now using deferred rendering instead of forward rendering; some little problem: grid not render, shadow not impl
This commit is contained in:
348
Editor/assets/shaders/Lighting.glsl
Normal file
348
Editor/assets/shaders/Lighting.glsl
Normal file
@ -0,0 +1,348 @@
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#type vertex
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#version 430 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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out vec2 v_TexCoord;
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void main()
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{
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v_TexCoord = a_TexCoord;
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gl_Position = vec4(a_Position.xy, 0.0, 1.0);
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}
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#type fragment
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#version 430 core
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// ==================== 输入 ====================
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in vec2 v_TexCoord;
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// G-buffer 纹理
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uniform sampler2D u_AlbedoMetallic; // RGB: albedo, A: metallic
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uniform sampler2D u_NormalRoughness; // RGB: normal (encoded), A: roughness
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uniform sampler2D u_EmissiveAO; // RGB: emissive, A: AO
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uniform sampler2D u_Depth; // depth
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// 相机参数
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uniform mat4 u_InvViewProj; // 逆视图投影矩阵,用于重建世界坐标
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uniform vec3 u_CameraPosition;
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// 光源结构体(与你的PBR着色器一致)
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struct DirectionalLight {
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vec3 Direction;
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vec3 Radiance;
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float Intensity;
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bool CastShadows;
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};
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struct PointLight {
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vec3 Position;
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vec3 Radiance;
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float Intensity;
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float Range;
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bool CastShadows;
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};
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struct SpotLight {
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vec3 Position;
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vec3 Direction;
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vec3 Radiance;
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float Intensity;
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float Range;
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float InnerConeCos;
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float OuterConeCos;
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bool CastShadows;
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};
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uniform DirectionalLight u_DirectionalLights; // 仅一个方向光
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uniform int u_PointLightCount;
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uniform PointLight u_PointLights[16]; // 假设最多16个点光源
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uniform int u_SpotLightCount;
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uniform SpotLight u_SpotLights[16]; // 最多16个聚光源
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// IBL 相关
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uniform samplerCube u_EnvRadianceTex;
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uniform samplerCube u_EnvIrradianceTex;
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uniform sampler2D u_BRDFLUTTexture;
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uniform float u_IBLContribution;
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uniform float u_EnvMapRotation;
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// 阴影相关
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uniform sampler2D u_ShadowMap;
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uniform float u_ShadowBias;
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uniform float u_ShadowSoftness;
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uniform int u_ShadowEnabled;
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uniform float u_ShadowIntensity; // 阴影强度(0-1)
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uniform mat4 u_LightSpaceMatrix; // 方向光光源空间矩阵
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// 天空盒(可选)
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uniform samplerCube u_Skybox; // 如果深度为1.0则采样天空盒
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uniform float u_SkyIntensity;
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uniform float u_SkyTextureLod;
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// 输出
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layout(location = 0) out vec4 o_Color;
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// ==================== 常量 ====================
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const float PI = 3.14159265359;
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const float Epsilon = 0.00001;
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const vec3 Fdielectric = vec3(0.04);
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// ==================== 工具函数 ====================
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// 从深度重建世界坐标
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vec3 worldPosFromDepth(vec2 uv, float depth) {
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vec4 clipPos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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vec4 worldPos = u_InvViewProj * clipPos;
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return worldPos.xyz / worldPos.w;
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}
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// 从深度重建世界空间方向(用于天空盒采样)
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vec3 worldDirFromUV(vec2 uv) {
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// 假设深度为1.0时,得到远平面方向
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vec4 clipPos = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
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vec4 worldPos = u_InvViewProj * clipPos;
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return normalize(worldPos.xyz / worldPos.w);
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}
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// 旋转向量(绕Y轴)
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vec3 RotateVectorAboutY(float angle, vec3 vec) {
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angle = radians(angle);
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mat3 rotationMatrix = mat3(
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vec3(cos(angle), 0.0, sin(angle)),
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vec3(0.0, 1.0, 0.0),
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vec3(-sin(angle), 0.0, cos(angle))
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);
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return rotationMatrix * vec;
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}
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// ==================== PBR 函数(复用你的代码) ====================
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float ndfGGX(float cosLh, float roughness) {
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float alpha = roughness * roughness;
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float alphaSq = alpha * alpha;
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float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
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return alphaSq / (PI * denom * denom);
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(vec3 F0, float cosTheta) {
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness) {
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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// ---------- 方向光 ----------
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vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, vec3 N, vec3 V, float NdotV, vec3 albedo, float roughness, float metallic) {
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vec3 L = normalize(-light.Direction);
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vec3 Lradiance = light.Radiance * light.Intensity;
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vec3 Lh = normalize(L + V);
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float cosLi = max(dot(N, L), 0.0);
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float cosLh = max(dot(N, Lh), 0.0);
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vec3 F = fresnelSchlick(F0, max(dot(Lh, V), 0.0));
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float D = ndfGGX(cosLh, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 kd = (1.0 - F) * (1.0 - metallic);
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vec3 diffuseBRDF = kd * albedo;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * NdotV);
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return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
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}
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// ---------- 点光源 ----------
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vec3 ComputePointLight(PointLight light, vec3 F0, vec3 N, vec3 V, float NdotV, vec3 albedo, float roughness, float metallic, vec3 worldPos) {
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vec3 lightVec = light.Position - worldPos;
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float dist = length(lightVec);
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if (dist > light.Range) return vec3(0.0);
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vec3 L = lightVec / dist;
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vec3 Lradiance = light.Radiance * light.Intensity;
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float attenuation = 1.0 / (dist * dist + 0.0001);
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float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
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rangeFactor = rangeFactor * rangeFactor;
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attenuation *= rangeFactor;
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vec3 Lh = normalize(L + V);
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float cosLi = max(dot(N, L), 0.0);
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float cosLh = max(dot(N, Lh), 0.0);
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vec3 F = fresnelSchlick(F0, max(dot(Lh, V), 0.0));
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float D = ndfGGX(cosLh, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 kd = (1.0 - F) * (1.0 - metallic);
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vec3 diffuseBRDF = kd * albedo;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * NdotV);
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return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
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}
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// ---------- 聚光源 ----------
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vec3 ComputeSpotLight(SpotLight light, vec3 F0, vec3 N, vec3 V, float NdotV, vec3 albedo, float roughness, float metallic, vec3 worldPos) {
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vec3 lightVec = light.Position - worldPos;
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float dist = length(lightVec);
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if (dist > light.Range) return vec3(0.0);
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vec3 L = lightVec / dist;
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vec3 Lradiance = light.Radiance * light.Intensity;
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float attenuation = 1.0 / (dist * dist + 0.0001);
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float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
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rangeFactor = rangeFactor * rangeFactor;
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attenuation *= rangeFactor;
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float cosAngle = dot(-L, normalize(light.Direction));
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if (cosAngle < light.OuterConeCos) return vec3(0.0);
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float angleFalloff = (cosAngle - light.OuterConeCos) / (light.InnerConeCos - light.OuterConeCos);
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angleFalloff = clamp(angleFalloff, 0.0, 1.0);
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attenuation *= angleFalloff;
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vec3 Lh = normalize(L + V);
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float cosLi = max(dot(N, L), 0.0);
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float cosLh = max(dot(N, Lh), 0.0);
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vec3 F = fresnelSchlick(F0, max(dot(Lh, V), 0.0));
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float D = ndfGGX(cosLh, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 kd = (1.0 - F) * (1.0 - metallic);
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vec3 diffuseBRDF = kd * albedo;
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vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * NdotV);
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return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
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}
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// ---------- IBL ----------
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vec3 IBL(vec3 F0, vec3 N, vec3 V, float NdotV, float roughness, float metallic, vec3 albedo) {
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vec3 irradiance = texture(u_EnvIrradianceTex, N).rgb;
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vec3 F = fresnelSchlickRoughness(F0, NdotV, roughness);
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vec3 kd = (1.0 - F) * (1.0 - metallic);
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vec3 diffuseIBL = albedo * irradiance;
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vec3 R = 2.0 * NdotV * N - V; // 反射向量
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int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
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vec3 specularIrradiance = textureLod(
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u_EnvRadianceTex,
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RotateVectorAboutY(u_EnvMapRotation, R),
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roughness * u_EnvRadianceTexLevels
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).rgb;
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vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(NdotV, 1.0 - roughness)).rg;
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vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
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return kd * diffuseIBL + specularIBL;
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}
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// ---------- 阴影 ----------
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float calculateShadow(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir) {
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if (u_ShadowEnabled == 0) return 0.0;
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords = projCoords * 0.5 + 0.5;
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if (projCoords.z > 1.0 || projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0)
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return 0.0;
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float closestDepth = texture(u_ShadowMap, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float bias = max(u_ShadowBias * (1.0 - dot(normal, lightDir)), u_ShadowBias * 0.1);
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(u_ShadowMap, 0);
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int pcfRange = int(u_ShadowSoftness);
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int sampleCount = 0;
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for (int x = -pcfRange; x <= pcfRange; ++x) {
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for (int y = -pcfRange; y <= pcfRange; ++y) {
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float pcfDepth = texture(u_ShadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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shadow += (currentDepth - bias > pcfDepth) ? 1.0 : 0.0;
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sampleCount++;
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}
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}
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shadow /= float(sampleCount);
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return shadow * u_ShadowIntensity; // 应用阴影强度
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}
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// ==================== 主函数 ====================
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void main() {
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vec2 uv = v_TexCoord;
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float depth = texture(u_Depth, uv).r;
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if (depth >= 1.0) {
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vec3 dir = worldDirFromUV(uv);
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vec3 skyColor = textureLod(u_Skybox, dir, u_SkyTextureLod).rgb * u_SkyIntensity;
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o_Color = vec4(skyColor, 1.0);
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return;
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}
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vec4 albedoMetal = texture(u_AlbedoMetallic, uv);
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vec4 normalRough = texture(u_NormalRoughness, uv);
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vec4 emissiveAO = texture(u_EmissiveAO, uv);
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vec3 albedo = albedoMetal.rgb;
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float metallic = albedoMetal.a;
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vec3 normal = normalRough.rgb * 2.0 - 1.0;
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float roughness = normalRough.a;
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vec3 emissive = emissiveAO.rgb;
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float ao = emissiveAO.a;
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vec3 worldPos = worldPosFromDepth(uv, depth);
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vec3 V = normalize(u_CameraPosition - worldPos);
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float NdotV = clamp(dot(normal, V), 0.0, 1.0);
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vec3 F0 = mix(Fdielectric, albedo, metallic);
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vec3 Lo = vec3(0.0);
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// Direction Light
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if (u_DirectionalLights.Intensity > 0.0) {
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Lo += ComputeDirectionalLight(u_DirectionalLights, F0, normal, V, NdotV, albedo, roughness, metallic);
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}
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// Point Light
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for (int i = 0; i < u_PointLightCount; ++i) {
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Lo += ComputePointLight(u_PointLights[i], F0, normal, V, NdotV, albedo, roughness, metallic, worldPos);
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}
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// Spot light
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for (int i = 0; i < u_SpotLightCount; ++i) {
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Lo += ComputeSpotLight(u_SpotLights[i], F0, normal, V, NdotV, albedo, roughness, metallic, worldPos);
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}
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float shadowFactor = 1.0;
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if (u_ShadowEnabled > 0 && u_DirectionalLights.CastShadows && u_DirectionalLights.Intensity > 0.0) {
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vec4 fragPosLightSpace = u_LightSpaceMatrix * vec4(worldPos, 1.0);
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float shadow = calculateShadow(fragPosLightSpace, normal, u_DirectionalLights.Direction);
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shadowFactor = 1.0 - shadow;
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}
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Lo *= shadowFactor;
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// 计算 IBL
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vec3 ibl = IBL(F0, normal, V, NdotV, roughness, metallic, albedo) * u_IBLContribution;
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vec3 finalColor = Lo + ibl + emissive;
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o_Color = vec4(finalColor, 1.0);
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}
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