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22 changes: 12 additions & 10 deletions features/IBL/Shaders/IBL/DiffuseIBLCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -40,20 +40,22 @@ void main(uint3 dispatchID : SV_DispatchThreadID, uint groupIndex : SV_GroupInde
float3 rayDir = SphericalHarmonics::GetUniformSphereSample(sampleCoord.x, sampleCoord.y);

// Sample cubemap with optimized direction
float3 color = ReflectionTexture.SampleLevel(LinearSampler, -rayDir, 0).xyz;
#if defined(DYNAMIC_CUBEMAPS)
// Optimized condition check using faster comparisons
if (rayDir.z >= 0 && SharedData::iblSettings.SampleUnderHorizonFromDynCube) {
float absZ = abs(rayDir.z);
if (absZ > abs(rayDir.x) && absZ > abs(rayDir.y)) {
color = EnvTexture.SampleLevel(LinearSampler, -rayDir, 0);
}
float3 color = 0;
const float dcAmount = saturate(SharedData::iblSettings.DynamicCubemapsAmount);
if (dcAmount <= 0.001f) {
color = ReflectionTexture.SampleLevel(LinearSampler, -rayDir, 0).xyz;
} else if (dcAmount >= 0.999f) {
color = EnvReflectionsTexture.SampleLevel(LinearSampler, -rayDir, 0).xyz;
} else {
const float3 base = ReflectionTexture.SampleLevel(LinearSampler, -rayDir, 0).xyz;
const float3 dynamicCubemap = EnvReflectionsTexture.SampleLevel(LinearSampler, -rayDir, 0).xyz;
color = lerp(base, dynamicCubemap, dcAmount);
}
#else
float3 color = ReflectionTexture.SampleLevel(LinearSampler, -rayDir, 0).xyz;
#endif

// Apply gamma correction
color = Color::GammaToLinear(color);

// Compute spherical harmonics basis for this direction
sh2 sh = SphericalHarmonics::Evaluate(rayDir);

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4 changes: 2 additions & 2 deletions features/IBL/Shaders/IBL/IBL.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -29,8 +29,8 @@ namespace ImageBasedLighting
float3 directionalAmbientColor = max(0, mul(SharedData::DirectionalAmbient, float4(float3(0, 0, 0), 1.0))).xyz;
float3 iblColor = directionalAmbientColor * SharedData::iblSettings.DALCAmount + Color::Saturation(GetDiffuseIBL(float3(0, 0, 0)), SharedData::iblSettings.IBLSaturation) * SharedData::iblSettings.DiffuseIBLScale;
if (SharedData::iblSettings.PreserveFogLuminance) {
const float fogLuminance = Color::RGBToLuminance2(fogColor);
const float iblLuminance = Color::RGBToLuminance2(iblColor);
const float fogLuminance = Color::RGBToLuminance(fogColor);
const float iblLuminance = Color::RGBToLuminance(iblColor);
if (iblLuminance > 0) {
const float scale = fogLuminance / iblLuminance;
iblColor *= scale;
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5 changes: 0 additions & 5 deletions package/Shaders/AmbientCompositeCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -69,11 +69,6 @@ void SampleSSGI(uint2 pixCoord, float3 normalWS, out float ao, out float3 il)

float3 linAlbedo = Color::GammaToLinear(albedo);
float3 linDirectionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);
#if defined(IBL)
if (SharedData::iblSettings.EnableDiffuseIBL) {
linDirectionalAmbientColor = directionalAmbientColor;
}
#endif
float3 linDiffuseColor = Color::GammaToLinear(diffuseColor);
float3 originalDiffuseColor = linDiffuseColor;

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4 changes: 2 additions & 2 deletions package/Shaders/Common/SharedData.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -178,13 +178,13 @@ namespace SharedData
struct IBLSettings
{
uint EnableDiffuseIBL;
uint SampleUnderHorizonFromDynCube;
uint PreserveFogLuminance;
uint pad;
float DiffuseIBLScale;
float DALCAmount;
float IBLSaturation;
float FogAmount;
float DynamicCubemapsAmount;
float pad;
};

struct ExtendedTranslucencySettings
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11 changes: 5 additions & 6 deletions src/Features/IBL.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8,12 +8,12 @@
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT(
IBL::Settings,
EnableDiffuseIBL,
SampleUnderHorizonFromDynCube,
PreserveFogLuminance,
DiffuseIBLScale,
DALCAmount,
IBLSaturation,
FogAmount)
FogAmount,
DynamicCubemapsAmount)

void IBL::DrawSettings()
{
Expand All @@ -23,13 +23,12 @@ void IBL::DrawSettings()
ImGui::SliderFloat("DALC Amount", &settings.DALCAmount, 0.0f, 1.0f, "%.2f");
ImGui::SliderFloat("Fog Mix", &settings.FogAmount, 0.0f, 1.0f, "%.2f");
ImGui::Checkbox("Preserve Fog Luminance", (bool*)&settings.PreserveFogLuminance);
ImGui::Checkbox("[EXP] Sample Under Horizon From Dynamic Cubemaps", (bool*)&settings.SampleUnderHorizonFromDynCube);
ImGui::SliderFloat("Dynamic Cubemaps Amount", &settings.DynamicCubemapsAmount, 0.0f, 1.0f, "%.2f");
if (auto _tt = Util::HoverTooltipWrapper()) {
ImGui::Text(
"Samples under the horizon from dynamic cubemaps.\n"
"Enables the use of dynamic cubemaps for IBL.\n"
"Samples from dynamic cubemaps.\n"
"Requires the Dynamic Cubemaps feature to be enabled.\n"
"Warning: may cause dynamic cubemaps sampling accumulation issues.");
"May cause dynamic cubemaps sampling accumulation issues under certain conditions.");
}
}

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4 changes: 2 additions & 2 deletions src/Features/IBL.h
Original file line number Diff line number Diff line change
Expand Up @@ -41,13 +41,13 @@ struct IBL : Feature
struct alignas(16) Settings
{
uint EnableDiffuseIBL = 1;
uint SampleUnderHorizonFromDynCube = 0;
uint PreserveFogLuminance = 0;
uint pad;
float DiffuseIBLScale = 1.0f;
float DALCAmount = 0.33f;
float IBLSaturation = 1.0f;
float FogAmount = 0.0f;
float DynamicCubemapsAmount = 0.0f;
float pad = 0.0f;
} settings;

ID3D11ComputeShader* GetDiffuseIBLCS();
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