Adding environment prefiltering shader

This commit is contained in:
2025-07-03 21:34:39 +02:00
parent 64d4edccd6
commit 85f88d79bd
2 changed files with 73 additions and 4 deletions
+66
View File
@@ -124,3 +124,69 @@ float4 convolveCubemap(float3 localPos : LOCALPOS) : SV_Target
return float4(irradiance, 1);
}
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
float2 Hammersley(uint i, uint N)
{
return float2(float(i)/float(N), RadicalInverse_VdC(i));
}
float3 ImportanceSampleGGX(float2 Xi, float3 N, float roughness)
{
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// from spherical coordinates to cartesian coordinates
float3 H;
H.x = cos(phi) * sinTheta;
H.y = sin(phi) * sinTheta;
H.z = cosTheta;
// from tangent-space vector to world-space sample vector
float3 up = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
float3 tangent = normalize(cross(up, N));
float3 bitangent = cross(N, tangent);
float3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
[shader("pixel")]
float4 computePrefilteredCubemap(float3 localPos : LOCALPOS) : SV_Target
{
float3 N = normalize(localPos);
float3 R = N;
float3 V = R;
const uint SAMPLE_COUNT = 1024u;
float totalWeight = 0.0;
float3 prefilteredColor = float3(0.0);
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
{
float2 Xi = Hammersley(i, SAMPLE_COUNT);
float3 H = ImportanceSampleGGX(Xi, N, roughness);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float NdotL = max(dot(N, L), 0.0);
if(NdotL > 0.0)
{
prefilteredColor += pViewParams.cubeMap.Sample(pViewParams.sampler, L).rgb * NdotL;
totalWeight += NdotL;
}
}
prefilteredColor = prefilteredColor / totalWeight;
return float4(prefilteredColor, 1.0);
}
+7 -4
View File
@@ -69,6 +69,9 @@ struct LightEnv
uint numPointLights;
TextureCube irradianceMap;
SamplerState irradianceSampler;
TextureCube prefilteredMap;
SamplerState prefilteredSampler;
Texture2D brdfLUT;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
@@ -294,9 +297,9 @@ struct CookTorrance : IBRDF
return ggx1 * ggx2;
}
float3 FresnelSchlick(float cosTheta, float3 F0)
float3 FresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
return F0 + (max(float3(1.0 - roughness), F0) - F0) * pow(clamp(1.0 - cosTheta, 0, 1), 5.0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
@@ -309,7 +312,7 @@ struct CookTorrance : IBRDF
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
@@ -337,7 +340,7 @@ struct CookTorrance : IBRDF
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 k_s = FresnelSchlick(max(dot(normal, viewDir_WS), 0.0), F0);
float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.Sample(pLightEnv.irradianceSampler, normal).rgb;