Merge pull request #65756 from clayjohn/sky-shader-debanding

Move debanding into internal sky shader
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Rémi Verschelde 2022-09-13 23:56:25 +02:00 committed by GitHub
commit eb4ac38fcd
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 73 additions and 46 deletions

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@ -104,6 +104,15 @@ uniform uint directional_light_count;
layout(location = 0) out vec4 frag_color;
#ifdef USE_DEBANDING
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
vec3 interleaved_gradient_noise(vec2 pos) {
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
return vec3(res, -res, res) / 255.0;
}
#endif
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@ -168,4 +177,8 @@ void main() {
frag_color.rgb = color;
frag_color.a = alpha;
#ifdef USE_DEBANDING
frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
#endif
}

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@ -1715,6 +1715,7 @@ ShaderCompiler::DefaultIdentifierActions actions;
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;

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@ -34,7 +34,7 @@
#include "core/version.h"
Mutex ProceduralSkyMaterial::shader_mutex;
RID ProceduralSkyMaterial::shader;
RID ProceduralSkyMaterial::shader_cache[2];
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
sky_top_color = p_sky_top;
@ -147,7 +147,11 @@ float ProceduralSkyMaterial::get_sun_curve() const {
void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) {
use_debanding = p_use_debanding;
RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding);
_update_shader();
// Only set if shader already compiled
if (shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
}
}
bool ProceduralSkyMaterial::get_use_debanding() const {
@ -161,7 +165,8 @@ Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
RID ProceduralSkyMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader);
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(use_debanding)]);
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
shader_set = true;
}
return _get_material();
@ -169,7 +174,7 @@ RID ProceduralSkyMaterial::get_rid() const {
RID ProceduralSkyMaterial::get_shader_rid() const {
_update_shader();
return shader;
return shader_cache[int(use_debanding)];
}
void ProceduralSkyMaterial::_validate_property(PropertyInfo &p_property) const {
@ -241,21 +246,24 @@ void ProceduralSkyMaterial::_bind_methods() {
}
void ProceduralSkyMaterial::cleanup_shader() {
if (shader.is_valid()) {
RS::get_singleton()->free(shader);
if (shader_cache[0].is_valid()) {
RS::get_singleton()->free(shader_cache[0]);
RS::get_singleton()->free(shader_cache[1]);
}
}
void ProceduralSkyMaterial::_update_shader() {
shader_mutex.lock();
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
if (shader_cache[0].is_null()) {
for (int i = 0; i < 2; i++) {
shader_cache[i] = RS::get_singleton()->shader_create();
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
shader_type sky;
%s
uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0);
uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
@ -269,14 +277,6 @@ uniform float ground_curve : hint_range(0, 1) = 0.02;
uniform float ground_energy = 1.0;
uniform float sun_angle_max = 30.0;
uniform float sun_curve : hint_range(0, 1) = 0.15;
uniform bool use_debanding = true;
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
vec3 interleaved_gradient_noise(vec2 pos) {
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
return vec3(res, -res, res) / 255.0;
}
void sky() {
float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
@ -332,11 +332,10 @@ void sky() {
ground *= ground_energy;
COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
if (use_debanding) {
COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
}
}
)");
)",
i ? "render_mode use_debanding;" : ""));
}
}
shader_mutex.unlock();
}
@ -546,7 +545,11 @@ float PhysicalSkyMaterial::get_energy_multiplier() const {
void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) {
use_debanding = p_use_debanding;
RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding);
_update_shader();
// Only set if shader already compiled
if (shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
}
}
bool PhysicalSkyMaterial::get_use_debanding() const {
@ -570,7 +573,8 @@ Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
RID PhysicalSkyMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader);
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(use_debanding)]);
RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
shader_set = true;
}
return _get_material();
@ -578,7 +582,7 @@ RID PhysicalSkyMaterial::get_rid() const {
RID PhysicalSkyMaterial::get_shader_rid() const {
_update_shader();
return shader;
return shader_cache[int(use_debanding)];
}
void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const {
@ -588,7 +592,7 @@ void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const {
}
Mutex PhysicalSkyMaterial::shader_mutex;
RID PhysicalSkyMaterial::shader;
RID PhysicalSkyMaterial::shader_cache[2];
void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
@ -642,21 +646,24 @@ void PhysicalSkyMaterial::_bind_methods() {
}
void PhysicalSkyMaterial::cleanup_shader() {
if (shader.is_valid()) {
RS::get_singleton()->free(shader);
if (shader_cache[0].is_valid()) {
RS::get_singleton()->free(shader_cache[0]);
RS::get_singleton()->free(shader_cache[1]);
}
}
void PhysicalSkyMaterial::_update_shader() {
shader_mutex.lock();
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
if (shader_cache[0].is_null()) {
for (int i = 0; i < 2; i++) {
shader_cache[i] = RS::get_singleton()->shader_create();
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
shader_type sky;
%s
uniform float rayleigh : hint_range(0, 64) = 2.0;
uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0);
@ -668,7 +675,6 @@ uniform float turbidity : hint_range(0, 1000) = 10.0;
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0);
uniform float exposure : hint_range(0, 128) = 1.0;
uniform bool use_debanding = true;
uniform sampler2D night_sky : source_color, hint_default_black;
@ -683,13 +689,6 @@ float henyey_greenstein(float cos_theta, float g) {
return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
}
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
vec3 interleaved_gradient_noise(vec2 pos) {
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
return vec3(res, -res, res) / 255.0;
}
void sky() {
if (LIGHT0_ENABLED) {
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
@ -737,16 +736,15 @@ void sky() {
vec3 color = Lin + L0;
COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
COLOR *= exposure;
if (use_debanding) {
COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
}
} else {
// There is no sun, so display night_sky and nothing else.
COLOR = texture(night_sky, SKY_COORDS).xyz;
COLOR *= exposure;
}
}
)");
)",
i ? "render_mode use_debanding;" : ""));
}
}
shader_mutex.unlock();

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@ -55,7 +55,7 @@ private:
bool use_debanding = true;
static Mutex shader_mutex;
static RID shader;
static RID shader_cache[2];
static void _update_shader();
mutable bool shader_set = false;
@ -160,7 +160,7 @@ class PhysicalSkyMaterial : public Material {
private:
static Mutex shader_mutex;
static RID shader;
static RID shader_cache[2];
float rayleigh = 0.0f;
Color rayleigh_color;

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@ -907,6 +907,7 @@ void SkyRD::init() {
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;

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@ -153,6 +153,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
layout(location = 0) out vec4 frag_color;
#ifdef USE_DEBANDING
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
vec3 interleaved_gradient_noise(vec2 pos) {
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
return vec3(res, -res, res) / 255.0;
}
#endif
vec4 volumetric_fog_process(vec2 screen_uv) {
vec3 fog_pos = vec3(screen_uv, 1.0);
@ -252,4 +261,8 @@ void main() {
// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
#ifdef USE_DEBANDING
frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
#endif
}

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@ -444,6 +444,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_half_res_pass") });
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_quarter_res_pass") });
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("disable_fog") });
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_debanding") });
}
/************ FOG **************************/