shader adjustments
This commit is contained in:
Vendored
+1
-1
Submodule external/vcpkg updated: ce35b1a53a...f9a99aa79c
@@ -65,12 +65,12 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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float shadowFactor = 0.0f;
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int count = 0;
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int range = 1;
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//for (int x = -range; x <= range; ++x) {
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// for (int y = -range; y <= range; ++y) {
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for (int x = -range; x <= range; ++x) {
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for (int y = -range; y <= range; ++y) {
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float shadow = 1.0f;
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if (currentDepth > 0.0 && currentDepth < 1.0)
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{
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float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r;
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float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
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if (shadowCoord.w > 0 && currentDepth < dist)
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{
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shadow = 0;
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@@ -78,16 +78,16 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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}
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shadowFactor += shadow;
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count++;
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// }
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//}
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}
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}
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result = (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for (uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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//result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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return float4(result, brdf.getAlpha());
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}
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@@ -1,4 +1,5 @@
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import Common;
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import Frustum;
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import DispatchParams;
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struct ComputeShaderInput
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@@ -2,6 +2,7 @@ import Common;
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import Scene;
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import Bounding;
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import DepthCommon;
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import Frustum;
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groupshared MeshPayload p;
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groupshared uint head;
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@@ -1,6 +1,7 @@
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import Common;
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import DispatchParams;
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import LightEnv;
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import Frustum;
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struct ComputeShaderInput
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{
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@@ -1,4 +1,5 @@
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import Common;
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import Frustum;
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struct BoundingSphere
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{
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@@ -1,4 +1,5 @@
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import Common;
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import Frustum;
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struct DispatchParams
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{
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@@ -1,5 +1,6 @@
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import Common;
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import MaterialParameter;
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import Frustum;
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interface ILightEnv
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{
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@@ -81,6 +82,8 @@ interface IBRDF
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float3 evaluateAmbient(float3 viewDir_WS);
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float getAlpha();
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float3 getEmissive();
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float getRoughness();
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float getMetallic();
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[mutating] void setNormal(float3 n);
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};
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@@ -134,6 +137,8 @@ struct Phong : IBRDF
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{
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return emissive;
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}
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float getRoughness() { return pow(2.0 / (shininess + 2.0), 0.25); }
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float getMetallic() { return 0; }
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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@@ -187,6 +192,8 @@ struct BlinnPhong : IBRDF
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{
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return emissive;
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}
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float getRoughness() { return pow(2.0 / (shininess + 2.0), 0.25); }
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float getMetallic() { return 0; }
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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@@ -240,6 +247,8 @@ struct CelShading : IBRDF
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{
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return emissive;
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}
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float getRoughness() { return 1.0; }
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float getMetallic() { return 0; }
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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@@ -364,5 +373,7 @@ struct CookTorrance : IBRDF
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{
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return emissive;
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}
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float getRoughness() { return roughness; }
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float getMetallic() { return metallic; }
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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@@ -19,20 +19,17 @@ import MATERIAL_FILE_NAME;
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// Direct Illumination: Next Event Estimation over any present lights
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for (int i = spheres.length(); i-->0;) {
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Sphere ls = spheres[i];
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if (all(equal(ls.e, vec3(0)))) continue; // skip non-emissive spheres
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if (all(equal(ls.e, vec3(0)))) continue; // skip non-emissive spheres
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vec3 xc = ls.geo.xyz - x;
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vec3 sw = normalize(xc), su = normalize(cross((abs(sw.x)>.1 ? vec3(0,1,0) : vec3(1,0,0)), sw)), sv = cross(sw,su);
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float cos_a_max = sqrt(float(1 - ls.geo.w*ls.geo.w / dot(xc,xc)));
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float cos_a = 1 - rnd.x + rnd.x*cos_a_max, sin_a = sqrt(1 - cos_a*cos_a);
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float phi = 2 * pi * rnd.y;
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vec3 l = normalize(su*cos(phi)*sin_a + sv*sin(phi)*sin_a + sw*cos_a); // sampled direction towards light
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if (intersect(Ray(x,l), matls, paramsls, sphereId, triId) && sphereId == i) { // test if shadow ray hits this light source
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float omega = 2 * pi * (1-cos_a_max);
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if(useAtt) {
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float tau = exp(-kt * length(x - paramsls.x));
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result += max(dot(l,nl),0) * ls.e * omega * tau;
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} else {
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result += accmat / pi * max(dot(l,nl),0) * ls.e * omega; // brdf term obj.c.xyz already in accmat, 1/pi for brdf
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if (intersect(Ray(x,l), matls, paramsls, sphereId, triId) && sphereId == i) { // test if shadow ray hits this light
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source float omega = 2 * pi * (1-cos_a_max); if(useAtt) { float tau = exp(-kt * length(x - paramsls.x)); result += max(dot(l,nl),0) *
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ls.e * omega * tau; } else { result += accmat / pi * max(dot(l,nl),0) * ls.e * omega; // brdf term obj.c.xyz already in accmat, 1/pi
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for brdf
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}
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}
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}
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@@ -78,11 +75,10 @@ const static float3 fogEmm = float3(0, 0.01, 0.01);
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const static float eps = 1e-5;
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[shader("closesthit")]
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void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr) {
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hitValue.hit = true;
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// todo: replace with anyhit shader
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if(hitValue.anyHit)
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if (hitValue.anyHit)
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return;
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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@@ -111,112 +107,167 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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hitValue.params = params.getLightingParameter();
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hitValue.materialParams = params.getMaterialParameter();
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LightingParameter lightingParams = hitValue.params;
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lightingParams.viewDir_WS = -WorldRayDirection();
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let brdf = Material.prepare(hitValue.materialParams);
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float3 normal_WS = brdf.getNormal();
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float3 normalLight_WS = dot(normal_WS,WorldRayDirection())<0 ? normal_WS : -normal_WS;
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float3 normalLight_WS = dot(normal_WS, WorldRayDirection()) < 0 ? normal_WS : -normal_WS;
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float3 intersection_WS = lightingParams.position_WS;
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hitValue.depth++;
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float3 rnd = rand01(hitValue.rndSeed);
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//float kt = ka + ks;
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//float s = -log(rnd.z) / kt;
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//if (s < RayTCurrent()) {
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// float kt = ka + ks;
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// float s = -log(rnd.z) / kt;
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// if (s < RayTCurrent()) {
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// float3 xs = WorldRayOrigin() + s * WorldRayDirection();
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// float p = kt * rnd.z;
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// if (hitValue.depth > 5) {
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// if (rnd.z >= p) return;
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// else brdf.baseColor /= p;
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// }
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// float3 ldirect = nextEventEstimation(brdf.baseColor, WorldRayDirection(), xs, -WorldRayDirection(), kt, true, rnd);
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// hitValue.light += (fogEmm + ks * ldirect) / kt;
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// accmat *= ks / kt;
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// rayDesc.Origin = xs;
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// rayDesc.Direction = float3(
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// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// rnd.y
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// );
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// TraceRay(scene, 0, 0xff, 0, 0, rayDesc);
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//}
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// float p = kt * rnd.z;
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// if (hitValue.depth > 5) {
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// if (rnd.z >= p) return;
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// else brdf.baseColor /= p;
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// }
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// float3 ldirect = nextEventEstimation(brdf.baseColor, WorldRayDirection(), xs, -WorldRayDirection(), kt, true, rnd);
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// hitValue.light += (fogEmm + ks * ldirect) / kt;
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// accmat *= ks / kt;
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// rayDesc.Origin = xs;
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// rayDesc.Direction = float3(
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// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// rnd.y
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// );
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// TraceRay(scene, 0, 0xff, 0, 0, rayDesc);
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// }
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float p = max(max(brdf.getBaseColor().x, brdf.getBaseColor().y), brdf.getBaseColor().z);
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if(hitValue.depth > 5) {
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if (rnd.z >= p) return;
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if (hitValue.depth > 5) {
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if (rnd.z >= p)
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return;
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}
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hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient(lightingParams.viewDir_WS);
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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//}
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for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
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float3 x = intersection_WS;
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float3 l = -pLightEnv.directionalLights[i].direction.xyz;
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = eps;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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RayPayload payload;
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payload.depth = hitValue.depth;
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payload.emissive = 1;
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payload.anyHit = true;
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payload.hit = false;
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payload.rndSeed = hitValue.rndSeed;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xff, 0, 0, 0, rayDesc, payload);
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// Only trace shadow rays for direct lighting at shallow depths
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if (hitValue.depth <= 3) {
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for (uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
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float3 x = intersection_WS;
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float3 l = -pLightEnv.directionalLights[i].direction.xyz;
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = eps;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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RayPayload payload;
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payload.depth = hitValue.depth;
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payload.emissive = 1;
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payload.anyHit = true;
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payload.hit = false;
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payload.rndSeed = hitValue.rndSeed;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xff, 0, 0, 0,
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rayDesc, payload);
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// we have missed all geometry, so directional light is affecting us
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if(!payload.hit) {
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hitValue.light += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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// we have missed all geometry, so directional light is affecting us
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if (!payload.hit) {
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hitValue.light += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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}
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
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RayPayload payload;
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payload.rndSeed = hitValue.rndSeed;
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float3 x = intersection_WS;
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float3 l = pLightEnv.pointLights[i].position_WS.xyz - intersection_WS;
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if(length(l) > pLightEnv.pointLights[i].colorRange.w) {
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continue;
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for (uint i = 0; i < pLightEnv.numPointLights; ++i) {
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RayPayload payload;
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payload.rndSeed = hitValue.rndSeed;
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float3 x = intersection_WS;
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float3 l = pLightEnv.pointLights[i].position_WS.xyz - intersection_WS;
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if (length(l) > pLightEnv.pointLights[i].colorRange.w) {
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continue;
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}
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RayDesc rayDesc;
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rayDesc.TMax = 1.0f;
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rayDesc.TMin = eps;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xff, 0, 0, 0,
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rayDesc, payload);
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// hitting only after the light
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if (!payload.hit) {
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hitValue.light += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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}
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RayDesc rayDesc;
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rayDesc.TMax = 1.0f;
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rayDesc.TMin = eps;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xff, 0, 0, 0, rayDesc, payload);
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// hitting only after the light
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if(!payload.hit) {
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hitValue.light += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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}
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 1) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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float3 w = normalLight_WS;
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float3 u = normalize(cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w));
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float3 v = cross(w,u);
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} // end depth <= 2 direct lighting guard
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// Indirect Illumination: probabilistic diffuse/specular importance sampling
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if (hitValue.depth < 3) {
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float3 V = -WorldRayDirection();
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float3 N = normalLight_WS;
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float rough = brdf.getRoughness();
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float met = brdf.getMetallic();
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float3 F0 = lerp(float3(0.04), brdf.getBaseColor(), met);
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float NdotV = max(dot(N, V), 0.001);
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float3 F = F0 + (1 - F0) * pow(1 - NdotV, 5.0);
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float specProb = clamp((F.x + F.y + F.z) / 3.0, 0.1, 0.9);
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = eps;
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rayDesc.Origin = intersection_WS;
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rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 1;
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payload.hit = false;
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//payload.emissive = 0; // in the next bounce, consider reflective part only!
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payload.depth = hitValue.depth;
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payload.anyHit = false;
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payload.rndSeed = hitValue.rndSeed + 1;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, 0xff, 0, 0, 0, rayDesc, payload);
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float bias = dot(normalLight_WS, rayDesc.Direction);
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hitValue.light += brdf.evaluate(-WorldRayDirection(), rayDesc.Direction, payload.light / bias);
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}
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//hitValue.light /= p;
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}
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float3 bounceWeight = float3(0);
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bool validBounce = true;
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if (rnd.z < specProb) {
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// GGX importance sampling for specular reflection
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float a = max(rough * rough, 0.001);
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float a2 = a * a;
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float phi = 2.0 * PI * rnd.x;
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float cosTheta = sqrt((1.0 - rnd.y) / (1.0 + (a2 - 1.0) * rnd.y));
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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float3 u = normalize(cross(abs(N.x) > 0.1 ? float3(0, 1, 0) : float3(1, 0, 0), N));
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float3 v = cross(N, u);
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float3 H = normalize(u * cos(phi) * sinTheta + v * sin(phi) * sinTheta + N * cosTheta);
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float3 L = reflect(-V, H);
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rayDesc.Direction = L;
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float NdotL = dot(N, L);
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float NdotH = max(dot(N, H), 0.0);
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float VdotH = max(dot(V, H), 0.0);
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if (NdotL <= 0) {
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validBounce = false;
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} else {
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// Smith G term
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float k = (rough + 1);
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k = (k * k) / 8;
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float G = (NdotV / (NdotV * (1 - k) + k)) * (NdotL / (NdotL * (1 - k) + k));
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// Fresnel at half-vector
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float3 Fh = F0 + (max(float3(1.0 - rough), F0) - F0) * pow(clamp(1 - VdotH, 0, 1), 5.0);
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// Monte Carlo weight: F * G * VdotH / (NdotH * NdotV * specProb)
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bounceWeight = Fh * G * VdotH / (NdotH * NdotV * specProb + 0.0001);
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}
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} else {
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||||
// Cosine-weighted importance sampling for diffuse
|
||||
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
|
||||
float3 w = N;
|
||||
float3 u = normalize(cross(abs(w.x) > 0.1 ? float3(0, 1, 0) : float3(1, 0, 0), w));
|
||||
float3 v = cross(w, u);
|
||||
rayDesc.Direction = normalize(u * cos(r1) * r2s + v * sin(r1) * r2s + w * sqrt(1 - r2));
|
||||
// Diffuse weight: kd * baseColor / (1 - specProb)
|
||||
float3 kd = (1 - F) * (1 - met);
|
||||
bounceWeight = kd * brdf.getBaseColor() / (1 - specProb);
|
||||
}
|
||||
|
||||
if (validBounce) {
|
||||
RayPayload payload;
|
||||
payload.light = float3(0);
|
||||
payload.hit = false;
|
||||
payload.emissive = 0;
|
||||
payload.depth = hitValue.depth;
|
||||
payload.anyHit = false;
|
||||
payload.rndSeed = hitValue.rndSeed + 1;
|
||||
TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, 0xff, 0, 0, 0, rayDesc, payload);
|
||||
hitValue.light += bounceWeight * payload.light;
|
||||
}
|
||||
}
|
||||
// hitValue.light /= p;
|
||||
}
|
||||
|
||||
@@ -819,7 +819,7 @@ void Graphics::pickPhysicalDevice() {
|
||||
shaderFloatControls = true;
|
||||
}
|
||||
}
|
||||
rayTracingEnabled = false && rayTracingPipelineSupport && accelerationStructureSupport && hostOperationsSupport && deviceAddressSupport &&
|
||||
rayTracingEnabled = rayTracingPipelineSupport && accelerationStructureSupport && hostOperationsSupport && deviceAddressSupport &&
|
||||
descriptorIndexingSupport && spirv14Support && shaderFloatControls;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user