project-aster/samples/03_model_render/shader/slang/model.slang

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import bindless;
import ibl_common;
import common_structs;
struct ModelHandles
{
StructuredBuffer<float4>.Handle vertexBuffer; // 8
StructuredBuffer<VertexData>.Handle vertexData; // 16
StructuredBuffer<MaterialData>.Handle materialBuffer; // 24
StructuredBuffer<TransformData>.Handle nodeBuffer; // 32
};
[vk::push_constant]
uniform Block pcb;
struct VS_Input
{
uint vertexId : SV_VertexID;
};
struct VS_Output
{
float4 worldPosition : POSITION;
float4 worldNormal : NORMAL;
float4 vertexColor : COLOR0;
float2 uv0 : TEXCOORD0;
float4 vertexPosition : SV_Position;
};
float2 GetUV(uint vertexId)
{
return pcb.vertexData[vertexId].uv0.xy;
}
float4 GetPosition(uint vertexId)
{
return float4(pcb.vertexBuffer[vertexId].xyz, 1.0f);
}
float4 GetNormal(uint vertexId)
{
return pcb.vertexData[vertexId].normal;
}
float4 GetColor(uint vertexId)
{
return pcb.vertexData[vertexId].color0;
}
float4x4 GetNodeTransform(uint nodeIdx)
{
return pcb.nodeBuffer[nodeIdx].transform;
}
float4x4 GetNormalTransform(uint nodeIdx)
{
return pcb.nodeBuffer[nodeIdx].normalTransform;
}
[shader("vertex")]
VS_Output vsmain(VS_Input stageInput)
{
VS_Output stageOutput;
float4 worldPosition = mul(GetPosition(stageInput.vertexId), GetNodeTransform(pcb.nodeIdx));
float4 clipSpace = mul(worldPosition, pcb.camera[0].view);
stageOutput.vertexPosition = mul(clipSpace, pcb.camera[0].proj);
stageOutput.worldPosition = worldPosition;
stageOutput.uv0 = GetUV(stageInput.vertexId);
stageOutput.vertexColor = GetColor(stageInput.vertexId);
stageOutput.worldNormal = mul(GetNormal(stageInput.vertexId), GetNormalTransform(pcb.nodeIdx));
return stageOutput;
}
struct FS_Input
{
float4 InPosition : POSITION;
float4 InNormal : NORMAL;
float4 InColor : COLOR0;
float2 InUV0 : TEXCOORD0;
};
struct FS_Output
{
float4 ColorTarget : SV_Target0;
};
float4 GetAlbedo(float2 uv, float4 color)
{
float4 albedoFactor = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].albedoFactor;
var albedoTex = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].albedoTex;
return albedoFactor * color * (IsValid(albedoTex) ? albedoTex.Sample(uv) : 1.0f.xxxx);
}
float GetOcclusion(float2 uv)
{
var occlusionTex = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].occlusionTex;
return IsValid(occlusionTex) ? occlusionTex.Sample(uv).r : 1.0f;
}
float3 GetEmissive(float2 uv)
{
float3 emissionFactor = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].emissionFactor.rgb;
var emissionTex = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].emissionTex;
return emissionFactor * (IsValid(emissionTex) ? emissionTex.Sample(uv).rgb : 1.0f.xxx);
}
float3 GetNormal(float3 position, float3 normal, float2 uv)
{
float3 N = normalize(normal);
var normalTex = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].normalTex;
if (!IsValid(normalTex))
{
return N;
}
float3 tangentSpaceNormal = normalTex.Sample(uv).xyz * 2.0f - 1.0f;
float3 q1 = ddx(position);
float3 q2 = ddy(position);
float2 st1 = ddx(uv);
float2 st2 = ddy(uv);
float3 T = normalize(q1 * st2.y - q2 * st1.y).xyz;
float3 B = -normalize(cross(N, T));
float3x3 TBN = float3x3(T, B, N); // Construction is Row by Row.
return normalize(mul(tangentSpaceNormal, TBN)); // Post multiple to avoid transpose.
}
float2 GetMetalRough(float2 uv)
{
var material = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)];
float2 metalRough = float2(material.metalFactor, material.roughFactor);
var metalRoughTex = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].metalRoughTex;
return metalRough * (IsValid(metalRoughTex) ? metalRoughTex.Sample(uv).bg : 1.0f.xx); // Metal is B, Rough is G.
}
float3 SampleIrradiance(float3 direction)
{
var diffuseIrradiance = pcb.lights[0].diffuseIrradiance;
if (IsValid(diffuseIrradiance))
{
return diffuseIrradiance.Sample(direction).rgb;
}
return 0.04f.xxx;
}
float3 SamplePrefiltered(float3 direction, float roughness)
{
var prefilter = pcb.lights[0].prefilter;
if (!IsValid(prefilter))
return 0.0f.xxx;
const float MAX_MIP_LEVEL = 5.0f;
float mip = MAX_MIP_LEVEL * roughness;
return prefilter.SampleLevel(direction, mip).rgb;
}
float2 SampleBrdfLut(float nDotV, float roughness)
{
var brdfLut = pcb.lights[0].brdfLUT;
if (IsValid(brdfLut))
{
return brdfLut.Sample(float2(nDotV, roughness));
}
return 0.0f.xx;
}
// https://en.wikipedia.org/wiki/Schlick%27s_approximation
float3 FresnelSchlick(float cosine, float3 F_0)
{
return F_0 + (1.0f - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
// Sebastian Lagarde
float3 FresnelSchlickRoughness(float cosine, float3 F_0, float Roughness)
{
return F_0 + (max((1.0f - Roughness).xxx, F_0) - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 Normal, float Metallic, float Roughness, float3 F_0, float3 LightDir, float LightDistance)
{
float Attenuation = 1.0f / (LightDistance * LightDistance); // TODO: Controlled Attenuation
float3 Halfway = normalize(ViewDir + LightDir);
// If the dot is negative, then it we just us 0.
// Light from the back is irrelevant.
float CosineFactor = max(dot(Halfway, ViewDir), 0.0f);
float NdotV = max(dot(Normal, ViewDir), 0.0f);
float NdotL = max(dot(Normal, LightDir), 0.0f);
float NdotH = max(dot(Normal, Halfway), 0.0f);
float3 Radiance = LightColor * Attenuation;
float NormalDistribution = TrowbridgeReitzGGX(NdotH, Roughness);
float Geometry = GeometrySmith(NdotV, NdotL, Roughness);
float3 Fresnel = FresnelSchlickRoughness(CosineFactor, F_0, Roughness);
float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
float Denominator = 4.0f * NdotV * NdotL;
float3 Specular = Numerator / (Denominator + 0.00001f);
float3 K_Specular = Fresnel;
float3 K_Diffuse = 1.0f.xxx - K_Specular;
K_Diffuse *= 1.0f - Metallic;
return NdotL * Radiance * (K_Diffuse * Albedo / PI + Specular);
}
float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
var lightData = pcb.lights[0];
var pointLightBuffer = (StructuredBuffer<PointLight>.Handle)lightData.lights;
if (!IsValid(pointLightBuffer))
return 0.0f.xxx;
uint offset = lightData.pointLightIndexer.offset;
uint count = lightData.pointLightIndexer.count;
float3 ViewDir = normalize(pcb.camera[0].position.xyz - Position);
float Metallic = MetalRough.r;
float Roughness = MetalRough.g;
// Dielectric F_0 based on LearnOpenGL.
// TODO: Cite
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, Metallic);
float3 Contrib = 0.0f;
for (uint i = 0; i < count; ++i)
{
PointLight Light = pointLightBuffer[i + offset];
if (Light.Range < 0.0f)
continue;
float3 LightDir = Light.Position - Position;
float LightDistance = length(LightDir);
if (LightDistance > Light.Range)
continue;
LightDir /= LightDistance; // Normalization
// Color Unpack
float R = (Light.Color & 0xFF000000) >> 24;
float G = (Light.Color & 0x00FF0000) >> 16;
float B = (Light.Color & 0x0000FF00) >> 8;
float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, LightColor, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, LightDistance);
}
return Contrib;
}
float3 GetDirectionalLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
var lightData = pcb.lights[0];
var dirLightBuffer = (StructuredBuffer<DirectionalLight>.Handle)lightData.lights;
if (!IsValid(dirLightBuffer))
return 0.0f.xxx;
uint count = lightData.dirLightIndexer.count;
float3 ViewDir = normalize(pcb.camera[0].position.xyz - Position);
float Metallic = MetalRough.r;
float Roughness = MetalRough.g;
// Dielectric F_0 based on LearnOpenGL.
// TODO: Cite
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, Metallic);
float3 Contrib = 0.0f;
for (uint i = 0; i < count; ++i)
{
DirectionalLight Light = dirLightBuffer[i];
if (Light.Validity_ < 0.0f)
continue;
float3 LightDir = -normalize(float3(Light.Direction));
// Color Unpack
float R = (Light.Color & 0xFF000000) >> 24;
float G = (Light.Color & 0x00FF0000) >> 16;
float B = (Light.Color & 0x0000FF00) >> 8;
float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, LightColor, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, 1.0f);
}
return Contrib;
}
float3 GetAmbientInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal, float Occlusion)
{
float3 ViewDir = normalize(pcb.camera[0].position.xyz - Position);
float CosineFactor = max(dot(Normal, ViewDir), 0.0f); // Normal instead of Halfway since there's no halfway in ambient.
float Metal = MetalRough.r;
float Roughness = MetalRough.g;
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, MetalRough.r);
float3 K_Specular = FresnelSchlickRoughness(CosineFactor, F_0, Roughness);
float3 K_Diffuse = 1.0f.xxx - K_Specular;
K_Diffuse *= 1.0f - Metal; // Metals don't have diffuse/refractions.
float3 ReflectionDir = reflect(-ViewDir, Normal);
float NdotV = max(dot(Normal, ViewDir), 0.0f);
float3 PrefilteredColor = SamplePrefiltered(ReflectionDir, Roughness).rgb;
float2 EnvBRDF = SampleBrdfLut(NdotV, Roughness);
float3 Specular = PrefilteredColor * (K_Specular * EnvBRDF.x + EnvBRDF.y);
float3 DiffuseIrradiance = Albedo * SampleIrradiance(Normal);
#if defined(_DEBUG)
if (pcb.ignoreDiffuse) {
DiffuseIrradiance = 0.0f.xxx;
}
if (pcb.ignoreSpecular) {
Specular = 0.0f.xxx;
}
#endif
return (K_Diffuse * DiffuseIrradiance + Specular) * Occlusion;
}
[shader("fragment")]
FS_Output fsmain(FS_Input StageInput)
{
FS_Output Output;
// TODO: This should be invalid on the CPU side.
if (pcb.materialIdx < 0)
{
Output.ColorTarget = float4(1.0f, 0.0f, 1.0f, 1.0f);
return Output;
}
float3 Position = StageInput.InPosition.xyz;
float3 Normal = GetNormal(Position, StageInput.InNormal.xyz, StageInput.InUV0);
float4 AlbedoAlpha = GetAlbedo(StageInput.InUV0, StageInput.InColor);
float3 Albedo = AlbedoAlpha.rgb;
float Alpha = AlbedoAlpha.a;
float2 MetalRough = GetMetalRough(StageInput.InUV0);
float3 Emission = GetEmissive(StageInput.InUV0);
float Occlusion = GetOcclusion(StageInput.InUV0);
float3 DirectionalLightLum = GetDirectionalLightInfluence(Albedo, MetalRough, Position, Normal);
float3 PointLighLum = GetPointLightInfluence(Albedo, MetalRough, Position, Normal);
float3 AmbientLum = GetAmbientInfluence(Albedo, MetalRough, Position, Normal, Occlusion);
float3 Color = DirectionalLightLum + /*PointLighLum +*/ AmbientLum;
Output.ColorTarget = float4(Uncharted2Tonemap(Color + Emission), Alpha);
return Output;
}