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Vulkan2021
VkCV Framework
Merge requests
!70
Resolve "Voxel cone tracing"
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Resolve "Voxel cone tracing"
82-voxel-cone-tracing
into
develop
Overview
7
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95
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67
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2
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Ghost User
requested to merge
82-voxel-cone-tracing
into
develop
3 years ago
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7
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95
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67
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2
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#82 (closed)
Edited
3 years ago
by
Tobias Frisch
0
0
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ae0450b3
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ae0450b3
[
#82
] Add UI controls for volumetric lighting
· ae0450b3
Alexander Gauggel
authored
3 years ago
projects/voxelization/resources/shaders/shader.frag
+
148
−
6
Options
@@ -5,10 +5,13 @@
#include
"perMeshResources.inc"
#include
"lightInfo.inc"
#include
"shadowMapping.inc"
#include
"brdf.inc"
#include
"voxel.inc"
layout
(
location
=
0
)
in
vec3
passNormal
;
layout
(
location
=
1
)
in
vec2
passUV
;
layout
(
location
=
2
)
in
vec3
passPos
;
layout
(
location
=
3
)
in
vec4
passTangent
;
layout
(
location
=
0
)
out
vec3
outColor
;
@@ -18,11 +21,150 @@ layout(set=0, binding=0) uniform sunBuffer {
layout
(
set
=
0
,
binding
=
1
)
uniform
texture2D
shadowMap
;
layout
(
set
=
0
,
binding
=
2
)
uniform
sampler
shadowMapSampler
;
layout
(
set
=
0
,
binding
=
3
)
uniform
cameraBuffer
{
vec3
cameraPos
;
};
layout
(
set
=
0
,
binding
=
4
)
uniform
texture3D
voxelTexture
;
layout
(
set
=
0
,
binding
=
5
)
uniform
sampler
voxelSampler
;
layout
(
set
=
0
,
binding
=
6
)
uniform
VoxelInfoBuffer
{
VoxelInfo
voxelInfo
;
};
layout
(
set
=
0
,
binding
=
7
)
uniform
VolumetricSettings
{
vec3
scatteringCoefficient
;
float
volumetricAmbientLight
;
vec3
absorptionCoefficient
;
};
vec3
cookTorrance
(
vec3
f0
,
float
r
,
vec3
N
,
vec3
V
,
vec3
L
){
vec3
H
=
normalize
(
L
+
V
);
float
NoH
=
clamp
(
dot
(
N
,
H
),
0
,
1
);
float
NoL
=
clamp
(
dot
(
N
,
L
),
0
,
1
);
float
NoV
=
clamp
(
abs
(
dot
(
N
,
V
)),
0
,
1
);
// abs to account for wrong visibility caused by normal mapping
vec3
F
=
fresnelSchlick
(
NoH
,
f0
);
float
D
=
GGXDistribution
(
r
,
NoH
);
float
G
=
GGXSmithShadowing
(
r
,
NoV
,
NoL
);
return
(
F
*
D
*
G
)
/
max
(
4
*
NoV
*
NoL
,
0
.
00001
);
}
float
roughnessToConeAngleDegree
(
float
r
){
return
mix
(
degreeToRadian
(
3
),
degreeToRadian
(
60
),
r
);
}
// from: "Next Generation Post Processing in Call Of Duty Advanced Warfare" slide page 123
float
interleavedGradientNoise
(
vec2
uv
){
vec3
magic
=
vec3
(
0
.
06711056
,
0
.
005
83715
,
62
.
9829189
);
return
fract
(
magic
.
z
*
fract
(
dot
(
uv
,
magic
.
xy
)));
}
// from: https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
vec3
EnvBRDFApprox
(
vec3
SpecularColor
,
float
Roughness
,
float
NoV
)
{
const
vec4
c0
=
{
-
1
,
-
0
.
0275
,
-
0
.
572
,
0
.
022
};
const
vec4
c1
=
{
1
,
0
.
0425
,
1
.
04
,
-
0
.
04
};
vec4
r
=
Roughness
*
c0
+
c1
;
float
a004
=
min
(
r
.
x
*
r
.
x
,
exp2
(
-
9
.
28
*
NoV
)
)
*
r
.
x
+
r
.
y
;
vec2
AB
=
vec2
(
-
1
.
04
,
1
.
04
)
*
a004
+
r
.
zw
;
return
SpecularColor
*
AB
.
x
+
AB
.
y
;
}
float
isotropicPhase
(){
return
1
/
(
4
*
pi
);
}
vec3
volumetricLighting
(
vec3
colorIn
,
vec3
V
,
vec3
pos
,
float
d
){
vec3
color
=
colorIn
;
int
sampleCount
=
20
;
float
stepSize
=
d
/
sampleCount
;
vec3
extinctionCoefficient
=
scatteringCoefficient
+
absorptionCoefficient
;
float
noise
=
2
*
pi
*
interleavedGradientNoise
(
gl_FragCoord
.
xy
);
vec2
shadowOffset
=
3
.
f
*
vec2
(
sin
(
noise
),
cos
(
noise
))
/
textureSize
(
sampler2D
(
shadowMap
,
shadowMapSampler
),
0
);
float
noiseScale
=
0
.
1
f
;
pos
+=
V
*
noiseScale
*
interleavedGradientNoise
(
gl_FragCoord
.
xy
);
for
(
int
i
=
0
;
i
<
sampleCount
;
i
++
){
vec3
samplePoint
=
pos
+
V
*
i
*
stepSize
;
float
phase
=
isotropicPhase
();
vec3
light
=
lightInfo
.
sunColor
*
lightInfo
.
sunStrength
;
float
shadow
=
shadowTest
(
samplePoint
,
lightInfo
,
shadowMap
,
shadowMapSampler
,
shadowOffset
);
light
*=
shadow
;
light
+=
volumetricAmbientLight
;
color
+=
phase
*
light
*
scatteringCoefficient
*
stepSize
;
color
*=
exp
(
-
stepSize
*
extinctionCoefficient
);
}
return
color
;
}
void
main
()
{
vec3
N
=
normalize
(
passNormal
);
vec3
sun
=
lightInfo
.
sunStrength
*
lightInfo
.
sunColor
*
clamp
(
dot
(
N
,
lightInfo
.
L
),
0
,
1
);
sun
*=
shadowTest
(
passPos
,
lightInfo
,
shadowMap
,
shadowMapSampler
);
vec3
ambient
=
vec3
(
0
.
05
);
vec3
albedo
=
texture
(
sampler2D
(
albedoTexture
,
textureSampler
),
passUV
).
rgb
;
outColor
=
albedo
*
(
sun
+
ambient
);
vec3
albedoTexel
=
texture
(
sampler2D
(
albedoTexture
,
textureSampler
),
passUV
).
rgb
;
vec3
normalTexel
=
texture
(
sampler2D
(
normalTexture
,
textureSampler
),
passUV
).
rgb
;
vec3
specularTexel
=
texture
(
sampler2D
(
specularTexture
,
textureSampler
),
passUV
).
rgb
;
float
r
=
specularTexel
.
g
;
float
metal
=
specularTexel
.
b
;
vec3
albedo
=
mix
(
albedoTexel
,
vec3
(
0
),
metal
);
vec3
f0_dielectric
=
vec3
(
0
.
04
f
);
vec3
f0
=
mix
(
f0_dielectric
,
albedoTexel
,
metal
);
vec3
T
=
normalize
(
passTangent
.
xyz
);
vec3
N_geo
=
normalize
(
passNormal
);
vec3
B
=
cross
(
N_geo
,
T
)
*
passTangent
.
w
;
mat3
TBN
=
mat3
(
T
,
B
,
N_geo
);
normalTexel
=
normalTexel
*
2
-
1
;
vec3
N
=
normalize
(
TBN
*
normalTexel
);
vec3
L
=
lightInfo
.
L
;
vec3
V
=
normalize
(
cameraPos
-
passPos
);
float
NoL
=
clamp
(
dot
(
N
,
L
),
0
,
1
);
float
NoV
=
clamp
(
abs
(
dot
(
N
,
V
)),
0
,
1
);
vec3
sunSpecular
=
cookTorrance
(
f0
,
r
,
N
,
V
,
L
);
vec3
sun
=
lightInfo
.
sunStrength
*
lightInfo
.
sunColor
*
NoL
;
float
noise
=
2
*
pi
*
interleavedGradientNoise
(
gl_FragCoord
.
xy
);
vec2
shadowOffset
=
0
.
05
f
*
vec2
(
sin
(
noise
),
cos
(
noise
))
/
textureSize
(
sampler2D
(
shadowMap
,
shadowMapSampler
),
0
);
float
shadow
=
shadowTest
(
passPos
,
lightInfo
,
shadowMap
,
shadowMapSampler
,
shadowOffset
);
sun
*=
shadow
;
vec3
F_in
=
fresnelSchlick
(
NoL
,
f0
);
vec3
F_out
=
fresnelSchlick
(
NoV
,
f0
);
vec3
diffuse
=
lambertBRDF
(
albedo
)
*
(
1
-
F_in
)
*
(
1
-
F_out
);
vec3
up
=
abs
(
N_geo
.
y
)
>=
0
.
99
?
vec3
(
1
,
0
,
0
)
:
vec3
(
0
,
1
,
0
);
vec3
right
=
normalize
(
cross
(
up
,
N
));
up
=
cross
(
N
,
right
);
mat3
toSurface
=
mat3
(
right
,
up
,
N
);
vec3
diffuseTrace
=
diffuseVoxelTraceHemisphere
(
toSurface
,
passPos
,
voxelTexture
,
voxelSampler
,
voxelInfo
);
vec3
R
=
reflect
(
-
V
,
N
);
float
reflectionConeAngle
=
roughnessToConeAngleDegree
(
r
);
vec3
offsetTraceStart
=
passPos
+
N_geo
*
0
.
1
f
;
offsetTraceStart
+=
R
*
interleavedGradientNoise
(
gl_FragCoord
.
xy
)
*
0
.
5
;
vec3
specularTrace
=
voxelConeTrace
(
R
,
offsetTraceStart
,
reflectionConeAngle
,
voxelTexture
,
voxelSampler
,
voxelInfo
);
specularTrace
*=
clamp
(
dot
(
N
,
R
),
0
,
1
);
vec3
reflectionBRDF
=
EnvBRDFApprox
(
f0
,
r
,
NoV
);
outColor
=
(
diffuse
+
sunSpecular
)
*
sun
+
lambertBRDF
(
albedo
)
*
diffuseTrace
+
reflectionBRDF
*
specularTrace
;
float
d
=
distance
(
cameraPos
,
passPos
);
outColor
=
volumetricLighting
(
outColor
,
V
,
passPos
,
d
);
}
\ No newline at end of file
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