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| author | Marco Foco <[email protected]> | 2016-03-07 15:47:07 +0100 |
|---|---|---|
| committer | Marco Foco <[email protected]> | 2016-03-08 16:04:19 +0100 |
| commit | cd6e0492903f8a9eb5efa14263d7d9ab092517de (patch) | |
| tree | 05c010b75bf777335565819dcceb140886c5a7e9 /include/GFSDK_FaceWorks.hlsli | |
| download | faceworks-cd6e0492903f8a9eb5efa14263d7d9ab092517de.tar.xz faceworks-cd6e0492903f8a9eb5efa14263d7d9ab092517de.zip | |
FaceWorks 1.0
Diffstat (limited to 'include/GFSDK_FaceWorks.hlsli')
| -rw-r--r-- | include/GFSDK_FaceWorks.hlsli | 572 |
1 files changed, 572 insertions, 0 deletions
diff --git a/include/GFSDK_FaceWorks.hlsli b/include/GFSDK_FaceWorks.hlsli new file mode 100644 index 0000000..3caba16 --- /dev/null +++ b/include/GFSDK_FaceWorks.hlsli @@ -0,0 +1,572 @@ +//---------------------------------------------------------------------------------- +// File: FaceWorks/include/GFSDK_FaceWorks.hlsli +// SDK Version: v1.0 +// Email: [email protected] +// Site: http://developer.nvidia.com/ +// +// Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions +// are met: +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of NVIDIA CORPORATION nor the names of its +// contributors may be used to endorse or promote products derived +// from this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY +// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR +// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY +// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +// +//---------------------------------------------------------------------------------- + +#ifndef GFSDK_FACEWORKS_HLSLI +#define GFSDK_FACEWORKS_HLSLI + +// ================================================================================= +// Constant buffer data +// ================================================================================= + +/// Include this struct in your constant buffer; provides data to the SSS and deep scatter APIs +/// (matches the corresponding struct in GFSDK_FaceWorks.h) +struct GFSDK_FaceWorks_CBData +{ + float4 data[3]; +}; + + + +// ================================================================================= +// Shader API for SSS +// ================================================================================= + +/// Calculate mip level at which to sample normal map, to get the blurred normal to pass to +/// GFSDK_FaceWorks_EvaluateSSSDiffuseLight. +/// +/// \param cbdata [in] the cbdata structure +/// \param texNormal [in] the texture to use +/// \param samp [in] the sampler to use +/// \param uv [in] the UV to sample at +/// +/// \return the mip level to sample at. +float GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal( + GFSDK_FaceWorks_CBData cbdata, + Texture2D texNormal, + SamplerState samp, + float2 uv); + +/// Calculate mip level at which to sample normal map, to get the blurred normal to pass to +/// GFSDK_FaceWorks_EvaluateSSSDiffuseLight. +/// +/// \param cbdata [in] the cbdata structure +/// \param texNormal [in] the texture to use (float3) +/// \param samp [in] the sampler to use +/// \param uv [in] the UV to sample at +/// +/// \return the mip level to sample at. +float GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal( + GFSDK_FaceWorks_CBData cbdata, + Texture2D<float3> texNormal, + SamplerState samp, + float2 uv); + +/// Calculate mip level at which to sample normal map, to get the blurred normal to pass to +/// GFSDK_FaceWorks_EvaluateSSSDiffuseLight. +/// +/// \param cbdata [in] the cbdata structure +/// \param texNormal [in] the texture to use (float2) +/// \param samp [in] the sampler to use +/// \param uv [in] the UV to sample at +/// +/// \return the mip level to sample at. +float GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal( + GFSDK_FaceWorks_CBData cbdata, + Texture2D<float2> texNormal, + SamplerState samp, + float2 uv); + +/// Evaluate SSS diffuse light for a single light source. +/// +/// \param cbdata [in] the cbdata structure +/// \param normalGeom [in] the geometric normal +/// \param normalShade [in] the shading normal +/// \param normalBlurred [in] the blurred shading normal +/// \param vecToLight [in] the normalized vector toward light +/// \param curvature [in] curvature of the surface being shaded (interpolated from precomputed +/// per-vertex values) +/// \param texCurvatureLUT [in] the texture containing curvature look up table +/// \param ssBilinearClamp [in] the sampler state +/// +/// \return the SSS lighting value, to be multiplied by the shadow color, diffuse color, and light color. +float3 GFSDK_FaceWorks_EvaluateSSSDirectLight( + GFSDK_FaceWorks_CBData cbdata, + float3 normalGeom, + float3 normalShade, + float3 normalBlurred, + float3 vecToLight, + float curvature, + Texture2D texCurvatureLUT, + SamplerState ssBilinearClamp); + +/// Evaluate SSS shadow color for a single light source. +/// +/// \param cbdata [in] the cbdata structure +/// \param normalGeom [in] the geometric normal +/// \param vecToLight [in] the normalized vector toward light +/// \param shadow [in] wide shadow filter (0 = fully shadowed, 1 = fully lit). +/// \param texShadowLUT [in] the texture containing curvature look up table +/// \param ssBilinearClamp [in] the sampler state +/// +/// \return the shadow color, including sharpened shadows and SSS light bleeding. +float3 GFSDK_FaceWorks_EvaluateSSSShadow( + GFSDK_FaceWorks_CBData cbdata, + float3 normalGeom, + float3 vecToLight, + float shadow, + Texture2D texShadowLUT, + SamplerState ssBilinearClamp); + +/// Sharpen an input shadow value to approximate the output shadow after mapping through the +/// shadow LUT. This sharpened shadow can be used for specular or other lighting components. +/// +/// \param shadow shadow value (0 = full shadow, 1 = full light) +/// \param shadowSharpening sharpening factor (same as m_shadowSharpening in GFSDK_FaceWorks_LUTConfig) +/// +/// \return the sharpened shadow value +float GFSDK_FaceWorks_SharpenShadow( + float shadow, + float shadowSharpening); + +/// Calculate three normals at which to sample diffuse ambient light (such as SH light or +/// a preconvolved cubemap) for SSS ambient light. +/// +/// \param normalShade [in] the shading normal +/// \param normalBlurred [in] the blurred shading normal +/// \param o_normalAmbient0 [out] first normal at which to sample diffuse ambient light +/// \param o_normalAmbient1 [out] second normal at which to sample diffuse ambient light +/// \param o_normalAmbient2 [out] third normal at which to sample diffuse ambient light +void GFSDK_FaceWorks_CalculateNormalsForAmbientLight( + float3 normalShade, + float3 normalBlurred, + out float3 o_normalAmbient0, + out float3 o_normalAmbient1, + out float3 o_normalAmbient2); + +/// Evaluate SSS ambient light. +/// \param rgbAmbient0 [in] ambient light evaluated at the first normal calculated by GFSDK_FaceWorks_CalculateNormalsForAmbientLight. +/// \param rgbAmbient1 [in] ambient light evaluated at the first normal calculated by GFSDK_FaceWorks_CalculateNormalsForAmbientLight. +/// \param rgbAmbient2 [in] ambient light evaluated at the first normal calculated by GFSDK_FaceWorks_CalculateNormalsForAmbientLight. +/// +/// \return the SSS lighting value, to be multiplied by the diffuse color. +float3 GFSDK_FaceWorks_EvaluateSSSAmbientLight( + float3 rgbAmbient0, + float3 rgbAmbient1, + float3 rgbAmbient2); + + + +// ================================================================================= +// Shader API for deep scatter +// ================================================================================= + +/// Estimate thickness from parallel shadow map using 8-tap Poisson disc filter +/// +/// \param cbdata [in] the cbdata structure +/// \param texDepth [in] the shadow map (as a depth texture) +/// \param ss [in] the sampler state +/// \param uvzShadow [in] and the position in [0, 1]-space at which to sample the shadow map. +/// +/// \return the estimated thickness value +float GFSDK_FaceWorks_EstimateThicknessFromParallelShadowPoisson8( + GFSDK_FaceWorks_CBData cbdata, + Texture2D<float> texDepth, + SamplerState ss, + float3 uvzShadow); + +/// Estimate thickness from perspective shadow map using 8-tap Poisson disc filter +/// +/// \param cbdata [in] the cbdata structure +/// \param texDepth [in] the shadow map (as a depth texture) +/// \param ss [in] the sampler state +/// \param uvzShadow [in] and the position in [0, 1]-space at which to sample the shadow map. +/// +/// \return the estimated thickness value +float GFSDK_FaceWorks_EstimateThicknessFromPerspectiveShadowPoisson8( + GFSDK_FaceWorks_CBData cbdata, + Texture2D<float> texDepth, + SamplerState ss, + float3 uvzShadow); + +/// Estimate thickness from parallel shadow map using 32-tap Poisson disc filter +/// +/// \param cbdata [in] the cbdata structure +/// \param texDepth [in] the shadow map (as a depth texture) +/// \param ss [in] the sampler state +/// \param uvzShadow [in] and the position in [0, 1]-space at which to sample the shadow map. +/// +/// \return the estimated thickness value +float GFSDK_FaceWorks_EstimateThicknessFromParallelShadowPoisson32( + GFSDK_FaceWorks_CBData cbdata, + Texture2D<float> texDepth, + SamplerState ss, + float3 uvzShadow); + +/// Estimate thickness from perspective shadow map using 32-tap Poisson disc filter +/// +/// \param cbdata [in] the cbdata structure +/// \param texDepth [in] the shadow map (as a depth texture) +/// \param ss [in] the sampler state +/// \param uvzShadow [in] and the position in [0, 1]-space at which to sample the shadow map. +/// +/// \return the estimated thickness value +float GFSDK_FaceWorks_EstimateThicknessFromPerspectiveShadowPoisson32( + GFSDK_FaceWorks_CBData cbdata, + Texture2D<float> texDepth, + SamplerState ss, + float3 uvzShadow); + +/// Evaluate deep scattered light for a single light source. +/// +/// \param cbdata [in] the cbdata structure +/// \param normalBlurred [in] the blurred shading normal +/// \param vecToLight [in] the normalized vector toward light +/// \param thickness [in] the object thickness estimated from shadow map +/// +/// \return the scalar deep scatter lighting value, to be multiplied by the deep scatter +/// color, diffuse color and light color. +float GFSDK_FaceWorks_EvaluateDeepScatterDirectLight( + GFSDK_FaceWorks_CBData cbdata, + float3 normalBlurred, + float3 vecToLight, + float thickness); + + + +// ====================================================================================== +// Implementation +// ====================================================================================== + +// Structure used to unpack the CB data +struct nvsf_CBData +{ + // SSS constants + float2 nvsf_CurvatureScaleBias; + float2 nvsf_ShadowScaleBias; + float nvsf_MinLevelForBlurredNormal; + + // Deep scatter constants + float nvsf_DeepScatterFalloff; + float nvsf_ShadowFilterRadius; + float nvsf_DecodeDepthScale, nvsf_DecodeDepthBias; +}; + +nvsf_CBData nvsf_UnpackCBData(GFSDK_FaceWorks_CBData nvsf_opaqueData) +{ + nvsf_CBData nvsf_out = (nvsf_CBData)0; + nvsf_out.nvsf_CurvatureScaleBias = nvsf_opaqueData.data[0].xy; + nvsf_out.nvsf_ShadowScaleBias = nvsf_opaqueData.data[0].zw; + nvsf_out.nvsf_MinLevelForBlurredNormal = nvsf_opaqueData.data[1].x; + nvsf_out.nvsf_DeepScatterFalloff = nvsf_opaqueData.data[1].y; + nvsf_out.nvsf_ShadowFilterRadius = nvsf_opaqueData.data[1].z; + nvsf_out.nvsf_DecodeDepthScale = nvsf_opaqueData.data[1].w; + nvsf_out.nvsf_DecodeDepthBias = nvsf_opaqueData.data[2].x; + return nvsf_out; +} + + + +// ====================================================================================== +// Shader API for SSS +// ====================================================================================== + +float GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D nvsf_texNormal, + SamplerState nvsf_ss, + float2 nvsf_uv) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + return max(nvsf_texNormal.CalculateLevelOfDetail(nvsf_ss, nvsf_uv), + nvsf_cb.nvsf_MinLevelForBlurredNormal); +} +float GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D<float3> nvsf_texNormal, + SamplerState nvsf_ss, + float2 nvsf_uv) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + return max(nvsf_texNormal.CalculateLevelOfDetail(nvsf_ss, nvsf_uv), + nvsf_cb.nvsf_MinLevelForBlurredNormal); +} +float GFSDK_FaceWorks_CalculateMipLevelForBlurredNormal( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D<float2> nvsf_texNormal, + SamplerState nvsf_ss, + float2 nvsf_uv) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + return max(nvsf_texNormal.CalculateLevelOfDetail(nvsf_ss, nvsf_uv), + nvsf_cb.nvsf_MinLevelForBlurredNormal); +} + +float3 GFSDK_FaceWorks_EvaluateSSSDirectLight( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + float3 nvsf_normalGeom, + float3 nvsf_normalShade, + float3 nvsf_normalBlurred, + float3 nvsf_vecToLight, + float nvsf_curvature, + Texture2D nvsf_texCurvatureLUT, + SamplerState nvsf_ss) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + // Curvature-based scattering + float nvsf_NdotLBlurredUnclamped = dot(nvsf_normalBlurred, nvsf_vecToLight); + float nvsf_curvatureScaled = nvsf_curvature * nvsf_cb.nvsf_CurvatureScaleBias.x + nvsf_cb.nvsf_CurvatureScaleBias.y; + float2 nvsf_uvCurvatureLUT = { nvsf_NdotLBlurredUnclamped * 0.5 + 0.5, nvsf_curvatureScaled, }; + float3 nvsf_rgbCurvature = nvsf_texCurvatureLUT.Sample(nvsf_ss, nvsf_uvCurvatureLUT).rgb * 0.5 - 0.25; + + // Normal map scattering using separate normals for R, G, B; here, G and B + // normals are generated by lerping between the specular and R normals. + // The lerp factor to generate the G and B normals is increased near the light/dark edge, + // to try to prevent bumps from showing up as too blue. + // This will be more complex when arbitrary diffusion profiles are supported. + float3 nvsf_normalSmoothFactor = saturate(1.0 - nvsf_NdotLBlurredUnclamped); + nvsf_normalSmoothFactor *= nvsf_normalSmoothFactor; + float3 nvsf_normalShadeG = normalize(lerp(nvsf_normalShade, nvsf_normalBlurred, 0.3 + 0.7 * nvsf_normalSmoothFactor)); + float3 nvsf_normalShadeB = normalize(lerp(nvsf_normalShade, nvsf_normalBlurred, nvsf_normalSmoothFactor)); + float nvsf_NdotLShadeG = saturate(dot(nvsf_normalShadeG, nvsf_vecToLight)); + float nvsf_NdotLShadeB = saturate(dot(nvsf_normalShadeB, nvsf_vecToLight)); + float3 nvsf_rgbNdotL = float3(saturate(nvsf_NdotLBlurredUnclamped), nvsf_NdotLShadeG, nvsf_NdotLShadeB); + + return saturate(nvsf_rgbCurvature + nvsf_rgbNdotL); +} + +float3 GFSDK_FaceWorks_EvaluateSSSShadow( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + float3 nvsf_normalGeom, + float3 nvsf_vecToLight, + float nvsf_shadow, + Texture2D nvsf_texShadowLUT, + SamplerState nvsf_ss) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + // Shadow penumbra scattering + float nvsf_NdotLGeom = saturate(dot(nvsf_normalGeom, nvsf_vecToLight)); + float2 nvsf_uvShadowLUT = + { + nvsf_shadow, + nvsf_NdotLGeom * nvsf_cb.nvsf_ShadowScaleBias.x + nvsf_cb.nvsf_ShadowScaleBias.y, + }; + return nvsf_texShadowLUT.Sample(nvsf_ss, nvsf_uvShadowLUT).rgb; +} + +float GFSDK_FaceWorks_SharpenShadow( + float nvsf_shadow, + float nvsf_shadowSharpening) +{ + // Use smoothstep to approximate the transfer function of a disc or Gaussian shadow filter + float nvsf_scale = nvsf_shadowSharpening * 0.9; + float nvsf_bias = -0.5 * nvsf_scale + 0.5; + return smoothstep(0, 1, nvsf_shadow * nvsf_scale + nvsf_bias); +} + +void GFSDK_FaceWorks_CalculateNormalsForAmbientLight( + float3 nvsf_normalShade, + float3 nvsf_normalBlurred, + out float3 nvsf_o_normalAmbient0, + out float3 nvsf_o_normalAmbient1, + out float3 nvsf_o_normalAmbient2) +{ + // Same normals as for direct light, but no NdotL factor involved. + // This will be more complex when arbitrary diffusion profiles are supported. + nvsf_o_normalAmbient0 = nvsf_normalBlurred; + nvsf_o_normalAmbient1 = normalize(lerp(nvsf_normalShade, nvsf_normalBlurred, 0.3)); + nvsf_o_normalAmbient2 = nvsf_normalShade; +} + +float3 GFSDK_FaceWorks_EvaluateSSSAmbientLight( + float3 nvsf_rgbAmbient0, + float3 nvsf_rgbAmbient1, + float3 nvsf_rgbAmbient2) +{ + // This will be more complex when arbitrary diffusion profiles are supported. + float3 nvsf_result; + nvsf_result.r = nvsf_rgbAmbient0.r; + nvsf_result.g = nvsf_rgbAmbient1.g; + nvsf_result.b = nvsf_rgbAmbient2.b; + return nvsf_result; +} + + + +// ====================================================================================== +// Shader API for deep scatter +// ====================================================================================== + +// Poisson disks generated with http://www.coderhaus.com/?p=11 + +static const float2 nvsf_Poisson8[] = +{ + { -0.7494944f, 0.1827986f, }, + { -0.8572887f, -0.4169083f, }, + { -0.1087135f, -0.05238153f, }, + { 0.1045462f, 0.9657645f, }, + { -0.0135659f, -0.698451f, }, + { -0.4942278f, 0.7898396f, }, + { 0.7970678f, -0.4682421f, }, + { 0.8084122f, 0.533884f }, +}; + +static const float2 nvsf_Poisson32[] = +{ + { -0.975402, -0.0711386 }, + { -0.920347, -0.41142 }, + { -0.883908, 0.217872 }, + { -0.884518, 0.568041 }, + { -0.811945, 0.90521 }, + { -0.792474, -0.779962 }, + { -0.614856, 0.386578 }, + { -0.580859, -0.208777 }, + { -0.53795, 0.716666 }, + { -0.515427, 0.0899991 }, + { -0.454634, -0.707938 }, + { -0.420942, 0.991272 }, + { -0.261147, 0.588488 }, + { -0.211219, 0.114841 }, + { -0.146336, -0.259194 }, + { -0.139439, -0.888668 }, + { 0.0116886, 0.326395 }, + { 0.0380566, 0.625477 }, + { 0.0625935, -0.50853 }, + { 0.125584, 0.0469069 }, + { 0.169469, -0.997253 }, + { 0.320597, 0.291055 }, + { 0.359172, -0.633717 }, + { 0.435713, -0.250832 }, + { 0.507797, -0.916562 }, + { 0.545763, 0.730216 }, + { 0.56859, 0.11655 }, + { 0.743156, -0.505173 }, + { 0.736442, -0.189734 }, + { 0.843562, 0.357036 }, + { 0.865413, 0.763726 }, + { 0.872005, -0.927 }, +}; + +float nvsf_LinearizePerspectiveDepth(nvsf_CBData nvsf_cb, float nvsf_depth) +{ + return 1.0 / (nvsf_depth * nvsf_cb.nvsf_DecodeDepthScale + nvsf_cb.nvsf_DecodeDepthBias); +} + +float GFSDK_FaceWorks_EstimateThicknessFromParallelShadowPoisson8( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D<float> nvsf_texDepth, + SamplerState nvsf_ss, + float3 nvsf_uvzShadow) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + float nvsf_sampleSum = 0.0; + [unroll] for (int i = 0; i < 8; ++i) + { + float2 nvsf_uvDelta = nvsf_Poisson8[i] * nvsf_cb.nvsf_ShadowFilterRadius; + float2 nvsf_uvSample = nvsf_uvzShadow.xy + nvsf_uvDelta; + float nvsf_zShadowMap = nvsf_texDepth.Sample(nvsf_ss, nvsf_uvSample); + nvsf_sampleSum += max(0, nvsf_uvzShadow.z - nvsf_zShadowMap); + } + + return nvsf_cb.nvsf_DecodeDepthScale * nvsf_sampleSum * (1.0 / 8.0); +} + +float GFSDK_FaceWorks_EstimateThicknessFromPerspectiveShadowPoisson8( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D<float> nvsf_texDepth, + SamplerState nvsf_ss, + float3 nvsf_uvzShadow) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + float nvsf_sampleSum = 0.0; + float nvsf_linearDepth = nvsf_LinearizePerspectiveDepth(nvsf_cb, nvsf_uvzShadow.z); + [unroll] for (int i = 0; i < 8; ++i) + { + float2 nvsf_uvDelta = nvsf_Poisson8[i] * nvsf_cb.nvsf_ShadowFilterRadius; + float2 nvsf_uvSample = nvsf_uvzShadow.xy + nvsf_uvDelta; + float nvsf_zShadowMap = nvsf_texDepth.Sample(nvsf_ss, nvsf_uvSample); + nvsf_sampleSum += max(0, nvsf_linearDepth - nvsf_LinearizePerspectiveDepth(nvsf_cb, nvsf_zShadowMap)); + } + + return nvsf_sampleSum * (1.0 / 8.0); +} + +float GFSDK_FaceWorks_EstimateThicknessFromParallelShadowPoisson32( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D<float> nvsf_texDepth, + SamplerState nvsf_ss, + float3 nvsf_uvzShadow) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + float nvsf_sampleSum = 0.0; + [unroll] for (int i = 0; i < 32; ++i) + { + float2 nvsf_uvDelta = nvsf_Poisson32[i] * nvsf_cb.nvsf_ShadowFilterRadius; + float2 nvsf_uvSample = nvsf_uvzShadow.xy + nvsf_uvDelta; + float nvsf_zShadowMap = nvsf_texDepth.Sample(nvsf_ss, nvsf_uvSample); + nvsf_sampleSum += max(0, nvsf_uvzShadow.z - nvsf_zShadowMap); + } + + return nvsf_cb.nvsf_DecodeDepthScale * nvsf_sampleSum * (1.0 / 32.0); +} + +float GFSDK_FaceWorks_EstimateThicknessFromPerspectiveShadowPoisson32( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + Texture2D<float> nvsf_texDepth, + SamplerState nvsf_ss, + float3 nvsf_uvzShadow) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + float nvsf_sampleSum = 0.0; + float nvsf_linearDepth = nvsf_LinearizePerspectiveDepth(nvsf_cb, nvsf_uvzShadow.z); + [unroll] for (int i = 0; i < 32; ++i) + { + float2 nvsf_uvDelta = nvsf_Poisson32[i] * nvsf_cb.nvsf_ShadowFilterRadius; + float2 nvsf_uvSample = nvsf_uvzShadow.xy + nvsf_uvDelta; + float nvsf_zShadowMap = nvsf_texDepth.Sample(nvsf_ss, nvsf_uvSample); + nvsf_sampleSum += max(0, nvsf_linearDepth - nvsf_LinearizePerspectiveDepth(nvsf_cb, nvsf_zShadowMap)); + } + + return nvsf_sampleSum * (1.0 / 32.0); +} + +float GFSDK_FaceWorks_EvaluateDeepScatterDirectLight( + GFSDK_FaceWorks_CBData nvsf_opaqueData, + float3 nvsf_normalBlurred, + float3 nvsf_vecToLight, + float nvsf_thickness) +{ + nvsf_CBData nvsf_cb = nvsf_UnpackCBData(nvsf_opaqueData); + + float nvsf_transmittance = exp2(nvsf_cb.nvsf_DeepScatterFalloff * nvsf_thickness * nvsf_thickness); + float nvsf_minusNDotL = -dot(nvsf_normalBlurred, nvsf_vecToLight); + return nvsf_transmittance * saturate(nvsf_minusNDotL + 0.3); +} + +#endif // GFSDK_FACEWORKS_HLSLI |