Grass blades: - Leaf-shaped profile (4 sections: base→belly→taper→tip) instead of spiky triangles - Wider blades (base 0.055-0.095), more spacing between blades (±0.07 scatter) - Natural green texture (50,140,35 → 80,180,55) instead of neon lime - Reduced warm shift and removed artificial saturation boost - Side faces at 60% brightness (dark green) instead of 38% (near-black) Soft RT shadows: - 2 jittered shadow rays per pixel with IGN+Cranley-Patterson temporal variation - 2.3° cone around sun direction for soft penumbra - Gradual shadow factor (0-100%) instead of binary on/off Performance: - Toping BLAS removed from TLAS (23M+ tris caused massive ray traversal slowdown) - Toping BLAS position/index buffer construction skipped entirely - Shadow rays reduced from 4 to 2 (temporal accumulation compensates)
241 lines
9.7 KiB
HLSL
241 lines
9.7 KiB
HLSL
// BVLE Voxels - RT Shadow + AO Compute Shader (Phase 6.2 + 6.3)
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// Per-pixel: traces 1 shadow ray toward sun + N hemisphere rays for AO.
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// Temporal accumulation: blends current AO with reprojected history.
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// Modulates voxelRT_ in-place via RWTexture2D.
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#include "voxelCommon.hlsli"
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// SRV bindings
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Texture2D<float> depthTexture : register(t0); // voxelDepth_ (D32_FLOAT as R32_FLOAT SRV)
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Texture2D<float4> normalTexture : register(t1); // voxelNormalRT_ (R16G16B16A16_SNORM)
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RaytracingAccelerationStructure tlas : register(t2); // TLAS with blocky + smooth instances
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Texture2D<float> aoHistory : register(t3); // previous frame's AO (temporally accumulated)
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// UAV outputs
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RWTexture2D<float4> colorOutput : register(u0); // voxelRT_ (shadow applied in-place)
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RWTexture2D<float> aoOutput : register(u1); // raw AO factor (blurred separately)
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// Push constants
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struct ShadowPush {
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uint width;
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uint height;
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float normalBias;
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float shadowMaxDist;
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uint debugMode; // 0=normal, 1=debug shadows, 2=debug AO
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float aoRadius; // max distance for AO rays (e.g. 8.0 voxels)
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uint aoRayCount; // number of hemisphere rays (e.g. 6)
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float aoStrength; // how dark full occlusion is (e.g. 0.35 = 65% darkening)
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uint frameIndex; // for temporal rotation of noise pattern
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uint historyValid; // 0 = no history (first frame), 1 = blend with history
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uint pad[2];
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};
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[[vk::push_constant]] ConstantBuffer<ShadowPush> push : register(b999);
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// ── Interleaved Gradient Noise (Jorge Jimenez, 2014) ────────────
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// Screen-space low-frequency noise with excellent spectral properties.
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// Combined with Cranley-Patterson rotation per frame for temporal variation.
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float interleavedGradientNoise(float2 pixelCoord) {
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return frac(52.9829189 * frac(dot(pixelCoord, float2(0.06711056, 0.00583715))));
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}
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// Golden ratio for Cranley-Patterson rotation
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static const float GOLDEN_RATIO = 0.618033988749895;
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// ── Hash (kept for voxel-coord seed) ────────────────────────────
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uint hashU(uint a, uint b) {
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a ^= b * 0x9E3779B9u;
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a ^= a >> 16;
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a *= 0x45d9f3bu;
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return a;
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}
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float hashF(uint x) {
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x ^= x >> 16;
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x *= 0x45d9f3bu;
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x ^= x >> 16;
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return float(x & 0xFFFFFF) / float(0xFFFFFF);
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}
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// Build orthonormal basis from normal (Frisvad's method, robust for all N)
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void buildBasis(float3 N, out float3 T, out float3 B) {
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if (N.z < -0.9999) {
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T = float3(0, -1, 0);
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B = float3(-1, 0, 0);
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} else {
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float a = 1.0 / (1.0 + N.z);
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float b = -N.x * N.y * a;
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T = float3(1.0 - N.x * N.x * a, b, -N.x);
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B = float3(b, 1.0 - N.y * N.y * a, -N.y);
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}
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}
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// Cosine-weighted hemisphere sample (probability ∝ cos(θ))
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float3 cosineSampleHemisphere(float u1, float u2, float3 N, float3 T, float3 B) {
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float r = sqrt(u1);
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float phi = 6.28318530718 * u2;
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float x = r * cos(phi);
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float y = r * sin(phi);
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float z = sqrt(max(0.0, 1.0 - u1));
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return normalize(x * T + y * B + z * N);
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}
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[RootSignature(VOXEL_ROOTSIG)]
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[numthreads(8, 8, 1)]
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void main(uint3 DTid : SV_DispatchThreadID) {
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if (DTid.x >= push.width || DTid.y >= push.height) return;
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float depth = depthTexture[DTid.xy];
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if (depth == 0.0) {
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aoOutput[DTid.xy] = 1.0;
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if (push.debugMode > 0) colorOutput[DTid.xy] = float4(0.1, 0.1, 0.1, 1);
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return;
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}
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// Reconstruct world position from depth via inverse VP
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float2 uv = (float2(DTid.xy) + 0.5) / float2(push.width, push.height);
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float2 ndc = float2(uv.x * 2.0 - 1.0, (1.0 - uv.y) * 2.0 - 1.0);
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float4 clipPos = float4(ndc, depth, 1.0);
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float4 worldPos4 = mul(inverseViewProjection, clipPos);
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float3 worldPos = worldPos4.xyz / worldPos4.w;
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float3 N = normalTexture[DTid.xy].xyz;
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float3 origin = worldPos + N * push.normalBias;
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// ── Soft shadow: multiple jittered rays toward sun ─────────
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float3 L = normalize(-sunDirection.xyz);
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float NdotL = dot(N, L);
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float shadowFactor = 1.0;
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if (NdotL <= 0.0) {
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shadowFactor = 0.45; // back-facing = fully in shadow
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} else {
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// Build basis around sun direction for jitter cone
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float3 sunT, sunB;
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buildBasis(L, sunT, sunB);
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// 2 shadow rays with IGN-based jitter (soft penumbra, temporally accumulated)
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const uint shadowRays = 2;
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const float coneAngle = 0.04; // ~2.3° cone = soft sun
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float shadowHits = 0;
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float ignBase = interleavedGradientNoise(float2(DTid.xy));
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float frameRot = float(push.frameIndex) * GOLDEN_RATIO;
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[loop]
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for (uint si = 0; si < shadowRays; si++) {
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// Per-ray noise with temporal variation
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float xi1 = frac(ignBase + frameRot + float(si) * GOLDEN_RATIO);
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float xi2 = frac(ignBase * 1.7 + frameRot * 0.7 + float(si) * 0.3819);
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// Uniform disk → cone direction
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float r = sqrt(xi1) * coneAngle;
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float phi = 6.28318530718 * xi2;
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float3 jitteredL = normalize(L + r * cos(phi) * sunT + r * sin(phi) * sunB);
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RayDesc ray;
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ray.Origin = origin;
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ray.Direction = jitteredL;
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ray.TMin = 0.01;
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ray.TMax = push.shadowMaxDist;
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RayQuery<RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> q;
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q.TraceRayInline(tlas, 0, 0xFF, ray);
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[loop] while (q.Proceed()) {}
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if (q.CommittedStatus() == COMMITTED_TRIANGLE_HIT) {
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shadowHits += 1.0;
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}
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}
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float shadowAmount = shadowHits / float(shadowRays); // 0=fully lit, 1=fully shadowed
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shadowFactor = lerp(1.0, 0.45, shadowAmount);
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}
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// ── AO: hemisphere rays with IGN + temporal rotation ──────
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float aoFactor = 1.0;
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uint rayCount = push.aoRayCount;
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if (rayCount > 0) {
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float3 T, B;
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buildBasis(N, T, B);
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// IGN base noise: well-distributed screen-space pattern
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// Cranley-Patterson rotation: offset by golden ratio * frameIndex
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// Each frame explores different ray directions → temporal accumulation converges
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float frameRotation = float(push.frameIndex) * GOLDEN_RATIO;
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float totalOcclusion = 0.0;
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[loop]
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for (uint i = 0; i < rayCount; i++) {
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// Per-ray IGN with spatial offset to decorrelate rays
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// Each ray uses a different pixel offset → different IGN value
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float2 rayPixel = float2(DTid.xy) + float2(i * 7.0, i * 3.0);
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float ign = interleavedGradientNoise(rayPixel);
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// Cranley-Patterson rotation: shift by golden ratio per frame + per ray
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float u1 = frac(ign + frameRotation + float(i) * GOLDEN_RATIO);
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float u2 = frac(interleavedGradientNoise(rayPixel + float2(47.0, 17.0))
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+ frameRotation + float(i) * 0.381966011250105); // 1/φ²
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float3 dir = cosineSampleHemisphere(u1, u2, N, T, B);
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RayDesc aoRay;
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aoRay.Origin = origin;
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aoRay.Direction = dir;
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aoRay.TMin = 0.05;
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aoRay.TMax = push.aoRadius;
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RayQuery<RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> aoQ;
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aoQ.TraceRayInline(tlas, 0, 0xFF, aoRay);
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[loop] while (aoQ.Proceed()) {}
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if (aoQ.CommittedStatus() == COMMITTED_TRIANGLE_HIT) {
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float hitT = aoQ.CommittedRayT();
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float falloff = 1.0 - saturate(hitT / push.aoRadius);
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totalOcclusion += falloff * falloff;
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}
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}
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float occlusionRatio = totalOcclusion / float(rayCount);
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aoFactor = 1.0 - occlusionRatio * push.aoStrength;
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}
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// ── Temporal accumulation ────────────────────────────────────
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// Reproject current pixel to previous frame's screen space
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if (push.historyValid != 0) {
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float4 prevClip = mul(prevViewProjection, float4(worldPos, 1.0));
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float2 prevNDC = prevClip.xy / prevClip.w;
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float2 prevUV = float2(prevNDC.x * 0.5 + 0.5, 0.5 - prevNDC.y * 0.5);
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// Check if reprojected UV is within screen bounds
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if (prevUV.x >= 0.0 && prevUV.x < 1.0 && prevUV.y >= 0.0 && prevUV.y < 1.0) {
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int2 prevPixel = int2(prevUV * float2(push.width, push.height));
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float historyAO = aoHistory.Load(int3(prevPixel, 0));
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// Blend: low alpha = keep more history (smoother), high alpha = more responsive
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float blendAlpha = 0.05; // accumulate ~20 frames
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aoFactor = lerp(historyAO, aoFactor, blendAlpha);
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}
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}
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// ── Write AO to separate buffer (will be blurred), apply shadow in-place ──
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aoOutput[DTid.xy] = aoFactor;
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if (push.debugMode == 1) {
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if (NdotL <= 0.0)
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colorOutput[DTid.xy] = float4(0, 0, 0.5, 1);
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else if (shadowFactor < 1.0)
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colorOutput[DTid.xy] = float4(1, 0, 0, 1);
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else
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colorOutput[DTid.xy] = float4(0, 1, 0, 1);
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} else if (push.debugMode == 2) {
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colorOutput[DTid.xy] = float4(1, 1, 1, 1);
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} else {
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float4 color = colorOutput[DTid.xy];
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// Colored shadows: lerp toward shadow tint instead of just darkening
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// shadowFactor=1 → no change, shadowFactor=0.3 → blend toward tinted shadow
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float shadowAmount = 1.0 - shadowFactor; // 0=lit, 0.7=full shadow
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float3 tintedColor = color.rgb * shadowTint.rgb; // shadow = original × tint color
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color.rgb = lerp(color.rgb, tintedColor, shadowAmount);
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colorOutput[DTid.xy] = color;
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}
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}
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