#contents ---- - COLOR(#30c030){GBufferへの書き込み} MainPS COLOR(#3030c0){(PixelShaderOutputCommon.usf)} FPixelShaderInOut_MainPS COLOR(#3030c0){(BasePassPixelShader.usf)} -- COLOR(#30c030){Indirect Light、Sky Lightの計算} GetPrecomputedIndirectLightingAndSkyLight COLOR(#3030c0){(BasePassPixelShader.usf)} ---COLOR(#30c030){Sky Lightの計算} GetSkyLighting COLOR(#3030c0){(BasePassPixelShader.usf)} - COLOR(#30c030){Gバッファからシェーディング} DirectionalPixelMain COLOR(#3030c0){(DeferredLightPixelShaders.usf)} -- COLOR(#30c030){動的ライトの計算。キャストシャドウもここで合成} GetDynamicLighting COLOR(#3030c0){(DeferredLightingCommon.usf)} - 動的影生成 Main (ShadowProjectionPixelShader.usf) Shadow変数が影の強さ。0.0 - 影 →FadedShadow変数フェード付き →OutColor変数に最終出力。 OutColor.r値のみ参照されているっぽい。 MODULATED_SHADOWSがmobile時のみ使える? Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp 描画元 FDeferredShadingSceneRenderer::RenderLights (Engine\Source\Runtime\Renderer\Private\LightRendering.cpp) FDeferredShadingSceneRenderer::RenderShadowProjections (Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp) FSceneRenderer::RenderShadowProjections (Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp) - モバイル用 FMobileSceneRenderer::Render (Engine\Source\Runtime\Renderer\Private\MobileShadingRenderer.cpp) FMobileSceneRenderer::RenderModulatedShadowProjections (Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp) FSceneRenderer::RenderShadowProjections (Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp) * GetPrecomputedIndirectLightingAndSkyLight [#b1fca4b2] GBufferのMRT[0]に書き出される * GetDynamicLighting [#k7f3b590] 記述が無い場合は下記設定でスクリーンショット - マテリアル -- BaseColor : 1.0, 1.0, 1.0 -- Metalic : 0.0 -- Roughtness 1.0 -- Specular : 0.5 - ライト -- ディフューズライト1灯のみ -- Intencity : 6.0 -- Color : 0.0, 1.0, 0.0 ** 基本パラメーター [#l94a890a] - Default Lit &ref(Rendering-DefaultLit.png,,50%); - GBuffer.DiffuseColor &ref(Rendering-GBuffer.DeffuseColor.png,,50%); - GBuffer.SpecularColor &ref(Rendering-GBuffer.SpecularColor.png,,50%); - LightColor &ref(Rendering-LightColor.png,,50%); ** ライティングフロー [#x1bcecfc] SurfaceShading ↓ LightAccumulator_Add *** SurfaceLighting [#odb01557] #code(C,nonumber,nomenu){{ float3 SurfaceLighting = SurfaceShading(GBuffer, LobeRoughness, LobeEnergy, L, V, N, Random); }} &ref(Rendering-SurfaceLighting.png,,50%); - SurfaceShadingの中身 #code(C,nonumber,nomenu){{ float3 StandardShading( float3 DiffuseColor, float3 SpecularColor, float3 LobeRoughness, float3 LobeEnergy, float3 L, float3 V, half3 N ) { float3 H = normalize(V + L); float NoL = saturate( dot(N, L) ); float NoV = saturate( abs( dot(N, V) ) + 1e-5 ); float NoH = saturate( dot(N, H) ); float VoH = saturate( dot(V, H) ); // Generalized microfacet specular float D = D_GGX( LobeRoughness[1], NoH ) * LobeEnergy[1]; float Vis = Vis_SmithJointApprox( LobeRoughness[1], NoV, NoL ); float3 F = F_Schlick( SpecularColor, VoH ); float3 Diffuse = Diffuse_Lambert( DiffuseColor ); //float3 Diffuse = Diffuse_Burley( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); //float3 Diffuse = Diffuse_OrenNayar( DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); return Diffuse * LobeEnergy[2] + (D * Vis) * F; } }} ++ Diffuse * LobeEnergy[2] = x &ref(Rendering-SurfaceLighting-Diffuse.png,,50%); * &ref(Rendering-SurfaceLighting-LobeEnegy[2].png,,50%); = &ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2].png,,50%); ++ (D * Vis) * F = y (&ref(Rendering-SurfaceLighting-D(Roughness_1.0).png,,50%); * &ref(Rendering-SurfaceLighting-Vis(Roughness_1.0).png,,50%); ) * &ref(Rendering-SurfaceLighting-F.png,,50%); = &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F.png,,50%); ++ x + y = return &ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2].png,,50%); + &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F.png,,50%); = &ref(Rendering-SurfaceLighting.png,,50%); ---- -- Roughness = 0.0の時 ++ Diffuse * LobeEnergy[2] = x &ref(Rendering-SurfaceLighting-Diffuse.png,,50%); * &ref(Rendering-SurfaceLighting-LobeEnegy[2](Roughness_0.0).png,,50%); = &ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2](Roughness_0.0).png,,50%); ++ (D * Vis) * F = y (&ref(Rendering-SurfaceLighting-D(Roughness_0.0).png,,50%); * &ref(Rendering-SurfaceLighting-Vis(Roughness_0.0).png,,50%); ) * &ref(Rendering-SurfaceLighting-F.png,,50%); = &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F(Roughtness_0.0).png,,50%); ++ x + y = return &ref(Rendering-SurfaceLighting-Diffuse-x-LobeEnegy[2](Roughness_0.0).png,,50%); + &ref(Rendering-SurfaceLighting-(D-x-Vis)-x-F(Roughtness_0.0).png,,50%); = &ref(Rendering-SurfaceLighting(Roughness_0.0).png,,50%); -- マテリアルのBaseColorを調整してみるとSurface Lightingにスペキュラが入っているのが確認できる &ref(Rendering-SurfaceLighting-Roughness_0.0_Adjust.png,,50%); *** ライトカラーとの合成 [#j09d29bc] #code(C,nonumber,nomenu){{ LightAccumulator_Add(LightAccumulator, SurfaceLighting, (1.0/PI), LightColor * (NoL * SurfaceAttenuation), bNeedsSeparateSubsurfaceLightAccumulation); }} - (NoL * SurfaceAttenuation) = &ref(Rendering-NoL.png,,50%); * &ref(Rendering-SurfaceAttenuation.png,,50%); = &ref(Rendering-NoL-x-SurfaceAttenuation.png,,50%); - LightColor * (NoL * SurfaceAttenuation) = x &ref(Rendering-LightColor.png,,50%); * &ref(Rendering-NoL-x-SurfaceAttenuation.png,,50%); = &ref(Rendering-LightColor-x-(NoL-x-SurfaceAttenuation).png,,50%); - SurfaceLighting * x = &ref(Rendering-SurfaceLighting.png,,50%); * &ref(Rendering-LightColor-x-(NoL-x-SurfaceAttenuation).png,,50%); = &ref(Rendering-GetDynamicLighting.png,,50%); ---- - Roughness = 0.0の時 + SurfaceLighting * x = &ref(Rendering-SurfaceLighting(Roughness_0.0).png,,50%); * &ref(Rendering-LightColor-x-(NoL-x-SurfaceAttenuation).png,,50%); = &ref(Rendering-GetDynamicLighting(Roughness_0.0).png,,50%); |