREINTEGRATED_SKIN
#if MATERIAL_SHADINGMODEL_SUBSURFACE_PROFILE
if (Payload.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE)
{
const uint ProfileId = ExtractSubsurfaceProfileInt(GetMaterialSubsurfaceDataRaw(PixelMaterialInputs).a);
// Decode dual roughness info
float Lobe0Roughness = 0;
float Lobe1Roughness = 0;
float LobeMix = 0;
// NOTE: we pass 1.0 for opacity because we don't really want to fade-out the dual roughness as opacity is lowered
GetSubsurfaceProfileDualSpecular(ProfileId, Roughness, 1.0, Lobe0Roughness, Lobe1Roughness, LobeMix);
Lobe0Roughness = AdjustMaterialRoughness(Lobe0Roughness, PackedPayload.GetPathRoughness());
Lobe1Roughness = AdjustMaterialRoughness(Lobe1Roughness, PackedPayload.GetPathRoughness());
#if HAVE_GetSubsurfaceMediumMaterialOutput0
float3 SSSRadius = GetSubsurfaceMediumMaterialOutput0(MaterialParameters);
#else
float3 SSSRadius = 0;
if (GetSubsurfaceProfileUseBurley(ProfileId))
{
// Decode SSS radius
const float Opacity = GetMaterialOpacity(PixelMaterialInputs);
const float3 DiffuseColor = ComputeDiffuseAlbedo(BaseColor, Metallic);
SSSRadius = DecodeSSSProfileRadius(ProfileId, DiffuseColor, Opacity);
}
#endif
#if HAVE_GetSubsurfaceMediumMaterialOutput1
float PhaseG = clamp(GetSubsurfaceMediumMaterialOutput1(MaterialParameters), -0.99f, 0.99f);
#elif USE_SSS_PROFILE_ANISOTROPY
// NOTE: this is not currently used
float PhaseG = DecodeSSSProfileScatteringDistribution(ProfileId);
SSSRadius *= 1 - PhaseG;
#else
float PhaseG = 0;
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
// substrate slab includes SSS and dual roughness already
Payload.ShadingModelID = SHADINGMODELID_SUBSTRATE;
Payload.MeanFreePath = SSSRadius;
Payload.PhaseG = PhaseG;
Payload.RoughnessData = float3(Lobe0Roughness, Lobe1Roughness, LobeMix);
#else
Payload.SetSubsurfaceRadius(SSSRadius);
Payload.SetSubsurfacePhaseFunction(PhaseG);
Payload.SetDualRoughnessSpecular(Lobe0Roughness, Lobe1Roughness, LobeMix);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_SUBSURFACE_PROFILE
#if MATERIAL_SHADINGMODEL_SINGLELAYERWATER
if (Payload.ShadingModelID == SHADINGMODELID_SINGLELAYERWATER)
{
// For single layer water we always want to treat it as front facing when evaluating parameters
// as hitting back face is treated as being underwater and we get completely different parameters.
FMaterialPixelParameters WaterMaterialParameters = MaterialParameters;
WaterMaterialParameters.TwoSidedSign = 1;
const float3 ScatteringCoeff = max(0.0f, DFDemote(GetSingleLayerWaterMaterialOutput0(WaterMaterialParameters)));
const float3 AbsorptionCoeff = max(0.0f, DFDemote(GetSingleLayerWaterMaterialOutput1(WaterMaterialParameters)));
const float PhaseG = clamp(DFDemote(GetSingleLayerWaterMaterialOutput2(WaterMaterialParameters).x), -0.99f, 0.99f);
const float3 WaterExtinction = ScatteringCoeff + AbsorptionCoeff;
const float3 WaterAlbedo = select(WaterExtinction > 0.0, ScatteringCoeff / WaterExtinction, float3(0.0, 0.0, 0.0));
Payload.ShadingModelID = SHADINGMODELID_SOLID_GLASS; // replace shading model to avoid extra cases in raygen
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.MeanFreePath = rcp(max(1e-5, WaterExtinction));
#else
Payload.SetExtinction(WaterExtinction);
#endif
Payload.SetGlassAlbedo(WaterAlbedo);
Payload.SetGlassPhase(PhaseG);
Payload.Ior = DielectricF0ToIor(DielectricSpecularToF0(Specular));
// we are using actual refraction, so don't apply any transparency
Payload.TransparencyColor = 0.0;
Payload.BSDFOpacity = 1.0;
}
else
#endif // MATERIAL_SHADINGMODEL_SINGLELAYERWATER
#if MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
if (Payload.ShadingModelID == SHADINGMODELID_THIN_TRANSLUCENT)
{
const float3 TransmittanceColor = GetThinTranslucentMaterialOutput0(MaterialParameters);
// The material is a blend of glass and default_lit response, model it stochastically
if (Payload.BSDFOpacity < PackedPayload.GetStochasticSlabRand())
{
// Pick glass lobe - shade as glass (leave SHADINGMODELID_THIN_TRANSLUCENT on)
Payload.Ior = Ior;
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.MeanFreePath = TransmittanceToMeanFreePath(TransmittanceColor, SUBSTRATE_SIMPLEVOLUME_THICKNESS_CM * CENTIMETER_TO_METER) * METER_TO_CENTIMETER;
Payload.DiffuseColor = 0;
#else
Payload.SetTransmittanceColor(TransmittanceColor);
#endif
}
else
{
// Pick solid lobe -- toggle back to default_lit response
// Ior stays 0.0 since this mode does not include any refraction
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.ShadingModelID = SHADINGMODELID_SUBSTRATE;
#else
Payload.ShadingModelID = SHADINGMODELID_DEFAULT_LIT;
#endif
}
float SurfaceCoverage = GetThinTranslucentMaterialOutput1(MaterialParameters);
#if PATH_TRACER_REFRACTION_ENABLED
if (Ior > 0.0)
{
// In this mode we get rough refraction, so any transparency is only due to coverage (affecting both solid and glass lobes)
Payload.TransparencyColor = 1 - SurfaceCoverage;
}
else
#endif
{
// In this mode we just get straight transparency
const float3 V = WorldRayDirection();
const float3 N = normalize(Payload.WorldNormal);
const float VoN = abs(dot(V, N));
const float F0 = F0RGBToF0(ComputeF0(Specular, BaseColor, Metallic));
// This is the portion of transparency due to glass. We always compute it because we don't need to model the amount
// of transparency stochastically.
/// BSDFOpacity here still represents the blend between solid and glass behaviors.
Payload.TransparencyColor = (1 - Payload.BSDFOpacity) * ComputeThinSlabWeights(TransmittanceColor, VoN, 0.0, F0).Transmitted;
// Now account for overall coverage (allows the combination of solid/glass to become transparent)
Payload.TransparencyColor = lerp(1.0, Payload.TransparencyColor, SurfaceCoverage);
}
// Now we can replace the BSDFOpacity with coverage
Payload.BSDFOpacity = SurfaceCoverage;
}
else
#endif // MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
#if MATERIAL_SHADINGMODEL_HAIR
if (Payload.ShadingModelID == SHADINGMODELID_HAIR)
{
Payload.SetBaseColor(BaseColor);
Payload.SetHairLongitudinalRoughness(AdjustMaterialRoughness(Roughness, PackedPayload.GetPathRoughness()));
Payload.SetHairAzimuthalRoughness(Metallic); // SUBSTRATE_TODO: Map from scatter param to azimuthal roughness here instead of in the raygen
Payload.SetHairSpecular(Specular);
#if HAIR_STRAND_MESH_FACTORY
Payload.SetHairPrimitiveUV(MaterialParameters.HairPrimitiveUV);
#else
Payload.SetHairPrimitiveUV(0.5);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_HAIR
#if MATERIAL_SHADINGMODEL_EYE
if (Payload.ShadingModelID == SHADINGMODELID_EYE)
{
// This is all based on logic from ShadingModelsMaterial.ush
const float IrisMask = saturate(GetMaterialCustomData0(PixelMaterialInputs));
const float IrisDistance = saturate(GetMaterialCustomData1(PixelMaterialInputs));
Payload.SetEyeIrisMask(IrisMask);
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.SpecularColor = ComputeF0(Specular, BaseColor, 0);
#else
Payload.Metallic = 0.0;
#endif
#if NUM_MATERIAL_OUTPUTS_GETTANGENTOUTPUT > 0
// Blend in the negative intersection normal to create some concavity
// Not great as it ties the concavity to the convexity of the cornea surface
// No good justification for that. On the other hand, if we're just looking to
// introduce some concavity, this does the job.
const float3 PlaneNormal = normalize(GetTangentOutput0(MaterialParameters));
const float3 CausticNormal = normalize(lerp(PlaneNormal, -Payload.WorldNormal, IrisMask * IrisDistance));
Payload.SetEyeCausticNormal(CausticNormal);
// NOTE: calling AdjustShadingNormal on the custom normal does not seem necessary since this is only used for a diffuse calculation
#else
const float3 PlaneNormal = Payload.WorldNormal;
Payload.SetEyeCausticNormal(Payload.WorldNormal);
#endif
#if IRIS_NORMAL // on
// Match BasePassPixelShader logic, Specular part of g-buffer is re-use, so hard code the term
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.SpecularColor = DielectricSpecularToF0(0.25);
#else
Payload.Specular = 0.25;
#endif
#if NUM_MATERIAL_OUTPUTS_CLEARCOATBOTTOMNORMAL > 0
float3 IrisNormal = normalize( ClearCoatBottomNormal0(MaterialParameters) );
#if MATERIAL_TANGENTSPACENORMAL
IrisNormal = normalize( TransformTangentVectorToWorld( MaterialParameters.TangentToWorld, IrisNormal ) );
#endif
#else
float3 IrisNormal = PlaneNormal;
#endif
Payload.SetEyeIrisNormal(IrisNormal);
#else // IRIS_NORMAL = off
Payload.SetEyeIrisNormal(PlaneNormal);
#endif
#if HAVE_GetSubsurfaceMediumMaterialOutput0
float3 SSSRadius = GetSubsurfaceMediumMaterialOutput0(MaterialParameters);
#else
float3 SSSRadius = 0;
const uint ProfileId = ExtractSubsurfaceProfileInt(GetMaterialSubsurfaceDataRaw(PixelMaterialInputs).a);
if (GetSubsurfaceProfileUseBurley(ProfileId))
{
// Decode SSS radius
const float Opacity = GetMaterialOpacity(PixelMaterialInputs);
const float3 DiffuseColor = ComputeDiffuseAlbedo(BaseColor, Metallic);
SSSRadius = DecodeSSSProfileRadius(ProfileId, DiffuseColor, Opacity);
}
#endif
#if HAVE_GetSubsurfaceMediumMaterialOutput1
float PhaseG = clamp(GetSubsurfaceMediumMaterialOutput1(MaterialParameters), -0.99f, 0.99f);
#else
float PhaseG = 0;
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.MeanFreePath = SSSRadius;
Payload.PhaseG = PhaseG;
#else
Payload.SetSubsurfaceRadius(SSSRadius);
Payload.SetSubsurfacePhaseFunction(PhaseG);
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_EYE
#if MATERIAL_SHADINGMODEL_DEFAULT_LIT
if (Payload.ShadingModelID == SHADINGMODELID_DEFAULT_LIT)
{
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.ShadingModelID = SHADINGMODELID_SUBSTRATE;
#endif
#if PATH_TRACER_REFRACTION_ENABLED
// only allow refraction for default lit materials since we need space for the absorption amount
if (Ior > 0.0)
{
// Our material is a blend between glass and default_lit -- use stochastic blending between the two
Payload.TransparencyColor = 0.0;
if (PackedPayload.GetStochasticSlabRand() < Payload.BSDFOpacity)
{
// solid case - keep default_lit shading model
}
else
{
// glass
// we are using actual refraction, so disable transparency
Payload.Ior = Ior;
Payload.ShadingModelID = SHADINGMODELID_SOLID_GLASS;
#if HAVE_GetAbsorptionMediumMaterialOutput0
float3 Extinction = PathTracingGlassTransmittanceToExtinction(GetAbsorptionMediumMaterialOutput0(MaterialParameters));
#else
// Make the glass totally clear if no custom medium is set
float Extinction = 0;
#endif
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.MeanFreePath = rcp(max(Extinction, 1e-5f));
#else
Payload.SetExtinction(Extinction);
#endif
Payload.SetGlassAlbedo(0.0);
}
Payload.BSDFOpacity = 1.0; // cancels out with the probability of selecting the lobe
}
#endif
}
else
#endif // MATERIAL_SHADINGMODEL_DEFAULT_LIT
{
// terminal case for the conditionals above
}
// adjust after everything else (because SSS profile case needs to decode the dual spec info from the unmodified roughness)
#if USE_LEGACY_CODEPATH_FOR_SUBSTRATE
Payload.RoughnessData.x = AdjustMaterialRoughness(Payload.RoughnessData.x, PackedPayload.GetPathRoughness());
Payload.RoughnessData.y = AdjustMaterialRoughness(Payload.RoughnessData.y, PackedPayload.GetPathRoughness());
#else
Payload.Roughness = AdjustMaterialRoughness(Payload.Roughness, PackedPayload.GetPathRoughness());
#endif
#endif // SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
#if MATERIAL_TWOSIDED == 0
if (MaterialParameters.TwoSidedSign < 0)
{
// when viewing the surface from "inside", don't include emission
Payload.Radiance = 0;
}
#endif
// Only opaque surfaces can receive decals. This is both for compatibility with raster and improving performance when we have stacks of transparent surfaces
#if MATERIALBLENDING_SOLID || MATERIALBLENDING_MASKED
if ((PrimitiveFlags & PRIMITIVE_SCENE_DATA_FLAG_DECAL_RECEIVER) != 0)
{
#if USE_DBUFFER
Payload.SetDecalReceiver(MATERIALDECALRESPONSEMASK);
# if MATERIAL_USES_DECAL_LOOKUP
Payload.SetUseDBufferLookup();
# endif
#else
Payload.SetDecalReceiver(0x07);
#endif
}
#endif
#if MATERIALBLENDING_ALPHAHOLDOUT
// the material is already a holdout, no need to do anything else
#else
if (PackedPayload.IsCameraRay())
{
if ((PrimitiveFlags & PRIMITIVE_SCENE_DATA_FLAG_HOLDOUT) != 0 && ResolvedView.bPrimitiveAlphaHoldoutEnabled)
{
if (Payload.Ior != 0.0)
{
// If the surface is marked as refractive then treat it as opaque for holdout
Payload.BSDFOpacity = 1.0;
}
else
{
// keep the opacity from the material, it might indicate partial transparency
// so we should get a partial holdout
}
Payload.SetHoldout();
// zero-out the material contribution (including base-color and specular since UNLIT is used for volumetric lighting modes - see above)
Payload.ShadingModelID = SHADINGMODELID_UNLIT;
Payload.Radiance = 0;
Payload.Anisotropy = 0;
Payload.SetBaseColor(0.0);
}
}
#endif
#if USES_WORLD_POSITION_OFFSET
// WPO moves the position which invalidates the normal. This means the only way to compute a correctly oriented normal is for the shader to orient it properly
// The path tracer normally keeps the WorldSmoothNormal and WorldNormal separately, but this is not possible in this case. To avoid issues from having these two
// normals being un-aligned with each other, simply copy WorldNormal to WorldSmoothNormal when WPO is in use.
// See repro in UE-343656
#if ALWAYS_EVALUATE_WORLD_POSITION_OFFSET
// always handle WPO
#else
// only if the primitive is using it
if ((PrimitiveFlags & PRIMITIVE_SCENE_DATA_FLAG_EVALUATE_WORLD_POSITION_OFFSET) != 0u)
#endif
{
Payload.WorldSmoothNormal = Payload.WorldNormal;
}
#endif
#if MATERIAL_VIRTUALTEXTURE_FEEDBACK
if (PackedPayload.IsCameraRay())
{
// Virtual texturing feedback logic (camera rays only for now)
FinalizeVirtualTextureFeedback(
MaterialParameters.VirtualTextureFeedback,
MaterialParameters.SvPosition,
View.VTFeedbackBuffer
);
}
#endif
// Output depth for solid, masked
// or when `output depth and velocity' is set and Opacity >= Opacity mask clip value to match the behavior of the rasterizer path.
#if (MATERIALBLENDING_SOLID || MATERIALBLENDING_MASKED)
Payload.SetOutputDepth();
#elif (TRANSLUCENT_WRITING_VELOCITY && \
(MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ADDITIVE || MATERIALBLENDING_MODULATE || MATERIALBLENDING_ALPHACOMPOSITE || MATERIALBLENDING_ALPHAHOLDOUT))
if (GetMaterialOpacity(PixelMaterialInputs) >= GetMaterialOpacityMaskClipValue())
{
Payload.SetOutputDepth();
}
#endif
PackedPayload = PackPathTracingPayload(Payload);
}
#if USE_MATERIAL_ANY_HIT_SHADER
RAY_TRACING_ENTRY_ANY_HIT(PathTracingMaterialAHS,
FPackedPathTracingPayload, PackedPayload,
FRayTracingIntersectionAttributes, Attributes)
{
#if MATERIALBLENDING_MODULATE || (MATERIALBLENDING_MASKED && MATERIAL_DITHER_OPACITY_MASK) || MATERIALBLENDING_ALPHACOMPOSITE || MATERIALBLENDING_TRANSLUCENT
if (!PackedPayload.IsVisibilityRay())
{
if (PackedPayload.GetFlags() & PATH_TRACING_PAYLOAD_INPUT_FLAG_IGNORE_TRANSLUCENT)
{
IgnoreHit();
}
// not a shadow ray -- don't need to run the AHS logic
return;
}
if (PackedPayload.CheckDuplicateAHS(RayTCurrent()))
{
// We just processed this exact hit, don't double-count it
IgnoreHit();
return;
}
#endif
// This is the only case which actually needs to run the full material
ResolvedView = ResolveView();
const float3 TranslatedWorldPosition = TranslatedWorldRayOrigin() + RayTCurrent() * WorldRayDirection();
const float4 SvPosition = TranslatedWorldPositionToSvPosition(TranslatedWorldPosition);
CurrentPayloadInputFlags = PackedPayload.GetFlags();
PathTracerSceneDepth = (CurrentPayloadInputFlags & PATH_TRACING_PAYLOAD_INPUT_FLAG_HAS_SCENE_DEPTH) ? PackedPayload.GetSceneDepth() : SCENE_TEXTURES_DISABLED_SCENE_DEPTH_VALUE;
#if VF_SUPPORTS_RAYTRACING_PREPARE_MATERIAL_PIXEL_PARAMETERS
// this is a newer codepath that is both more flexible and allows for more direct calculation compared to the other codepath
// TODO: implement such a method for all vertex factories
float3 GeoNormal = 0;
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(TranslatedWorldRayOrigin(), WorldRayDirection(), RayTCurrent(), PrimitiveIndex(), Attributes, HitKind(), SvPosition, GeoNormal);
#else
FVertexFactoryInterpolantsVSToPS Interpolants;
float3 GeoNormal = 0;
CalcInterpolants((FRayCone)0, Attributes, Interpolants, GeoNormal);
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Interpolants, SvPosition);
#endif
FPixelMaterialInputs PixelMaterialInputs;
const bool bIsFrontFace = HitKind() == HIT_KIND_TRIANGLE_FRONT_FACE;
{
const float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition);
MaterialParameters.CameraVector = -WorldRayDirection();
CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, bIsFrontFace, TranslatedWorldPosition, TranslatedWorldPosition);
}
#if MATERIALBLENDING_MASKED && !MATERIAL_DITHER_OPACITY_MASK
// Regardless of payload flags -- we always apply this
if (GetMaterialMask(PixelMaterialInputs) < 0)
{
IgnoreHit();
}
#endif
// the following blend modes need to process shadows after having executed the material
#if MATERIALBLENDING_MODULATE || (MATERIALBLENDING_MASKED && MATERIAL_DITHER_OPACITY_MASK) || MATERIALBLENDING_ALPHACOMPOSITE || MATERIALBLENDING_TRANSLUCENT
PackedPayload.UpdateDuplicateAHS(RayTCurrent());
{ // TODO: Cleanup this indentation level
#if SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
#if MATERIAL_IS_SUBSTRATE
FSubstratePixelHeader SubstratePixelHeader = MaterialParameters.GetFrontSubstrateHeader();
FSubstrateData SubstrateData = PixelMaterialInputs.GetFrontSubstrateData();
FSubstrateIntegrationSettings IntegrationSettings = InitSubstrateIntegrationSettings(
false /* bForceFullyRough */,
true /* SubstrateStruct.bRoughDiffuse */,
-1 /* SubstrateStruct.PeelLayersAboveDepth */,
true /* SubstrateStruct.bRoughnessTracking */
);
float TotalCoverage = 1;
float3 TotalTransmittancePreCoverage = 0;
const float3 V_World = MaterialParameters.CameraVector;
SubstratePixelHeader.SubstrateUpdateTree(SubstrateData, V_World, IntegrationSettings, TotalCoverage, TotalTransmittancePreCoverage);
#if MATERIALBLENDING_TRANSLUCENT && (PATH_TRACER_REFRACTION_ENABLED || MATERIAL_ISTHINSURFACE)
// SUBSTRATE_TODO: refraction handling
float PathRoughness = PackedPayload.GetPathRoughness();
// SUBSTRATE_TODO: This does not match the logic in DistortAccumulatePS.usf
// The idea here is to take F0 from the bottom refraction layers since this matches most closely what the refraction logic below does (only bottom slabs can refract).
// The distortion approximation on the raster side instead averages F0 across layers which may produce different results.
// In both cases - we get a potentially strange answer when there is more than one bottom slab that produces refraction
// SUBSTRATE_TODO: How should we handle MFP when there are multiple bottom slabs?
float F0 = 0.0f;
float3 RoughnessData = 0.0;
float NoV = 0.0f;
float3 LocalSigmaT = 0.0f;
float Ior = 1.0;
float RefractMix = 0.0;
Substrate_for_unroll(int BSDFIdx = 0, BSDFIdx < SubstratePixelHeader.SubstrateTree.BSDFCount, ++BSDFIdx)
{
#define BSDF SubstratePixelHeader.SubstrateTree.BSDFs[BSDFIdx]
if (BSDF.bIsBottom)
{
// SUBSTRATE_TODO: Improve this to correctly deal with multiple bottom slabs (in the case of non-parameter blended horizontal blends)
float3 N = SubstratePixelHeader.SharedLocalBases.Normals[BSDF_GETSHAREDLOCALBASISID(BSDF)];
NoV = dot(N, V_World);
switch (BSDF_GETTYPE(BSDF))
{
case SUBSTRATE_BSDF_TYPE_SLAB:
{
// SUBSTRATE_TODO: Also consider the MFP to see how much this slab is contributing to refraction ....
F0 = F0RGBToF0(SubstrateGetBSDFSpecularF0(BSDF));
RoughnessData.x = SLAB_ROUGHNESS(BSDF);
if (BSDF_GETHASHAZINESS(BSDF))
{
// NOTE: It should be safe to assume that the clearcoat case cannot happen here as it is only triggered by legacy clearcoat materials which are unlikely to have refraction
const FHaziness Haziness = UnpackHaziness(SLAB_HAZINESS(BSDF));
RoughnessData.y = Haziness.Roughness;
RoughnessData.z = Haziness.Weight;
}
#if PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE
switch (BSDF_GETSSSTYPE(BSDF))
{
case SSS_TYPE_DIFFUSION:
case SSS_TYPE_SIMPLEVOLUME:
{
// only non-SSS slabs
float3 MeanFreePath = SLAB_SSSMFP(BSDF);
LocalSigmaT = rcp(max(MeanFreePath, 0.0001));
#if PATH_TRACER_REFRACTION_ENABLED
Ior = GetRefractionIor(PixelMaterialInputs, F0);
#endif
#if MATERIAL_ISTHINSURFACE
float3 Transmittance = MeanFreePathToTransmittance(MeanFreePath * CENTIMETER_TO_METER, SUBSTRATE_SIMPLEVOLUME_THICKNESS_CM * CENTIMETER_TO_METER);
RefractMix = saturate(Luminance(Transmittance));
#else
// blend towards Opaque SSS in the range of [0cm, 1cm]
RefractMix = saturate(max3(MeanFreePath.x, MeanFreePath.y, MeanFreePath.z));
#endif
break;
}
default:
{
// All other SSS types (including none) do not product any transmission and should be treated as opaque
break;
}
}
break;
#endif // PATH_TRACER_USE_SUBSTRATE_GLASS_LOBE
}
case SUBSTRATE_BSDF_TYPE_SINGLELAYERWATER:
{
RoughnessData.x = SLW_ROUGHNESS(BSDF);
RoughnessData.yz = 0;
#if SUBSTRATE_INLINE_SINGLELAYERWATER
LocalSigmaT = SLW_WATEREXTINCTION(BSDF);
#endif
float F0 = DielectricSpecularToF0(SLW_SPECULAR(BSDF));
Ior = DielectricF0ToIor(F0);
RefractMix = 1;
break;
}
}
}
#undef BSDF
}
#if MATERIAL_ISTHINSURFACE
// Thin Glass Fake Caustics
// SUBSTRATE_TODO: Revisit this -- TotalTransmittancePreCoverage should probably account for this in the thin case
float3 Transmission = exp(-LocalSigmaT * SUBSTRATE_SIMPLEVOLUME_THICKNESS_CM);
float3 Tr = RefractMix * ComputeThinSlabWeights(Transmission, NoV, Ior, F0).Transmitted;
#else
HLSL_STATIC_ASSERT(PATH_TRACER_REFRACTION_ENABLED == 1, "Expect refraction to be true here");
// Solid Glass Fake Caustics
float Tr = RefractMix * FakeCaustics(F0, Ior, NoV);
// Account for transmission
PackedPayload.SetTau(PackedPayload.GetTau() + TotalCoverage * RefractMix * ComputeOpticalDepthForHit(LocalSigmaT, bIsFrontFace));
#endif
// If material is doing refraction, apply an extra factor to account for ApproximateCaustics
#if PATH_TRACER_REFRACTION_ENABLED
if (Ior > 0.0)
{
Tr *= lerp(FakeCausticsPathFactor(RoughnessData.x, PathRoughness),
FakeCausticsPathFactor(RoughnessData.y, PathRoughness), RoughnessData.z);
}
#endif
const float3 Transparency = saturate(lerp(1.0, Tr, TotalCoverage));
#else // MATERIALBLENDING_TRANSLUCENT && (PATH_TRACER_REFRACTION_ENABLED || MATERIAL_ISTHINSURFACE)
// All other blend modes, do simple transparency handling
const float3 Transparency = saturate(lerp(1.0, TotalTransmittancePreCoverage, TotalCoverage));
#endif
#else // MATERIAL_IS_SUBSTRATE
// TODO: What cases (if any) end up here?
const float3 Transparency = 0.0;
#endif // MATERIAL_IS_SUBSTRATE
#else // SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
#if MATERIALBLENDING_MODULATE
const float3 Transparency = GetMaterialEmissive(PixelMaterialInputs);
#elif MATERIALBLENDING_ALPHACOMPOSITE
const float Opacity = GetMaterialOpacity(PixelMaterialInputs);
const float Transparency = 1 - Opacity;
#elif MATERIALBLENDING_MASKED && MATERIAL_DITHER_OPACITY_MASK
// See MATERIAL_DITHER_OPACITY_MASK comment below
const float Opacity = saturate(GetMaterialMaskInputRaw(PixelMaterialInputs));
const float Transparency = 1 - Opacity;
#elif MATERIALBLENDING_TRANSLUCENT
const float Opacity = GetMaterialOpacity(PixelMaterialInputs);
#if MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
// We can only get colored shadows for thin translucent (solid translucent case happens via absorption only)
float3 Transparency = 1 - Opacity;
#else
float Transparency = 1 - Opacity;
#endif
uint ShadingModelID = GetMaterialShadingModel(PixelMaterialInputs);
#if MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
if (ShadingModelID == SHADINGMODELID_THIN_TRANSLUCENT)
{
float3 Transmission = GetThinTranslucentMaterialOutput0(MaterialParameters);
#if PATH_TRACER_REFRACTION_ENABLED
float Ior = GetRefractionIor(PixelMaterialInputs);
#else
float Ior = 0.0;
#endif
float3 V = WorldRayDirection();
float3 N = normalize(MaterialParameters.WorldNormal);
float VoN = abs(dot(V, N));
if (Opacity < 1.0)
{
float PathRoughness = PackedPayload.GetPathRoughness();
float Roughness = GetMaterialRoughness(PixelMaterialInputs);
if (Ior > 0.0 && PathRoughness <= Roughness)
{
// not using fast caustic approximation - treat as opaque
PackedPayload.SetRayThroughput(0.0);
return;
}
// compute transmission through the slab (fresnel + absorption)
float3 BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
float Metallic = GetMaterialMetallic(PixelMaterialInputs);
float Specular = GetMaterialSpecular(PixelMaterialInputs);
float F0 = F0RGBToF0(ComputeF0(Specular, BaseColor, Metallic));
Transparency *= ComputeThinSlabWeights(Transmission, VoN, Ior, F0).Transmitted;
// fake caustic approximation (see comments below)
#if PATH_TRACER_REFRACTION_ENABLED
if (Ior > 0.0)
{
Transparency *= FakeCausticsPathFactor(Roughness, PathRoughness);
}
#endif
}
// Fade out the Transparency as a function of the SurfaceCoverage.
const float SurfaceCoverage = GetThinTranslucentMaterialOutput1(MaterialParameters);
Transparency = lerp(1.0.xxx, Transparency, SurfaceCoverage);
}
else
#endif // MATERIAL_SHADINGMODEL_THIN_TRANSLUCENT
#if MATERIAL_SHADINGMODEL_DEFAULT_LIT && PATH_TRACER_REFRACTION_ENABLED
if (ShadingModelID == SHADINGMODELID_DEFAULT_LIT)
{
// Is refraction enabled?
float Ior = GetRefractionIor(PixelMaterialInputs);
if (Transparency > 0 && Ior > 0.0)
{
// current hit has some refraction
float PathRoughness = PackedPayload.GetPathRoughness();
float Roughness = GetMaterialRoughness(PixelMaterialInputs);
float3 BaseColor = GetMaterialBaseColor(PixelMaterialInputs);
float Metallic = GetMaterialMetallic(PixelMaterialInputs);
float Specular = GetMaterialSpecular(PixelMaterialInputs);
float F0 = F0RGBToF0(ComputeF0(Specular, BaseColor, Metallic));
float3 N = normalize(MaterialParameters.WorldNormal);
float NoV = dot(WorldRayDirection(), N);
Transparency *= FakeCaustics(F0, Ior, NoV) * FakeCausticsPathFactor(Roughness, PathRoughness);
#if HAVE_GetAbsorptionMediumMaterialOutput0
// Does the material have any kind of volumetric absorption to apply?
float3 TransmittanceColor = GetAbsorptionMediumMaterialOutput0(MaterialParameters);
float3 LocalSigmaT = PathTracingGlassTransmittanceToExtinction(TransmittanceColor);
PackedPayload.SetTau(PackedPayload.GetTau() + ComputeOpticalDepthForHit(LocalSigmaT, bIsFrontFace));
#endif // HAVE_GetAbsorptionMediumMaterialOutput0
}
}
else
#endif // MATERIAL_SHADINGMODEL_DEFAULT_LIT
{
// base case for shadingmodel if/else
}
#else // MATERIALBLENDING_*
#error Unhandled blending mode!
#endif
#endif // SUBSTRATE_ENABLED && !USE_LEGACY_CODEPATH_FOR_SUBSTRATE
// Update the ray throughput (it is packed simply into the payload since we don't need to carry any other information across hits)
float3 RayThroughput = PackedPayload.GetRayThroughput();
RayThroughput *= Transparency;
PackedPayload.SetRayThroughput(RayThroughput);
if (any(RayThroughput > 0))
{
// keep tracing if we still have some energy left
IgnoreHit();
}
}
#endif
}
#endif // USE_MATERIAL_ANY_HIT_SHADER