ADD: SSR with RT
This commit is contained in:
@@ -1,5 +1,5 @@
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# CopernicusEngine
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Multi-purpose Vulkan render engine specialized for physics simulation and solar system visualization
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Multipurpose Vulkan render engine specialized for physics simulation and solar system visualization
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## Introduction
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Work-In-Progress Vulkan render engine
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@@ -6,8 +6,6 @@
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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// Set 0: scene data (see input_structures.glsl)
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// Set 1: SSR inputs
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layout(set = 1, binding = 0) uniform sampler2D hdrColor;
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layout(set = 1, binding = 1) uniform sampler2D posTex;
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@@ -16,18 +14,22 @@ layout(set = 1, binding = 3) uniform sampler2D albedoTex;
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vec3 getCameraWorldPosition()
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{
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mat4 invView = inverse(sceneData.view);
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return vec3(invView[3]);
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mat3 rotT = mat3(sceneData.view); // R^T
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mat3 rot = transpose(rotT); // R
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vec3 T = sceneData.view[3].xyz; // -R^T * C
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return -rot * T; // C = -R * T
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}
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vec3 projectToScreen(vec3 worldPos)
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{
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vec4 clip = sceneData.viewproj * vec4(worldPos, 1.0);
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if (clip.w <= 0.0)
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{
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return vec3(0.0, 0.0, -1.0);
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}
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vec3 ndc = clip.xyz / clip.w;
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float invW = 1.0 / clip.w;
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vec3 ndc = clip.xyz * invW;
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if (ndc.x < -1.0 || ndc.x > 1.0 ||
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ndc.y < -1.0 || ndc.y > 1.0 ||
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ndc.z < 0.0 || ndc.z > 1.0)
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@@ -57,7 +59,6 @@ void main()
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float roughness = clamp(normSample.w, 0.04, 1.0);
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vec4 albSample = texture(albedoTex, inUV);
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vec3 albedo = albSample.rgb;
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float metallic = clamp(albSample.a, 0.0, 1.0);
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vec3 camPos = getCameraWorldPosition();
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@@ -65,15 +66,10 @@ void main()
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vec3 R = reflect(-V, N);
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float gloss = 1.0 - roughness;
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float reflectivity = gloss * mix(0.04, 1.0, metallic);
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float F0 = mix(0.04, 1.0, metallic);
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float reflectivity = gloss * F0;
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if (reflectivity <= 0.05)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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if (dot(R, V) <= 0.0)
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if (reflectivity <= 0.05 || dot(R, V) <= 0.0)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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@@ -85,16 +81,14 @@ void main()
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const float THICKNESS = 3.0; // world-space thickness tolerance
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int maxSteps = int(mix(8.0, float(MAX_STEPS), reflectivity));
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bool hit = false;
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vec2 hitUV = vec2(0.0);
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float t = STEP_LENGTH;
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for (int i = 0; i < maxSteps; ++i)
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for (int i = 0; i < maxSteps && t <= MAX_DISTANCE; ++i, t += STEP_LENGTH)
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{
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if (t > MAX_DISTANCE) break;
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vec3 samplePos = worldPos + R * t;
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vec3 proj = projectToScreen(samplePos);
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if (proj.z < 0.0)
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{
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@@ -105,17 +99,14 @@ void main()
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vec4 scenePosSample = texture(posTex, uv);
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if (scenePosSample.w == 0.0)
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{
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t += STEP_LENGTH;
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continue;
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}
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// Compare distances along view direction as a simple intersection test.
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vec3 viewSample = (sceneData.view * vec4(samplePos, 1.0)).xyz;
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vec3 viewScene = (sceneData.view * vec4(scenePosSample.xyz, 1.0)).xyz;
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float depthRay = -viewSample.z;
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float depthScene = -viewScene.z;
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float depthDiff = depthRay - depthScene;
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if (depthRay > 0.0 && depthScene > 0.0 &&
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@@ -125,8 +116,6 @@ void main()
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hitUV = uv;
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break;
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}
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t += STEP_LENGTH;
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}
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vec3 result = baseColor;
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@@ -135,16 +124,12 @@ void main()
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vec3 reflColor = texture(hdrColor, hitUV).rgb;
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float NoV = clamp(dot(N, V), 0.0, 1.0);
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float F0 = mix(0.04, 1.0, metallic);
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float F = F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0); // Schlick
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float gloss = 1.0 - roughness;
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float ssrVisibility = gloss;
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float weight = clamp(F * ssrVisibility, 0.0, 1.0);
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float weight = clamp(F * ssrVisibility, 0.0, 1.0);
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result = mix(baseColor, reflColor, weight);
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}
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outColor = vec4(result, 1.0);
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}
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209
shaders/ssr_rt.frag
Normal file
209
shaders/ssr_rt.frag
Normal file
@@ -0,0 +1,209 @@
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#version 460
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_ray_query : require
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#include "input_structures.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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// Set 0: SceneData UBO (binding=0, declared in input_structures.glsl)
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// + optional TLAS for ray queries (binding=1).
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layout(set = 0, binding = 1) uniform accelerationStructureEXT topLevelAS;
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// Set 1: SSR inputs
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layout(set = 1, binding = 0) uniform sampler2D hdrColor;
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layout(set = 1, binding = 1) uniform sampler2D posTex;
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layout(set = 1, binding = 2) uniform sampler2D normalTex;
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layout(set = 1, binding = 3) uniform sampler2D albedoTex;
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vec3 getCameraWorldPosition()
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{
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mat3 rotT = mat3(sceneData.view); // R^T
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mat3 rot = transpose(rotT); // R
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vec3 T = sceneData.view[3].xyz; // -R^T * C
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return -rot * T; // C = -R * T
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}
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vec3 projectToScreen(vec3 worldPos)
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{
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vec4 clip = sceneData.viewproj * vec4(worldPos, 1.0);
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if (clip.w <= 0.0)
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{
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return vec3(0.0, 0.0, -1.0);
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}
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float invW = 1.0 / clip.w;
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vec3 ndc = clip.xyz * invW;
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if (ndc.x < -1.0 || ndc.x > 1.0 ||
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ndc.y < -1.0 || ndc.y > 1.0 ||
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ndc.z < 0.0 || ndc.z > 1.0)
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{
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return vec3(0.0, 0.0, -1.0);
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}
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vec2 uv = ndc.xy * 0.5 + 0.5;
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return vec3(uv, ndc.z);
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}
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void main()
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{
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vec3 baseColor = texture(hdrColor, inUV).rgb;
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vec4 posSample = texture(posTex, inUV);
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if (posSample.w == 0.0)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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vec3 worldPos = posSample.xyz;
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vec4 normSample = texture(normalTex, inUV);
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vec3 N = normalize(normSample.xyz);
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float roughness = clamp(normSample.w, 0.04, 1.0);
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vec4 albSample = texture(albedoTex, inUV);
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float metallic = clamp(albSample.a, 0.0, 1.0);
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vec3 camPos = getCameraWorldPosition();
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vec3 V = normalize(camPos - worldPos);
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vec3 R = reflect(-V, N);
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float gloss = 1.0 - roughness;
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float F0 = mix(0.04, 1.0, metallic);
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float reflectivity = gloss * F0;
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if (reflectivity <= 0.05 || dot(R, V) <= 0.0)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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// Reflection mode (encoded in rtOptions.w):
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// 0 = SSR only, 1 = SSR + RT fallback, 2 = RT only
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uint reflMode = sceneData.rtOptions.w;
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bool useSSR = (reflMode == 0u || reflMode == 1u);
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bool useRT = (reflMode >= 1u); // hybrid or RT-only
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vec3 result = baseColor;
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// -------------------------------------------------------------------------
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// 1) Screen-space reflections (SSR) via depth ray-march (optional).
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// -------------------------------------------------------------------------
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bool ssrHit = false;
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vec2 ssrUV = vec2(0.0);
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if (useSSR)
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{
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const int MAX_STEPS_SSR = 64;
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const float STEP_LENGTH_SSR = 0.5; // world units per step
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const float MAX_DISTANCE_SSR = 50.0; // clamp ray length
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const float THICKNESS_SSR = 3.0; // world-space thickness tolerance
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int maxSteps = int(mix(8.0, float(MAX_STEPS_SSR), reflectivity));
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float t = STEP_LENGTH_SSR;
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for (int i = 0; i < maxSteps && t <= MAX_DISTANCE_SSR; ++i, t += STEP_LENGTH_SSR)
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{
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vec3 samplePos = worldPos + R * t;
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vec3 proj = projectToScreen(samplePos);
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if (proj.z < 0.0)
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{
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break;
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}
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vec2 uv = proj.xy;
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vec4 scenePosSample = texture(posTex, uv);
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if (scenePosSample.w == 0.0)
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{
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continue;
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}
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vec3 viewSample = (sceneData.view * vec4(samplePos, 1.0)).xyz;
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vec3 viewScene = (sceneData.view * vec4(scenePosSample.xyz, 1.0)).xyz;
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float depthRay = -viewSample.z;
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float depthScene = -viewScene.z;
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float depthDiff = depthRay - depthScene;
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if (depthRay > 0.0 && depthScene > 0.0 &&
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depthDiff > 0.0 && depthDiff < THICKNESS_SSR)
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{
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ssrHit = true;
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ssrUV = uv;
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break;
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}
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}
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}
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// If SSR hits and we are not in RT-only mode, use it as the primary reflection.
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if (ssrHit && reflMode != 2u)
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{
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vec3 reflColor = texture(hdrColor, ssrUV).rgb;
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float NoV = clamp(dot(N, V), 0.0, 1.0);
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float F = F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0); // Schlick
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float ssrVisibility = gloss;
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float weight = clamp(F * ssrVisibility, 0.0, 1.0);
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result = mix(baseColor, reflColor, weight);
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outColor = vec4(result, 1.0);
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return;
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}
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// If RT is disabled for reflections, we are done.
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if (!useRT)
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{
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outColor = vec4(result, 1.0);
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return;
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}
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// -------------------------------------------------------------------------
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// 2) Ray-traced reflections using TLAS and ray queries (1 ray / pixel).
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// -------------------------------------------------------------------------
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const float RT_TMIN = 0.05;
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const float RT_TMAX = 50.0;
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const float RT_ORIGIN_BIAS = 0.05;
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vec3 origin = worldPos + N * RT_ORIGIN_BIAS;
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rayQueryEXT rq;
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rayQueryInitializeEXT(
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rq,
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topLevelAS,
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gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT,
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0xFF,
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origin,
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RT_TMIN,
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R,
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RT_TMAX
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);
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while (rayQueryProceedEXT(rq)) { }
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bool rtHit = (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT);
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if (rtHit)
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{
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float tHit = rayQueryGetIntersectionTEXT(rq, true);
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vec3 hitPos = origin + R * tHit;
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vec3 proj = projectToScreen(hitPos);
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if (proj.z >= 0.0)
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{
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vec2 hitUV = proj.xy;
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vec3 reflColor = texture(hdrColor, hitUV).rgb;
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float NoV = clamp(dot(N, V), 0.0, 1.0);
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float F = F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0); // Schlick
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float rtVisibility = gloss;
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float weight = clamp(F * rtVisibility, 0.0, 1.0);
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result = mix(baseColor, reflColor, weight);
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}
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}
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outColor = vec4(result, 1.0);
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}
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@@ -76,6 +76,9 @@ public:
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// Runtime settings visible to passes/shaders
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ShadowSettings shadowSettings{};
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bool enableSSR = false; // optional screen-space reflections toggle
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// Reflection mode for SSR/RT reflections; encoded into sceneData.rtOptions.w
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// 0 = SSR only, 1 = SSR + RT fallback, 2 = RT only
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uint32_t reflectionMode = 0;
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// Ray tracing manager (optional, nullptr if unsupported)
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RayTracingManager* ray = nullptr;
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@@ -569,8 +569,12 @@ void VulkanEngine::draw()
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//now that we are sure that the commands finished executing, we can safely reset the command buffer to begin recording again.
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VK_CHECK(vkResetCommandBuffer(get_current_frame()._mainCommandBuffer, 0));
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// Build or update TLAS for current frame now that the previous frame is idle
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if (_rayManager && _context->shadowSettings.mode != 0u)
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// Build or update TLAS for current frame now that the previous frame is idle.
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// TLAS is used for hybrid/full RT shadows and RT-assisted SSR reflections.
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// For reflections, only build TLAS when RT is actually enabled (reflectionMode != 0).
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if (_rayManager &&
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(_context->shadowSettings.mode != 0u ||
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(_context->enableSSR && _context->reflectionMode != 0u)))
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{
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_rayManager->buildTLASFromDrawContext(_context->getMainDrawContext(), get_current_frame()._deletionQueue);
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}
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@@ -602,6 +602,34 @@ namespace
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static void ui_postfx(VulkanEngine *eng)
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{
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if (!eng) return;
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if (!eng->_context) return;
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EngineContext *ctx = eng->_context.get();
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ImGui::TextUnformatted("Reflections");
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bool ssrEnabled = ctx->enableSSR;
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if (ImGui::Checkbox("Enable Screen-Space Reflections", &ssrEnabled))
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{
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ctx->enableSSR = ssrEnabled;
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}
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int reflMode = static_cast<int>(ctx->reflectionMode);
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ImGui::TextUnformatted("Reflection Mode");
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ImGui::RadioButton("SSR only", &reflMode, 0);
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ImGui::SameLine();
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ImGui::RadioButton("SSR + RT fallback", &reflMode, 1);
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ImGui::SameLine();
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ImGui::RadioButton("RT only", &reflMode, 2);
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const bool rq = eng->_deviceManager->supportsRayQuery();
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const bool as = eng->_deviceManager->supportsAccelerationStructure();
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if (!(rq && as) && reflMode != 0)
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{
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reflMode = 0; // guard for unsupported HW
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}
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ctx->reflectionMode = static_cast<uint32_t>(reflMode);
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ImGui::Separator();
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if (auto *tm = eng->_renderPassManager ? eng->_renderPassManager->getPass<TonemapPass>() : nullptr)
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{
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float exp = tm->exposure();
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@@ -1,5 +1,6 @@
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#include "ssr.h"
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#include "raytracing.h"
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#include "core/frame/resources.h"
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#include "core/descriptor/manager.h"
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#include "core/descriptor/descriptors.h"
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@@ -38,16 +39,15 @@ void SSRPass::init(EngineContext *context)
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VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT);
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}
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// Graphics pipeline: fullscreen triangle, no depth, HDR color attachment.
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GraphicsPipelineCreateInfo info{};
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info.vertexShaderPath = _context->getAssets()->shaderPath("fullscreen.vert.spv");
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info.fragmentShaderPath = _context->getAssets()->shaderPath("ssr.frag.spv");
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info.setLayouts = {
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_context->getDescriptorLayouts()->gpuSceneDataLayout(), // set = 0 (sceneData UBO)
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// Graphics pipelines: fullscreen triangle, no depth, HDR color attachment.
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GraphicsPipelineCreateInfo baseInfo{};
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baseInfo.vertexShaderPath = _context->getAssets()->shaderPath("fullscreen.vert.spv");
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baseInfo.setLayouts = {
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_context->getDescriptorLayouts()->gpuSceneDataLayout(), // set = 0 (sceneData UBO + optional TLAS)
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_inputSetLayout // set = 1 (HDR + GBuffer)
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};
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info.configure = [this](PipelineBuilder &b)
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baseInfo.configure = [this](PipelineBuilder &b)
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{
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b.set_input_topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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b.set_polygon_mode(VK_POLYGON_MODE_FILL);
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@@ -61,7 +61,15 @@ void SSRPass::init(EngineContext *context)
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}
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};
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_context->pipelines->createGraphicsPipeline("ssr", info);
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// Non-RT variant (pure screen-space reflections).
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GraphicsPipelineCreateInfo infoNoRT = baseInfo;
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infoNoRT.fragmentShaderPath = _context->getAssets()->shaderPath("ssr.frag.spv");
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_context->pipelines->createGraphicsPipeline("ssr.nort", infoNoRT);
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// RT-assisted variant (SSR + ray-query fallback using TLAS).
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GraphicsPipelineCreateInfo infoRT = baseInfo;
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infoRT.fragmentShaderPath = _context->getAssets()->shaderPath("ssr_rt.frag.spv");
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_context->pipelines->createGraphicsPipeline("ssr.rt", infoRT);
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}
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void SSRPass::cleanup()
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@@ -148,11 +156,22 @@ void SSRPass::draw_ssr(VkCommandBuffer cmd,
|
||||
return;
|
||||
}
|
||||
|
||||
// Fetch (or refresh) pipeline for hot-reload support.
|
||||
if (!pipelineManager->getGraphics("ssr", _pipeline, _pipelineLayout))
|
||||
// Choose RT variant only if TLAS is valid; otherwise fall back to non-RT.
|
||||
const bool haveRTFeatures = deviceManager->supportsAccelerationStructure();
|
||||
const VkAccelerationStructureKHR tlas = (ctxLocal->ray ? ctxLocal->ray->tlas() : VK_NULL_HANDLE);
|
||||
const VkDeviceAddress tlasAddr = (ctxLocal->ray ? ctxLocal->ray->tlasAddress() : 0);
|
||||
const bool useRT = haveRTFeatures && (tlas != VK_NULL_HANDLE) && (tlasAddr != 0);
|
||||
|
||||
const char *pipeName = useRT ? "ssr.rt" : "ssr.nort";
|
||||
if (!pipelineManager->getGraphics(pipeName, _pipeline, _pipelineLayout))
|
||||
{
|
||||
// Try the other variant as a fallback.
|
||||
const char *fallback = useRT ? "ssr.nort" : "ssr.rt";
|
||||
if (!pipelineManager->getGraphics(fallback, _pipeline, _pipelineLayout))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Scene UBO (set=0, binding=0) – mirror LightingPass behavior.
|
||||
AllocatedBuffer sceneBuf = resourceManager->create_buffer(
|
||||
@@ -175,6 +194,10 @@ void SSRPass::draw_ssr(VkCommandBuffer cmd,
|
||||
{
|
||||
DescriptorWriter writer;
|
||||
writer.write_buffer(0, sceneBuf.buffer, sizeof(GPUSceneData), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
if (useRT)
|
||||
{
|
||||
writer.write_acceleration_structure(1, tlas);
|
||||
}
|
||||
writer.update_set(deviceManager->device(), globalSet);
|
||||
}
|
||||
|
||||
|
||||
@@ -347,7 +347,10 @@ void SceneManager::update_scene()
|
||||
{
|
||||
const auto &ss = _context->shadowSettings;
|
||||
const uint32_t rtEnabled = (ss.mode != 0) ? 1u : 0u;
|
||||
sceneData.rtOptions = glm::uvec4(rtEnabled, ss.hybridRayCascadesMask, ss.mode, 0u);
|
||||
const uint32_t reflMode = _context->reflectionMode;
|
||||
// rtOptions.x = RT shadows enabled, y = cascade mask, z = shadow mode, w = reflection mode (SSR/RT)
|
||||
sceneData.rtOptions = glm::uvec4(rtEnabled, ss.hybridRayCascadesMask, ss.mode, reflMode);
|
||||
// rtParams.x = N·L threshold for hybrid shadows; remaining components reserved
|
||||
sceneData.rtParams = glm::vec4(ss.hybridRayNoLThreshold, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user