Add support for colored shadows in LightmapGI

This commit is contained in:
Hendrik Brucker
2024-12-30 22:57:02 +01:00
parent 02e4605d6c
commit cb460ad421

View File

@ -473,6 +473,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
}
float penumbra = 0.0;
vec3 penumbra_color = vec3(0.0);
if (p_soft_shadowing) {
const bool use_soft_shadows = (light_data.size > 0.0);
const uint ray_count = AA_SAMPLES;
@ -502,6 +503,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
vec3 light_dir = normalize(light_pos - origin);
float power = 0.0;
vec3 light_color = vec3(0.0);
uint power_accm = 0;
vec3 prev_pos = origin;
if (use_soft_shadows) {
@ -528,6 +530,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
vec2 light_disk_sample = get_vogel_disk(vogel_index, a, shadowing_ray_count_sqrt) * soft_shadowing_disk_size * light_data.shadow_blur;
vec3 light_disk_to_point = normalize(light_to_point + light_disk_sample.x * light_to_point_tan + light_disk_sample.y * light_to_point_bitan);
float sample_penumbra = 0.0;
vec3 sample_penumbra_color = light_data.color.rgb;
bool sample_did_hit = false;
for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
@ -551,7 +554,8 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
soft_shadow_hits += 1;
if (contribute) {
sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
sample_penumbra_color = mix(sample_penumbra_color, sample_penumbra_color * hit_albedo.rgb, hit_albedo.a);
sample_penumbra *= 1.0 - hit_albedo.a;
}
origin = hit_position + r_light_dir * bake_params.bias;
@ -562,11 +566,13 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
}
power += sample_penumbra;
light_color += sample_penumbra_color;
power_accm++;
}
} else { // No soft shadows (size == 0).
float sample_penumbra = 0.0;
vec3 sample_penumbra_color = light_data.color.rgb;
bool sample_did_hit = false;
for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
vec4 hit_albedo = vec4(1.0);
@ -586,7 +592,8 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
}
if (contribute) {
sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
sample_penumbra_color = mix(sample_penumbra_color, sample_penumbra_color * hit_albedo.rgb, hit_albedo.a);
sample_penumbra *= 1.0 - hit_albedo.a;
}
origin = hit_position + r_light_dir * bake_params.bias;
@ -596,14 +603,18 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
}
}
power = sample_penumbra;
light_color = sample_penumbra_color;
power_accm = 1;
}
aa_power += power / float(power_accm);
penumbra_color += light_color / float(power_accm);
}
penumbra = aa_power / ray_count;
penumbra_color /= ray_count;
} else { // No soft shadows and anti-aliasing (disabled via parameter).
bool did_hit = false;
penumbra = 0.0;
penumbra_color = light_data.color.rgb;
for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
vec4 hit_albedo = vec4(1.0);
vec3 hit_position;
@ -621,7 +632,8 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
}
if (contribute) {
penumbra = max(penumbra - hit_albedo.a - EPSILON, 0.0);
penumbra_color = mix(penumbra_color, penumbra_color * hit_albedo.rgb, hit_albedo.a);
penumbra *= 1.0 - hit_albedo.a;
}
p_position = hit_position + r_light_dir * bake_params.bias;
@ -636,7 +648,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
}
r_shadow = penumbra;
r_light = light_data.color * light_data.energy * attenuation * penumbra;
r_light = light_data.color * light_data.energy * attenuation * penumbra * penumbra_color;
}
#endif