forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/sss_pass/sss_pass.frag.glsl
This commit is contained in:
@ -1,6 +1,7 @@
|
||||
//
|
||||
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
|
||||
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
|
||||
// Copyright (C) 2025 Onek8 (info@leenkx.com)
|
||||
// All rights reserved.
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
@ -33,6 +34,14 @@
|
||||
// policies, either expressed or implied, of the copyright holders.
|
||||
//
|
||||
|
||||
// TODO:
|
||||
// Add real sss radius
|
||||
// Add real sss scale
|
||||
// Move temp hash, reorganize shader utility functions
|
||||
// Add compiler flag for quality presets or with samples parameter
|
||||
// Clean up + Document comment
|
||||
|
||||
|
||||
#version 450
|
||||
|
||||
#include "compiled.inc"
|
||||
@ -49,67 +58,93 @@ out vec4 fragColor;
|
||||
|
||||
const float SSSS_FOVY = 108.0;
|
||||
|
||||
// Separable SSS Reflectance
|
||||
// const float sssWidth = 0.005;
|
||||
// Temp hash func -
|
||||
float hash13(vec3 p3) {
|
||||
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
vec4 SSSSBlur() {
|
||||
// Quality = 0
|
||||
const int SSSS_N_SAMPLES = 11;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0);
|
||||
kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
|
||||
kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
|
||||
kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
|
||||
kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
|
||||
kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
|
||||
kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
|
||||
kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
|
||||
kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
|
||||
kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
|
||||
kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
|
||||
const int SSSS_N_SAMPLES = 15;
|
||||
vec4 kernel[SSSS_N_SAMPLES];
|
||||
|
||||
// color neutral kernel weights to prevent color shifting
|
||||
kernel[0] = vec4(0.2, 0.2, 0.2, 0.0);
|
||||
kernel[1] = vec4(0.12, 0.12, 0.12, 0.2);
|
||||
kernel[2] = vec4(0.09, 0.09, 0.09, 0.4);
|
||||
kernel[3] = vec4(0.06, 0.06, 0.06, 0.8);
|
||||
kernel[4] = vec4(0.04, 0.04, 0.04, 1.2);
|
||||
kernel[5] = vec4(0.025, 0.025, 0.025, 1.6);
|
||||
kernel[6] = vec4(0.015, 0.015, 0.015, 2.0);
|
||||
kernel[7] = vec4(0.005, 0.005, 0.005, 2.5);
|
||||
kernel[8] = vec4(0.12, 0.12, 0.12, -0.2);
|
||||
kernel[9] = vec4(0.09, 0.09, 0.09, -0.4);
|
||||
kernel[10] = vec4(0.06, 0.06, 0.06, -0.8);
|
||||
kernel[11] = vec4(0.04, 0.04, 0.04, -1.2);
|
||||
kernel[12] = vec4(0.025, 0.025, 0.025, -1.6);
|
||||
kernel[13] = vec4(0.015, 0.015, 0.015, -2.0);
|
||||
kernel[14] = vec4(0.005, 0.005, 0.005, -2.5);
|
||||
|
||||
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
||||
|
||||
// Fetch linear depth of current pixel
|
||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||
float depthM = cameraProj.y / (depth - cameraProj.x);
|
||||
|
||||
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
|
||||
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
|
||||
float scale = distanceToProjectionWindow / depthM;
|
||||
|
||||
// Calculate the final step to fetch the surrounding pixels
|
||||
vec2 finalStep = sssWidth * scale * dir;
|
||||
finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
|
||||
finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
|
||||
finalStep *= 0.05; //
|
||||
|
||||
|
||||
// Accumulate the center sample:
|
||||
vec4 colorBlurred = colorM;
|
||||
colorBlurred.rgb *= kernel[0].rgb;
|
||||
|
||||
// Accumulate the other samples
|
||||
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
||||
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15; // 15% jitteR
|
||||
|
||||
finalStep *= (1.0 + jitterOffset);
|
||||
finalStep *= 0.05;
|
||||
vec3 colorBlurred = vec3(0.0);
|
||||
vec3 weightSum = vec3(0.0);
|
||||
colorBlurred += colorM.rgb * kernel[0].rgb;
|
||||
weightSum += kernel[0].rgb;
|
||||
|
||||
// Accumulate the other samples with per-pixel jittering to reduce banding
|
||||
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
||||
// Fetch color and depth for current sample
|
||||
vec2 offset = texCoord + kernel[i].a * finalStep;
|
||||
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
||||
|
||||
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
||||
vec4 color = textureLod(tex, offset, 0.0);
|
||||
//#if SSSS_FOLLOW_SURFACE == 1
|
||||
// If the difference in depth is huge, we lerp color back to "colorM":
|
||||
//float depth = textureLod(tex, offset, 0.0).r;
|
||||
//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
|
||||
//color.rgb = mix(color.rgb, colorM.rgb, s);
|
||||
//#endif
|
||||
// Accumulate
|
||||
colorBlurred.rgb += kernel[i].rgb * color.rgb;
|
||||
|
||||
// ADJUST FOR SURFACE FOLLOWING
|
||||
// 0.0 = disabled (maximum SSS but with bleeding), 1.0 = fully enabled (prevents bleeding but might reduce SSS effect)
|
||||
const float SURFACE_FOLLOWING_STRENGTH = 0.15; // Reduced to preserve more SSS effect
|
||||
|
||||
if (SURFACE_FOLLOWING_STRENGTH > 0.0) {
|
||||
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
||||
float depthScale = 5.0;
|
||||
float depthDiff = abs(depth - sampleDepth) * depthScale;
|
||||
if (depthDiff > 0.3) {
|
||||
float blendFactor = clamp(depthDiff - 0.3, 0.0, 1.0) * SURFACE_FOLLOWING_STRENGTH;
|
||||
color.rgb = mix(color.rgb, colorM.rgb, blendFactor);
|
||||
}
|
||||
}
|
||||
|
||||
colorBlurred += color.rgb * kernel[i].rgb;
|
||||
weightSum += kernel[i].rgb;
|
||||
}
|
||||
|
||||
return colorBlurred;
|
||||
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
||||
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
||||
return vec4(normalizedColor + vec3(dither), colorM.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
|
||||
fragColor = clamp(SSSSBlur(), 0.0, 1.0);
|
||||
}
|
||||
else {
|
||||
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
||||
vec4 blurredColor = SSSSBlur();
|
||||
vec4 finalColor = mix(blurredColor, originalColor, 0.15);
|
||||
|
||||
fragColor = clamp(finalColor, 0.0, 1.0);
|
||||
} else {
|
||||
fragColor = textureLod(tex, texCoord, 0.0);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user