Files
Sam Pavlovic 1fcec6a92e Indirect Baked Lighting - DDGI (#3420)
* DDGI stub with rasterized path

* Debug probes and fix stuff

* Simplify all of this, add system later

* Iterate, start integrate

* Integrate depth, allow copying depth to another format

* Iterate, fix depth, send ddgi volume data to gpu, start integrating on lighting compositing, almost there

* DDGIVolume gets bake button, doesnt bake automatically, correct transformation

* DDGI Visibility Tests wip

* DDGI Volumetric Fog
https://files.facepunch.com/sampavlovic/1b2911b1/sbox-dev_UCziuQjdTQ.mp4

* Fix ddgi depth integration, iterate

* Simplify this and correct octahedral coordinates seams

* Iterate

* Probe is 8x8, do normalization directly,  cleanup

* Bias probe position, visibility adjustments, make eveyrthing smoother

* Unify integration in SampleProbeData, still need to clean it further

* Unify integrate passes

* Add view bias and use border as per papers, fixes most distortion when using visibility at the same time
https://files.facepunch.com/sampavlovic/1b0411b1/sbox-dev_laDCpwFxk5.png

* Cleanup and fixes for border, cleanup sampling code too

* Proper compositing for DDGI for maps that have baked lighting already, could still have more thought to avoid uncessesary branching

* DDGI System, allow for multiple volumes in scene, cleanup
https://files.facepunch.com/sampavlovic/1b0711b1/sbox-dev_xcJUeit2s4.png
https://files.facepunch.com/sampavlovic/1b0711b1/sbox-dev_c59O7Bea6p.png

* Rebase fixes, the way to do this sucks

* Caching tests, Texture.GetPixels3D seems a bit messed

* ddgi.texturecache texturegenerator, much simpler, caches texture nicely and doesnt lead residues on ram after uploaded

* Add LPVDebugGrid on managed, make DDGIVolume use it, dont save cache texture on disable, works way faster than gizmos

* Update volume only if it's enabled

* DDGI on AmbientLight.hlsl

* Simplify and fixes

* ExtendToSceneBounds, rebake envmaps when bake finished, normalbias

* RENDER_DEFAULT_STATE_RASTERIZER probably shouldnt remove override of rasterizer state

* Cleanup

* [Pick] Fix TextureCompiler not compiling 3D textures properly, make Texture.GetBitmap work with 3D textures

* Add NoPrepassCulling, avoids "rays" from probes that are inside geometry from leaking light

https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_bQfsZlWwop.png

* Final adjustments and cleanupj, name this Indirect Light Volume

* Indirect Light Volume prefab

* Remove log infos, adjust sliders

* Whoops

* format

* Rebase fix

* Re-apply the currently tracked cull mode so the override state binds immediately, makes sure that SetLayerNoCull works as intended

* Enqueue probes that affect geometry first, this gives quicker iteration results
https://files.facepunch.com/sampavlovic/1b1911b1/Screen_Recording_2026-01-19_at_16.16.36.mov

* float16 guards for ddgi_integrate, avoid NaNs

* Texture.Save supports volume textures

* DDGIVolume saves using the super nice Texture.Save api instead of texutre generator

* Do the same color punchy look thing we do for envmap probes in ddgi probes
https://files.facepunch.com/sampavlovic/1b1911b1/ezgif-13a1dd53fc7688fe.gif

* Don't save ddgi async, just do it directly

* DDGI editor icon
https://files.facepunch.com/sampavlovic/1b2011b1/F1I0KaZt5j.png

* Shaders

* Format

* Add EditorSystem.Camera

* Move texture creation to DDGIProbeUpdaterCubemapper, build probes in order from the camera, use async instead of an update

* Dont multiply DDGI diffuse by AO, that's done on the shadingmodel, this gives accurate multibounce as well

* Update probes sequentially again, makes sure results are consistent, if we do near camera again, should do it with same logic to keep probes that affect geometry first too

* Move NoPrepassCulling to RenderToCubeTexture, can't figure out why behaviour is different between these but solves light leak issue

* Fix overriding array not working for depth textures, make this clearer

* Overriden rasterizer state actually overrides when doing SetCullMode

* Rework border logic, should be seamless now

* Experiment with shadow sharpness being soft, with borders being fine the variance shadow map stuff from DDGI paper looks correct
https://files.facepunch.com/sampavlovic/1b2211b1/sbox-dev_UNTiRmJ7Fw.png

* Make Depth Sharpness a Property instead

* Delete copy_border shader, do everything within the same shader with groupshared memory, actually sample borders correctly, this reduces octahedral border aliasing to a minimum
https://files.facepunch.com/sampavlovic/1b2311b1/sbox-dev_FqPPpRZ6MD.png
https://files.facepunch.com/sampavlovic/1b2311b1/Source2Viewer_TiqGxdYWwX.png

* Distance calculations use unbiased probe-space position so when we move ddgi transform it doesnt fuck visibility up

* Make DDGI Debug Grid use gizmo pooling so it follows gizmo visibility rules (hidden when gizmos disabled, not in cubemaps)

* DDGI Relocation proto, Moves probes out of geometry to unfuck artifacts
https://files.facepunch.com/sampavlovic/1b2311b1/ezgif-1afaed4e1c2ac9a5.gif
https://files.facepunch.com/sampavlovic/1b2311b1/ezgif-11a3e64fd2952590.gif

* DDGI less contrasty

* Parallelize relocation

* More resilient tracing tests & give option to deactivate if probe is fully inside of geometry instead of relocating those fully occluded

* Simplify LPVDebugGrid, remove all the fucking mess from it

* Simplify DDGIVolume, hide all the bullshit

* VTexWriter allows to save as uncompressed, make Relocation texture uncompressed since we want alpha to be flags

* Add Graphics.FlushGPU
Forces the GPU to flush all pending commands and wait for completion.
Useful when you need to ensure GPU work is finished before proceeding.
Can be called outside of a render block.

* DDGIVolume uses Graphics.FlushGPU instead of dumb Task.Await, density goes up to 10, Debug Grid updates if we change probes

* Format

* Doubt we are going to use flags, just store alpha as active state directly, makes it more resilient to eventual compression

* Sprite was calculating offset incorrectly and causing ambient lighting to be fucked, fog was fucked too
https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_i3h4RcWncI.png

* DDGI should really be under Light not Misc

* Keep LPVDebugGrid render bounds infinite, SceneCusotmObject shouldnt change it from there

* Move RelocationTexture to same Generated behaviour so we dont override the property it while we are rendering, make probes default visible

* Remove shitty hack from scenecamera and make DDGIVolumeUpdater take scene renderattributes, makes DDGI bounces retrofeed from itself

Should fix terrain rendering being fucked in DDGI too

Will see to make this more generic

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_uzXYN0Qzw6.png

* Make Energy Loss an attribute for DDGI, I prefer a more contrasty look but there are scenes where you'd want more accurate energy conservation, first picture is an example where energy loss contrast makes it look worse

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_kdTH1qhEwR.png

https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_gMoRxorzV0.png

* Progress system can be toasts

* Clean up progress system, always available now via Application.Editor.

* Added Scene/Bake DDGI Volumes

* Changed DDGIVolume to IndirectLightVolume

* Refinement steps for probe relocation

* Kill existing bake if disabled or ticking bake again

* EnergyLoss is Contrast and increase max density, keep default contrast to the value I'm happy with

* Don't call it the implementation name to the user

* formet

* Build shaders

* Bind dummy DDGI_Volumes buffer as default on high level

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Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
2026-01-27 12:07:21 -03:00
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