diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/environment')
7 files changed, 54 insertions, 38 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index 6ea8cb1377..ab927df678 100644 --- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl @@ -32,6 +32,8 @@ struct ProbeCascadeData { float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; }; layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer; @@ -83,6 +85,9 @@ struct VoxelGIData { float normal_bias; // 4 - 88 bool blend_ambient; // 4 - 92 uint mipmaps; // 4 - 96 + + vec3 pad; // 12 - 108 + float exposure_normalization; // 4 - 112 }; layout(set = 0, binding = 16, std140) uniform VoxelGIs { @@ -241,7 +246,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb; - diffuse_accum += vec4(diffuse * weight, weight); + diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); { vec3 specular = vec3(0.0); @@ -255,7 +260,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_ specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25); } - specular_accum += specular * weight; + specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; } } @@ -574,7 +579,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 } } - light.rgb *= voxel_gi_instances.data[index].dynamic_range; + light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; if (!voxel_gi_instances.data[index].blend_ambient) { light.a = 1.0; } @@ -583,7 +588,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 //radiance vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias); - irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; + irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; if (!voxel_gi_instances.data[index].blend_ambient) { irr_light.a = 1.0; } diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index 9640d30e78..177dab16c7 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -21,6 +21,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 9, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl index 75b1ad2130..a0ef169f03 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl @@ -73,6 +73,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 1, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl index b95fad650e..9f7449b8aa 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl @@ -45,6 +45,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 8, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl index 9c03297f5c..4bdb0dcc72 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl @@ -20,6 +20,7 @@ struct CascadeData { float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; + vec4 pad2; }; layout(set = 0, binding = 7, std140) uniform Cascades { diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index e825020a4e..0eb0f5f8fd 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -15,10 +15,10 @@ layout(location = 0) out vec2 uv_interp; layout(push_constant, std430) uniform Params { mat3 orientation; vec4 projections[MAX_VIEWS]; - vec4 position_multiplier; + vec3 position; float time; + vec3 pad; float luminance_multiplier; - float pad[2]; } params; @@ -55,10 +55,10 @@ layout(location = 0) in vec2 uv_interp; layout(push_constant, std430) uniform Params { mat3 orientation; vec4 projections[MAX_VIEWS]; - vec4 position_multiplier; + vec3 position; float time; + vec3 pad; float luminance_multiplier; - float pad[2]; } params; @@ -83,20 +83,23 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUnifor global_shader_uniforms; layout(set = 0, binding = 2, std140) uniform SceneData { - bool volumetric_fog_enabled; - float volumetric_fog_inv_length; - float volumetric_fog_detail_spread; - - float fog_aerial_perspective; - - vec3 fog_light_color; - float fog_sun_scatter; - - bool fog_enabled; - float fog_density; - - float z_far; - uint directional_light_count; + bool volumetric_fog_enabled; // 4 - 4 + float volumetric_fog_inv_length; // 4 - 8 + float volumetric_fog_detail_spread; // 4 - 12 + float volumetric_fog_sky_affect; // 4 - 16 + + bool fog_enabled; // 4 - 20 + float fog_sky_affect; // 4 - 24 + float fog_density; // 4 - 28 + float fog_sun_scatter; // 4 - 32 + + vec3 fog_light_color; // 12 - 44 + float fog_aerial_perspective; // 4 - 48 + + float z_far; // 4 - 52 + uint directional_light_count; // 4 - 56 + uint pad1; // 4 - 60 + uint pad2; // 4 - 64 } scene_data; @@ -169,9 +172,7 @@ vec4 fog_process(vec3 view, vec3 sky_color) { } } - float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0); - - return vec4(fog_color, fog_amount); + return vec4(fog_color, 1.0); } void main() { @@ -200,17 +201,17 @@ void main() { #ifdef USE_CUBEMAP_PASS #ifdef USES_HALF_RES_COLOR - half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier; + half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier; + quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; #endif #else #ifdef USES_HALF_RES_COLOR - half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier; + half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier; + quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; #endif #endif @@ -220,7 +221,7 @@ void main() { } - frag_color.rgb = color * params.position_multiplier.w; + frag_color.rgb = color; frag_color.a = alpha; #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS) @@ -228,12 +229,12 @@ void main() { // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. if (scene_data.fog_enabled) { vec4 fog = fog_process(cube_normal, frag_color.rgb); - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.fog_sky_affect); } if (scene_data.volumetric_fog_enabled) { vec4 fog = volumetric_fog_process(uv); - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.volumetric_fog_sky_affect); } if (custom_fog.a > 0.0) { @@ -242,12 +243,13 @@ void main() { #endif // DISABLE_FOG - // Blending is disabled for Sky, so alpha doesn't blend - // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky + // Blending is disabled for Sky, so alpha doesn't blend. + // Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky. if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) { frag_color.a = 0.0; } - // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer - frag_color.rgb = frag_color.rgb / params.luminance_multiplier; + // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. + // For both mobile and clustered, we also bake in the exposure value for the environment and camera. + frag_color.rgb = frag_color.rgb * params.luminance_multiplier; } diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index 07d5223472..eed9038502 100644 --- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -84,6 +84,9 @@ struct VoxelGIData { float normal_bias; // 4 - 88 bool blend_ambient; // 4 - 92 uint mipmaps; // 4 - 96 + + vec3 pad; // 12 - 108 + float exposure_normalization; // 4 - 112 }; layout(set = 0, binding = 11, std140) uniform VoxelGIs { @@ -105,6 +108,8 @@ struct SDFVoxelGICascadeData { float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; }; layout(set = 1, binding = 0, std140) uniform SDFGI { @@ -624,7 +629,7 @@ void main() { light += a * slight; } - light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; + light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization; total_light += light.rgb; } @@ -691,7 +696,7 @@ void main() { vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; - ambient_accum.rgb += ambient * weight; + ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization; ambient_accum.a += weight; } |