ADD: SSR with RT

This commit is contained in:
2025-12-02 20:12:48 +09:00
parent 64528f2c4a
commit d5ae159f73
8 changed files with 314 additions and 59 deletions

209
shaders/ssr_rt.frag Normal file
View File

@@ -0,0 +1,209 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_ray_query : require
#include "input_structures.glsl"
layout(location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
// Set 0: SceneData UBO (binding=0, declared in input_structures.glsl)
// + optional TLAS for ray queries (binding=1).
layout(set = 0, binding = 1) uniform accelerationStructureEXT topLevelAS;
// Set 1: SSR inputs
layout(set = 1, binding = 0) uniform sampler2D hdrColor;
layout(set = 1, binding = 1) uniform sampler2D posTex;
layout(set = 1, binding = 2) uniform sampler2D normalTex;
layout(set = 1, binding = 3) uniform sampler2D albedoTex;
vec3 getCameraWorldPosition()
{
mat3 rotT = mat3(sceneData.view); // R^T
mat3 rot = transpose(rotT); // R
vec3 T = sceneData.view[3].xyz; // -R^T * C
return -rot * T; // C = -R * T
}
vec3 projectToScreen(vec3 worldPos)
{
vec4 clip = sceneData.viewproj * vec4(worldPos, 1.0);
if (clip.w <= 0.0)
{
return vec3(0.0, 0.0, -1.0);
}
float invW = 1.0 / clip.w;
vec3 ndc = clip.xyz * invW;
if (ndc.x < -1.0 || ndc.x > 1.0 ||
ndc.y < -1.0 || ndc.y > 1.0 ||
ndc.z < 0.0 || ndc.z > 1.0)
{
return vec3(0.0, 0.0, -1.0);
}
vec2 uv = ndc.xy * 0.5 + 0.5;
return vec3(uv, ndc.z);
}
void main()
{
vec3 baseColor = texture(hdrColor, inUV).rgb;
vec4 posSample = texture(posTex, inUV);
if (posSample.w == 0.0)
{
outColor = vec4(baseColor, 1.0);
return;
}
vec3 worldPos = posSample.xyz;
vec4 normSample = texture(normalTex, inUV);
vec3 N = normalize(normSample.xyz);
float roughness = clamp(normSample.w, 0.04, 1.0);
vec4 albSample = texture(albedoTex, inUV);
float metallic = clamp(albSample.a, 0.0, 1.0);
vec3 camPos = getCameraWorldPosition();
vec3 V = normalize(camPos - worldPos);
vec3 R = reflect(-V, N);
float gloss = 1.0 - roughness;
float F0 = mix(0.04, 1.0, metallic);
float reflectivity = gloss * F0;
if (reflectivity <= 0.05 || dot(R, V) <= 0.0)
{
outColor = vec4(baseColor, 1.0);
return;
}
// Reflection mode (encoded in rtOptions.w):
// 0 = SSR only, 1 = SSR + RT fallback, 2 = RT only
uint reflMode = sceneData.rtOptions.w;
bool useSSR = (reflMode == 0u || reflMode == 1u);
bool useRT = (reflMode >= 1u); // hybrid or RT-only
vec3 result = baseColor;
// -------------------------------------------------------------------------
// 1) Screen-space reflections (SSR) via depth ray-march (optional).
// -------------------------------------------------------------------------
bool ssrHit = false;
vec2 ssrUV = vec2(0.0);
if (useSSR)
{
const int MAX_STEPS_SSR = 64;
const float STEP_LENGTH_SSR = 0.5; // world units per step
const float MAX_DISTANCE_SSR = 50.0; // clamp ray length
const float THICKNESS_SSR = 3.0; // world-space thickness tolerance
int maxSteps = int(mix(8.0, float(MAX_STEPS_SSR), reflectivity));
float t = STEP_LENGTH_SSR;
for (int i = 0; i < maxSteps && t <= MAX_DISTANCE_SSR; ++i, t += STEP_LENGTH_SSR)
{
vec3 samplePos = worldPos + R * t;
vec3 proj = projectToScreen(samplePos);
if (proj.z < 0.0)
{
break;
}
vec2 uv = proj.xy;
vec4 scenePosSample = texture(posTex, uv);
if (scenePosSample.w == 0.0)
{
continue;
}
vec3 viewSample = (sceneData.view * vec4(samplePos, 1.0)).xyz;
vec3 viewScene = (sceneData.view * vec4(scenePosSample.xyz, 1.0)).xyz;
float depthRay = -viewSample.z;
float depthScene = -viewScene.z;
float depthDiff = depthRay - depthScene;
if (depthRay > 0.0 && depthScene > 0.0 &&
depthDiff > 0.0 && depthDiff < THICKNESS_SSR)
{
ssrHit = true;
ssrUV = uv;
break;
}
}
}
// If SSR hits and we are not in RT-only mode, use it as the primary reflection.
if (ssrHit && reflMode != 2u)
{
vec3 reflColor = texture(hdrColor, ssrUV).rgb;
float NoV = clamp(dot(N, V), 0.0, 1.0);
float F = F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0); // Schlick
float ssrVisibility = gloss;
float weight = clamp(F * ssrVisibility, 0.0, 1.0);
result = mix(baseColor, reflColor, weight);
outColor = vec4(result, 1.0);
return;
}
// If RT is disabled for reflections, we are done.
if (!useRT)
{
outColor = vec4(result, 1.0);
return;
}
// -------------------------------------------------------------------------
// 2) Ray-traced reflections using TLAS and ray queries (1 ray / pixel).
// -------------------------------------------------------------------------
const float RT_TMIN = 0.05;
const float RT_TMAX = 50.0;
const float RT_ORIGIN_BIAS = 0.05;
vec3 origin = worldPos + N * RT_ORIGIN_BIAS;
rayQueryEXT rq;
rayQueryInitializeEXT(
rq,
topLevelAS,
gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT,
0xFF,
origin,
RT_TMIN,
R,
RT_TMAX
);
while (rayQueryProceedEXT(rq)) { }
bool rtHit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT);
if (rtHit)
{
float tHit = rayQueryGetIntersectionTEXT(rq, true);
vec3 hitPos = origin + R * tHit;
vec3 proj = projectToScreen(hitPos);
if (proj.z >= 0.0)
{
vec2 hitUV = proj.xy;
vec3 reflColor = texture(hdrColor, hitUV).rgb;
float NoV = clamp(dot(N, V), 0.0, 1.0);
float F = F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0); // Schlick
float rtVisibility = gloss;
float weight = clamp(F * rtVisibility, 0.0, 1.0);
result = mix(baseColor, reflColor, weight);
}
}
outColor = vec4(result, 1.0);
}