Files
sbox-public/engine/Sandbox.Engine/Scene/Components/PostProcessing/Effects/ScreenSpaceReflections.cs
Lorenz Junglas 12affe5ccb Reduce material creations/allocations (#3766)
* Make SpriteBatchSceneObject shaders static, so we don't create them per instance

* Avoid per frame shader/material creation in PostProcessing

* Avoid per frame shader/material creation in HudPainter

* Move a few more compute shaders into static members

* Reduce allocations in NormalizeFilename

* Reduce string allocations in Material.FromShader
2026-01-14 08:40:37 +01:00

199 lines
7.6 KiB
C#

using Sandbox.Rendering;
namespace Sandbox;
[Title( "Screen-Space Reflections" )]
[Category( "Post Processing" )]
[Icon( "local_mall" )]
public class ScreenSpaceReflections : BasePostProcess<ScreenSpaceReflections>
{
int Frame;
Texture BlueNoise { get; set; } = Texture.Load( "textures/dev/blue_noise_256.vtex" );
[ConVar( "r_ssr_downsample_ratio", Help = "Default SSR resolution scale (0 = Disabled, 1 = Full, 2 = Quarter, 4 = Sixteeneth)." )]
internal static int DownsampleRatio { get; set; } = 2;
/// <summary>
/// Stop tracing rays after this roughness value.
/// This is meant to be used to avoid tracing rays for very rough surfaces which are unlikely to have any reflections.
/// This is a performance optimization.
/// </summary>
public float RoughnessCutoff => 0.4f;
[Property, Hide] public bool Denoise { get; set; } = true;
enum Passes
{
//ClassifyTiles,
Intersect,
DenoiseReproject,
DenoisePrefilter,
DenoiseResolveTemporal,
BilateralUpscale
}
CommandList cmd = new CommandList( "ScreenSpaceReflections" );
CommandList cmdLastframe = new CommandList( "ScreenSpaceReflections (Last Frame)" );
private static readonly ComputeShader ShaderCs = new ComputeShader( "screen_space_reflections_cs" );
protected override void OnEnabled()
{
base.OnEnabled();
cmdLastframe.Reset();
cmdLastframe.Attributes.GrabFrameTexture( "LastFrameColor" );
}
protected override void OnDisabled()
{
base.OnDisabled();
Frame = 0;
}
public override void Render()
{
cmd.Reset();
bool pingPong = (Frame++ % 2) == 0;
if ( DownsampleRatio < 1 )
return;
bool needsUpscale = DownsampleRatio != 1;
cmd.Attributes.Set( "BlueNoiseIndex", BlueNoise.Index );
var Radiance0 = cmd.GetRenderTarget( "Radiance0", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio );
var Radiance1 = cmd.GetRenderTarget( "Radiance1", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio );
var Variance0 = cmd.GetRenderTarget( "Variance0", ImageFormat.R16F, sizeFactor: DownsampleRatio );
var Variance1 = cmd.GetRenderTarget( "Variance1", ImageFormat.R16F, sizeFactor: DownsampleRatio );
var SampleCount0 = cmd.GetRenderTarget( "Sample Count0", ImageFormat.R16F, sizeFactor: DownsampleRatio );
var SampleCount1 = cmd.GetRenderTarget( "Sample Count1", ImageFormat.R16F, sizeFactor: DownsampleRatio );
var AverageRadiance0 = cmd.GetRenderTarget( "Average Radiance0", ImageFormat.RGBA8888, sizeFactor: 8 * DownsampleRatio );
var AverageRadiance1 = cmd.GetRenderTarget( "Average Radiance1", ImageFormat.RGBA8888, sizeFactor: 8 * DownsampleRatio );
var ReprojectedRadiance = cmd.GetRenderTarget( "Reprojected Radiance", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio );
var RayLength = cmd.GetRenderTarget( "Ray Length", ImageFormat.R16F, sizeFactor: DownsampleRatio );
var DepthHistory = cmd.GetRenderTarget( "Previous Depth", ImageFormat.R16F, sizeFactor: DownsampleRatio );
var GBufferHistory = cmd.GetRenderTarget( "Previous GBuffer", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio );
var FullResRadiance = needsUpscale ? cmd.GetRenderTarget( "Radiance Full", ImageFormat.RGBA16161616F ) : default;
var radiancePing = pingPong ? Radiance0 : Radiance1;
var radianceHistory = pingPong ? Radiance1 : Radiance0;
var variancePing = pingPong ? Variance0 : Variance1;
var varianceHistory = pingPong ? Variance1 : Variance0;
var samplePing = pingPong ? SampleCount0 : SampleCount1;
var sampleHistory = pingPong ? SampleCount1 : SampleCount0;
var averagePing = pingPong ? AverageRadiance0 : AverageRadiance1;
var averageHistory = pingPong ? AverageRadiance1 : AverageRadiance0;
var lastFrameRt = cmdLastframe.Attributes.GetRenderTarget( "LastFrameColor" )?.ColorTarget ?? Texture.Transparent;
// Common settings for all passes
cmd.Attributes.Set( "GBufferHistory", GBufferHistory.ColorTexture );
cmd.Attributes.Set( "PreviousFrameColor", lastFrameRt );
cmd.Attributes.Set( "DepthHistory", DepthHistory.ColorTexture );
cmd.Attributes.Set( "RayLength", RayLength.ColorTexture );
cmd.Attributes.Set( "RoughnessCutoff", RoughnessCutoff );
// Downsampled size info
cmd.Attributes.Set( "Scale", 1.0f / (float)DownsampleRatio );
cmd.Attributes.Set( "ScaleInv", (float)DownsampleRatio );
foreach ( Passes pass in Enum.GetValues( typeof( Passes ) ) )
{
if ( !Denoise && pass != Passes.Intersect )
break;
switch ( pass )
{
case Passes.Intersect:
cmd.Attributes.Set( "OutRadiance", radiancePing.ColorTexture );
break;
case Passes.DenoiseReproject:
cmd.Attributes.Set( "Radiance", radiancePing.ColorTexture );
cmd.Attributes.Set( "RadianceHistory", radianceHistory.ColorTexture );
cmd.Attributes.Set( "AverageRadianceHistory", averageHistory.ColorTexture );
cmd.Attributes.Set( "VarianceHistory", varianceHistory.ColorTexture );
cmd.Attributes.Set( "SampleCountHistory", sampleHistory.ColorTexture );
cmd.Attributes.Set( "OutReprojectedRadiance", ReprojectedRadiance.ColorTexture );
cmd.Attributes.Set( "OutAverageRadiance", averagePing.ColorTexture );
cmd.Attributes.Set( "OutVariance", variancePing.ColorTexture );
cmd.Attributes.Set( "OutSampleCount", samplePing.ColorTexture );
break;
case Passes.DenoisePrefilter:
cmd.Attributes.Set( "Radiance", radiancePing.ColorTexture );
cmd.Attributes.Set( "RadianceHistory", radianceHistory.ColorTexture );
cmd.Attributes.Set( "AverageRadiance", averagePing.ColorTexture );
cmd.Attributes.Set( "Variance", variancePing.ColorTexture );
cmd.Attributes.Set( "SampleCountHistory", samplePing.ColorTexture );
cmd.Attributes.Set( "OutRadiance", radianceHistory.ColorTexture );
cmd.Attributes.Set( "OutVariance", varianceHistory.ColorTexture );
cmd.Attributes.Set( "OutSampleCount", sampleHistory.ColorTexture );
break;
case Passes.DenoiseResolveTemporal:
cmd.Attributes.Set( "AverageRadiance", averagePing.ColorTexture );
cmd.Attributes.Set( "Radiance", radianceHistory.ColorTexture );
cmd.Attributes.Set( "ReprojectedRadiance", ReprojectedRadiance.ColorTexture );
cmd.Attributes.Set( "Variance", varianceHistory.ColorTexture );
cmd.Attributes.Set( "SampleCount", sampleHistory.ColorTexture );
cmd.Attributes.Set( "OutRadiance", radiancePing.ColorTexture );
cmd.Attributes.Set( "OutVariance", variancePing.ColorTexture );
cmd.Attributes.Set( "OutSampleCount", samplePing.ColorTexture );
cmd.Attributes.Set( "GBufferHistoryRW", GBufferHistory.ColorTexture );
cmd.Attributes.Set( "DepthHistoryRW", DepthHistory.ColorTexture );
break;
case Passes.BilateralUpscale:
if ( !needsUpscale )
{
continue;
}
cmd.Attributes.Set( "Radiance", radiancePing.ColorTexture );
cmd.Attributes.Set( "OutRadiance", FullResRadiance.ColorTexture );
cmd.Attributes.SetCombo( "D_PASS", (int)Passes.BilateralUpscale );
cmd.DispatchCompute( ShaderCs, cmd.ViewportSize );
continue;
}
if ( pass == Passes.BilateralUpscale )
continue;
cmd.Attributes.SetCombo( "D_PASS", (int)pass );
cmd.DispatchCompute( ShaderCs, ReprojectedRadiance.Size );
}
var finalReflection = needsUpscale ? FullResRadiance : radiancePing;
cmd.ResourceBarrierTransition( finalReflection, ResourceState.PixelShaderResource );
// Final SSR color to be used by shaders
if ( needsUpscale )
cmd.GlobalAttributes.Set( "ReflectionColorIndex", FullResRadiance.ColorIndex );
else
cmd.GlobalAttributes.Set( "ReflectionColorIndex", radiancePing.ColorIndex );
InsertCommandList( cmdLastframe, Stage.AfterOpaque, 0, "ScreenSpaceReflections" );
InsertCommandList( cmd, Stage.AfterDepthPrepass, int.MaxValue, "ScreenSpaceReflections" );
}
}