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