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Add a per-light volumetric fog energy property

Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
This commit is contained in:
Hugo Locurcio
2021-07-09 10:28:33 +02:00
parent e27b61d291
commit 09bedcead4
14 changed files with 100 additions and 106 deletions

View File

@@ -270,6 +270,9 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.9375, 0.25925926, 0.12),
vec3(0.03125, 0.59259259, 0.32));
// Higher values will make light in volumetric fog fade out sooner when it's occluded by shadow.
const float INV_FOG_FADE = 10.0;
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -375,46 +378,48 @@ void main() {
if (total_density > 0.001) {
for (uint i = 0; i < params.directional_light_count; i++) {
vec3 shadow_attenuation = vec3(1.0);
if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
vec3 shadow_attenuation = vec3(1.0);
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -view_pos.z;
if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -view_pos.z;
vec4 pssm_coord;
vec3 light_dir = directional_lights.data[i].direction;
vec4 v = vec4(view_pos, 1.0);
float z_range;
vec4 pssm_coord;
vec3 light_dir = directional_lights.data[i].direction;
vec4 v = vec4(view_pos, 1.0);
float z_range;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.x;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.x;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.y;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.z;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.z;
} else {
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.w;
} else {
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
pssm_coord /= pssm_coord.w;
z_range = directional_lights.data[i].shadow_z_range.w;
}
float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * INV_FOG_FADE);
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
shadow_attenuation = mix(vec3(1.0 - directional_lights.data[i].shadow_opacity), vec3(1.0), shadow);
}
float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow);
total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g) * directional_lights.data[i].volumetric_fog_energy;
}
total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g);
}
// Compute light from sky
@@ -481,7 +486,7 @@ void main() {
float d = distance(omni_lights.data[light_index].position, view_pos);
float shadow_attenuation = 1.0;
if (d * omni_lights.data[light_index].inv_radius < 1.0) {
if (omni_lights.data[light_index].volumetric_fog_energy > 0.001 && d * omni_lights.data[light_index].inv_radius < 1.0) {
float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
vec3 light = omni_lights.data[light_index].color;
@@ -509,9 +514,9 @@ void main() {
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g);
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy;
}
}
}
@@ -562,7 +567,7 @@ void main() {
float d = length(light_rel_vec);
float shadow_attenuation = 1.0;
if (d * spot_lights.data[light_index].inv_radius < 1.0) {
if (spot_lights.data[light_index].volumetric_fog_energy > 0.001 && d * spot_lights.data[light_index].inv_radius < 1.0) {
float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
vec3 spot_dir = spot_lights.data[light_index].direction;
@@ -595,9 +600,9 @@ void main() {
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy;
}
}
}

View File

@@ -25,7 +25,7 @@ struct LightData { //this structure needs to be as packed as possible
highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
mediump float shadow_volumetric_fog_fade;
mediump float volumetric_fog_energy;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
@@ -65,7 +65,7 @@ struct DirectionalLightData {
highp float fade_to;
uvec2 pad;
uint bake_mode;
mediump float shadow_volumetric_fog_fade;
mediump float volumetric_fog_energy;
highp vec4 shadow_bias;
highp vec4 shadow_normal_bias;
highp vec4 shadow_transmittance_bias;