diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
27 files changed, 293 insertions, 144 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index f8e9020f9f..459d798a80 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -509,7 +509,13 @@ void main() { float a = clamp(d * px_size + 0.5, 0.0, 1.0); color.a = a * color.a; } - + } else if (bool(draw_data.flags & FLAGS_USE_LCD)) { + vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv); + if (lcd_sample.a == 1.0) { + color.rgb = lcd_sample.rgb * color.a; + } else { + color = vec4(0.0, 0.0, 0.0, 0.0); + } } else { #else { diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 2ea6965c09..1b627a3e81 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -25,6 +25,7 @@ #define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27) #define FLAGS_USE_MSDF (1 << 28) +#define FLAGS_USE_LCD (1 << 29) #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl index 96f5c3e9f2..cb06250cf2 100644 --- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl @@ -129,7 +129,7 @@ void main() { #ifdef GLOW_USE_AUTO_EXPOSURE - frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey; + frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale; #endif frag_color *= blur.glow_exposure; diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl index 730504571a..06ca198f37 100644 --- a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl @@ -16,7 +16,7 @@ layout(push_constant, std430) uniform Blur { float glow_exposure; // 04 - 36 float glow_white; // 04 - 40 float glow_luminance_cap; // 04 - 44 - float glow_auto_exposure_grey; // 04 - 48 + float glow_auto_exposure_scale; // 04 - 48 float luminance_multiplier; // 04 - 52 float res1; // 04 - 56 diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl index 0438671dd2..bdf84bb03a 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl @@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh; #ifdef MODE_GEN_BLUR_SIZE float get_depth_at_pos(vec2 uv) { - float depth = textureLod(source_depth, uv, 0.0).x; + float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { @@ -41,11 +41,25 @@ float get_depth_at_pos(vec2 uv) { float get_blur_size(float depth) { if (params.blur_near_active && depth < params.blur_near_begin) { - return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative + if (params.use_physical_near) { + // Physically-based. + float d = abs(params.blur_near_begin - depth); + return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative. + } else { + // Non-physically-based. + return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative. + } } if (params.blur_far_active && depth > params.blur_far_begin) { - return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + if (params.use_physical_far) { + // Physically-based. + float d = abs(params.blur_far_begin - depth); + return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP; + } else { + // Non-physically-based. + return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + } } return 0.0; diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl index b90a527554..4a2b0edc18 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl @@ -20,6 +20,11 @@ layout(push_constant, std430) uniform Params { bool use_jitter; float jitter_seed; + bool use_physical_near; + bool use_physical_far; + + float blur_size_near; + float blur_size_far; uint pad[2]; } params; diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl index a3b3938ee9..a2bdc2e90e 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl @@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight; #ifdef MODE_GEN_BLUR_SIZE float get_depth_at_pos(vec2 uv) { - float depth = textureLod(source_depth, uv, 0.0).x; + float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { @@ -63,11 +63,25 @@ float get_depth_at_pos(vec2 uv) { float get_blur_size(float depth) { if (params.blur_near_active && depth < params.blur_near_begin) { - return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative + if (params.use_physical_near) { + // Physically-based. + float d = abs(params.blur_near_begin - depth); + return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative. + } else { + // Non-physically-based. + return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative. + } } if (params.blur_far_active && depth > params.blur_far_begin) { - return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + if (params.use_physical_far) { + // Physically-based. + float d = abs(params.blur_far_begin - depth); + return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP; + } else { + // Non-physically-based. + return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; + } } return 0.0; diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl index 3a4ef86ef0..bfe329b8ec 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl @@ -31,7 +31,7 @@ layout(push_constant, std430) uniform Params { float glow_exposure; float glow_white; float glow_luminance_cap; - float glow_auto_exposure_grey; + float glow_auto_exposure_scale; // DOF. float camera_z_far; float camera_z_near; @@ -185,7 +185,7 @@ void main() { if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { #ifdef GLOW_USE_AUTO_EXPOSURE - color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey; + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale; #endif color *= params.glow_exposure; diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl index c8eb78a2f0..c8eb78a2f0 100644 --- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl index fb35d3cde6..fb35d3cde6 100644 --- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl index b0a0839836..b0a0839836 100644 --- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 62a7b0e7d7..e459756c6a 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -75,7 +75,7 @@ layout(push_constant, std430) uniform Params { float exposure; float white; - float auto_exposure_grey; + float auto_exposure_scale; float luminance_multiplier; vec2 pixel_size; @@ -440,7 +440,7 @@ void main() { #ifndef SUBPASS if (params.use_auto_exposure) { - exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey); + exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale); } #endif 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..7a0b2af3ce 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; @@ -200,17 +200,17 @@ 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 +220,7 @@ 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) @@ -242,12 +242,13 @@ 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 6f79b9e771..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 { @@ -270,6 +275,9 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( vec3(0.9375, 0.25925926, 0.12), vec3(0.03125, 0.59259259, 0.32)); +// Higher values will make light in volumetric fog fade out sooner when it's occluded by shadow. +const float INV_FOG_FADE = 10.0; + void main() { vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); @@ -375,46 +383,48 @@ void main() { if (total_density > 0.001) { for (uint i = 0; i < params.directional_light_count; i++) { - vec3 shadow_attenuation = vec3(1.0); - - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -view_pos.z; - - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - vec4 v = vec4(view_pos, 1.0); - float z_range; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.x; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.y; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.z; - - } else { - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.w; - } + if (directional_lights.data[i].volumetric_fog_energy > 0.001) { + vec3 shadow_attenuation = vec3(1.0); + + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -view_pos.z; + + vec4 pssm_coord; + vec3 light_dir = directional_lights.data[i].direction; + vec4 v = vec4(view_pos, 1.0); + float z_range; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.x; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.y; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.z; + + } else { + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.w; + } - float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; - float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); + float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; + float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * INV_FOG_FADE); - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance - shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow); - } + shadow_attenuation = mix(vec3(1.0 - directional_lights.data[i].shadow_opacity), vec3(1.0), shadow); + } - total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g); + total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g) * directional_lights.data[i].volumetric_fog_energy; + } } // Compute light from sky @@ -481,7 +491,7 @@ void main() { float d = distance(omni_lights.data[light_index].position, view_pos); float shadow_attenuation = 1.0; - if (d * omni_lights.data[light_index].inv_radius < 1.0) { + if (omni_lights.data[light_index].volumetric_fog_energy > 0.001 && d * omni_lights.data[light_index].inv_radius < 1.0) { float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); vec3 light = omni_lights.data[light_index].color; @@ -509,9 +519,9 @@ void main() { float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; - shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); + shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE)); } - total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g); + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy; } } } @@ -562,7 +572,7 @@ void main() { float d = length(light_rel_vec); float shadow_attenuation = 1.0; - if (d * spot_lights.data[light_index].inv_radius < 1.0) { + if (spot_lights.data[light_index].volumetric_fog_energy > 0.001 && d * spot_lights.data[light_index].inv_radius < 1.0) { float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); vec3 spot_dir = spot_lights.data[light_index].direction; @@ -595,9 +605,9 @@ void main() { float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; - shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); + shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE)); } - total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g); + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy; } } } @@ -619,7 +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; } @@ -686,7 +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; } diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index 799f7087b6..7488a3f2c7 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -25,7 +25,7 @@ struct LightData { //this structure needs to be as packed as possible highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows uint mask; - mediump float shadow_volumetric_fog_fade; + mediump float volumetric_fog_energy; uint bake_mode; highp vec4 projector_rect; //projector rect in srgb decal atlas }; @@ -44,7 +44,7 @@ struct ReflectionData { bool exterior; bool box_project; uint ambient_mode; - uint pad; + float exposure_normalization; //0-8 is intensity,8-9 is ambient, mode highp mat4 local_matrix; // up to here for spot and omni, rest is for directional // notes: for ambientblend, use distance to edge to blend between already existing global environment @@ -52,7 +52,7 @@ struct ReflectionData { struct DirectionalLightData { mediump vec3 direction; - mediump float energy; + highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image) mediump vec3 color; mediump float size; mediump float specular; @@ -65,7 +65,7 @@ struct DirectionalLightData { highp float fade_to; uvec2 pad; uint bake_mode; - mediump float shadow_volumetric_fog_fade; + mediump float volumetric_fog_energy; highp vec4 shadow_bias; highp vec4 shadow_normal_bias; highp vec4 shadow_transmittance_bias; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index e9515c7670..26b96b358f 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -15,11 +15,11 @@ layout(location = 0) in vec3 vertex_attrib; //only for pure render depth when normal is not used #ifdef NORMAL_USED -layout(location = 1) in vec3 normal_attrib; +layout(location = 1) in vec2 normal_attrib; #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 2) in vec4 tangent_attrib; +layout(location = 2) in vec2 tangent_attrib; #endif #if defined(COLOR_USED) @@ -58,6 +58,13 @@ layout(location = 10) in uvec4 bone_attrib; layout(location = 11) in vec4 weight_attrib; #endif +vec3 oct_to_vec3(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + /* Varyings */ layout(location = 0) out vec3 vertex_interp; @@ -231,12 +238,13 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc vec3 vertex = vertex_attrib; #ifdef NORMAL_USED - vec3 normal = normal_attrib * 2.0 - 1.0; + vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; - float binormalf = tangent_attrib.a * 2.0 - 1.0; + vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; + vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); + float binormalf = sign(signed_tangent_attrib.y); vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif @@ -978,6 +986,11 @@ void fragment_shader(in SceneData scene_data) { vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3(0.0, 0.0, 0.0); +#ifndef MODE_UNSHADED + // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. + emission *= scene_data.emissive_exposure_normalization; +#endif + #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { @@ -1007,6 +1020,7 @@ void fragment_shader(in SceneData scene_data) { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light *= scene_data.IBL_exposure_normalization; specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } @@ -1027,7 +1041,7 @@ void fragment_shader(in SceneData scene_data) { #else vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - + cubemap_ambient *= scene_data.IBL_exposure_normalization; ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); } } @@ -1086,15 +1100,16 @@ void fragment_shader(in SceneData scene_data) { const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * + scene_data.emissive_exposure_normalization; } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1112,20 +1127,22 @@ void fragment_shader(in SceneData scene_data) { uint idx = instances.data[instance_index].gi_offset >> 20; vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + float en = lightmaps.data[idx].exposure_normalization; - ambient_light += lm_light_l0 * 0.282095f; - ambient_light += lm_light_l1n1 * 0.32573 * n.y; - ambient_light += lm_light_l1_0 * 0.32573 * n.z; - ambient_light += lm_light_l1p1 * 0.32573 * n.x; + ambient_light += lm_light_l0 * 0.282095f * en; + ambient_light += lm_light_l1n1 * 0.32573 * n.y * en; + ambient_light += lm_light_l1_0 * 0.32573 * n.z * en; + ambient_light += lm_light_l1p1 * 0.32573 * n.x * en; if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y; - specular_light += lm_light_l1_0 * 0.32573 * r.z; - specular_light += lm_light_l1p1 * 0.32573 * r.x; + specular_light += lm_light_l1n1 * 0.32573 * r.y * en; + specular_light += lm_light_l1_0 * 0.32573 * r.z * en; + specular_light += lm_light_l1p1 * 0.32573 * r.x * en; } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; + uint idx = instances.data[instance_index].gi_offset >> 20; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; } } #else diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index f0717294ef..45484b8c47 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -105,6 +105,8 @@ directional_lights; struct Lightmap { mat3 normal_xform; + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { @@ -139,6 +141,8 @@ struct SDFVoxelGICascadeData { float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 15, std140) uniform SDFGI { @@ -251,7 +255,8 @@ struct SceneData { bool pancake_shadows; vec2 taa_jitter; - uvec2 pad2; + float emissive_exposure_normalization; + float IBL_exposure_normalization; }; layout(set = 1, binding = 0, std140) uniform SceneDataBlock { @@ -340,6 +345,9 @@ 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 = 1, binding = 17, std140) uniform VoxelGIs { diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index c88bd0a14b..ae5e1b7251 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -94,7 +94,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 light += cone_weights[i] * cone_light.rgb; } - light *= voxel_gi_instances.data[index].dynamic_range; + light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization; out_diff += vec4(light * blend, blend); //irradiance @@ -102,7 +102,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 if (voxel_gi_instances.data[index].blend_ambient) { irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95)); } - 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; //irr_light=vec3(0.0); out_spec += vec4(irr_light.rgb * blend, blend); @@ -189,7 +189,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb; - diffuse_accum += vec4(diffuse * weight, weight); + diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); if (use_specular) { vec3 specular = vec3(0.0); @@ -203,7 +203,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } - specular_accum += specular * weight; + specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 7299bb0576..4e6e29b315 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -909,7 +909,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, vec4 reflection; reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier; - + reflection.rgb *= reflections.data[ref_index].exposure_normalization; if (reflections.data[ref_index].exterior) { reflection.rgb = mix(specular_light, reflection.rgb, blend); } @@ -932,6 +932,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, vec4 ambient_out; ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb; + ambient_out.rgb *= reflections.data[ref_index].exposure_normalization; ambient_out.a = blend; if (reflections.data[ref_index].exterior) { ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 6548793bee..5a5ada7231 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -16,11 +16,11 @@ layout(location = 0) in vec3 vertex_attrib; //only for pure render depth when normal is not used #ifdef NORMAL_USED -layout(location = 1) in vec3 normal_attrib; +layout(location = 1) in vec2 normal_attrib; #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 2) in vec4 tangent_attrib; +layout(location = 2) in vec2 tangent_attrib; #endif #if defined(COLOR_USED) @@ -59,6 +59,13 @@ layout(location = 10) in uvec4 bone_attrib; layout(location = 11) in vec4 weight_attrib; #endif +vec3 oct_to_vec3(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + /* Varyings */ layout(location = 0) highp out vec3 vertex_interp; @@ -229,12 +236,13 @@ void main() { vec3 vertex = vertex_attrib; #ifdef NORMAL_USED - vec3 normal = normal_attrib * 2.0 - 1.0; + vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; - float binormalf = tangent_attrib.a * 2.0 - 1.0; + vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; + vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); + float binormalf = sign(signed_tangent_attrib.y); vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif @@ -463,8 +471,10 @@ layout(location = 8) highp in float dp_clip; #define model_matrix draw_call.transform #ifdef USE_MULTIVIEW #define projection_matrix scene_data.projection_matrix_view[ViewIndex] +#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] #else #define projection_matrix scene_data.projection_matrix +#define inv_projection_matrix scene_data.inv_projection_matrix #endif #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) @@ -879,6 +889,11 @@ void main() { vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3(0.0, 0.0, 0.0); +#ifndef MODE_UNSHADED + // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. + emission *= scene_data.emissive_exposure_normalization; +#endif + #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (scene_data.use_reflection_cubemap) { @@ -907,6 +922,8 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light *= sc_luminance_multiplier; + specular_light *= scene_data.IBL_exposure_normalization; specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } @@ -927,7 +944,8 @@ void main() { #else vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - + cubemap_ambient *= sc_luminance_multiplier; + cubemap_ambient *= scene_data.IBL_exposure_normalization; ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); } } @@ -985,15 +1003,16 @@ void main() { const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * + scene_data.emissive_exposure_normalization; } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1002,6 +1021,8 @@ void main() { uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); + uint idx = draw_call.gi_offset >> 20; + if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; @@ -1009,22 +1030,22 @@ void main() { vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - uint idx = draw_call.gi_offset >> 20; vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + float exposure_normalization = lightmaps.data[idx].exposure_normalization; ambient_light += lm_light_l0 * 0.282095f; - ambient_light += lm_light_l1n1 * 0.32573 * n.y; - ambient_light += lm_light_l1_0 * 0.32573 * n.z; - ambient_light += lm_light_l1p1 * 0.32573 * n.x; + ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization; + ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization; + ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization; if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y; - specular_light += lm_light_l1_0 * 0.32573 * r.z; - specular_light += lm_light_l1p1 * 0.32573 * r.x; + specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization; + specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization; + specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization; } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index 98ad674ce0..3a9c52f5bc 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -94,6 +94,8 @@ directional_lights; struct Lightmap { mediump mat3 normal_xform; + vec3 pad; + float exposure_normalization; }; layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { @@ -187,8 +189,8 @@ struct SceneData { mediump float reflection_multiplier; // one normally, zero when rendering reflections bool pancake_shadows; - uint pad1; - uint pad2; + float emissive_exposure_normalization; + float IBL_exposure_normalization; uint pad3; }; diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index a893a66c94..75bea9300b 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -54,14 +54,54 @@ layout(push_constant, std430) uniform Params { } params; -vec4 decode_abgr_2_10_10_10(uint base) { - uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3); - return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0; +vec2 uint_to_vec2(uint base) { + uvec2 decode = (uvec2(base) >> uvec2(0, 16)) & uvec2(0xFFFF, 0xFFFF); + return vec2(decode) / vec2(65535.0, 65535.0) * 2.0 - 1.0; } -uint encode_abgr_2_10_10_10(vec4 base) { - uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30); - return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w; +vec3 oct_to_vec3(vec2 oct) { + vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + +vec3 decode_uint_oct_to_norm(uint base) { + return oct_to_vec3(uint_to_vec2(base)); +} + +vec4 decode_uint_oct_to_tang(uint base) { + vec2 oct_sign_encoded = uint_to_vec2(base); + // Binormal sign encoded in y component + vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0); + return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y)); +} + +vec2 signNotZero(vec2 v) { + return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0))); +} + +uint vec2_to_uint(vec2 base) { + uvec2 enc = uvec2(clamp(ivec2(base * vec2(65535, 65535)), ivec2(0), ivec2(0xFFFF, 0xFFFF))) << uvec2(0, 16); + return enc.x | enc.y; +} + +vec2 vec3_to_oct(vec3 e) { + e /= abs(e.x) + abs(e.y) + abs(e.z); + vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy); + return oct * 0.5f + 0.5f; +} + +uint encode_norm_to_uint_oct(vec3 base) { + return vec2_to_uint(vec3_to_oct(base)); +} + +uint encode_tang_to_uint_oct(vec4 base) { + vec2 oct = vec3_to_oct(base.xyz); + // Encode binormal sign in y component + oct.y = oct.y * 0.5f + 0.5f; + oct.y = base.w >= 0.0f ? oct.y : 1 - oct.y; + return vec2_to_uint(oct); } void main() { @@ -131,12 +171,12 @@ void main() { src_offset += 3; if (params.has_normal) { - normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb; + normal = decode_uint_oct_to_norm(src_vertices.data[src_offset]); src_offset++; } if (params.has_tangent) { - tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]); + tangent = decode_uint_oct_to_tang(src_vertices.data[src_offset]); } if (params.has_blend_shape) { @@ -155,12 +195,12 @@ void main() { base_offset += 3; if (params.has_normal) { - blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; + blend_normal += decode_uint_oct_to_norm(src_blend_shapes.data[base_offset]) * w; base_offset++; } if (params.has_tangent) { - blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; + blend_tangent += decode_uint_oct_to_tang(src_blend_shapes.data[base_offset]).rgb * w; } blend_total += w; @@ -234,12 +274,12 @@ void main() { dst_offset += 3; if (params.has_normal) { - dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0)); + dst_vertices.data[dst_offset] = encode_norm_to_uint_oct(normal); dst_offset++; } if (params.has_tangent) { - dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent); + dst_vertices.data[dst_offset] = encode_tang_to_uint_oct(tangent); } #endif |