UE编辑器灯光颜色,能量传入Shader流程

news2024/10/6 12:23:22

编辑器界面:

 

 代码流程:

FLinearColor ULightComponent::GetColoredLightBrightness() const
{
	// Brightness in Lumens
	float LightBrightness = ComputeLightBrightness();
	FLinearColor Energy = FLinearColor(LightColor) * LightBrightness;
	if (bUseTemperature)
	{
		Energy *= FLinearColor::MakeFromColorTemperature(Temperature);
	}

	return Energy;
}

	/** 
	 * Filter color of the light.
	 * Note that this can change the light's effective intensity.
	 */
UPROPERTY(BlueprintReadOnly, interp, Category=Light, meta=(HideAlphaChannel, ShouldShowInViewport = true))
	FColor LightColor;

FORCEINLINE FLinearColor::FLinearColor(const FColor& Color)
{
	R = sRGBToLinearTable[Color.R];
	G = sRGBToLinearTable[Color.G];
	B = sRGBToLinearTable[Color.B];
	A = float(Color.A) * (1.0f / 255.0f);
}

float ULightComponent::ComputeLightBrightness() const
{
	float LightBrightness = Intensity;

	if(IESTexture)
	{
		if(bUseIESBrightness)
		{
			LightBrightness = IESTexture->Brightness * IESBrightnessScale;
		}

		LightBrightness *= IESTexture->TextureMultiplier;
	}

	return LightBrightness;
}

FLinearColor FLinearColor::MakeFromColorTemperature( float Temp )
{
	Temp = FMath::Clamp( Temp, 1000.0f, 15000.0f );

	// Approximate Planckian locus in CIE 1960 UCS
	float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
	float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );

	float x = 3.0f * u / ( 2.0f * u - 8.0f * v + 4.0f );
	float y = 2.0f * v / ( 2.0f * u - 8.0f * v + 4.0f );
	float z = 1.0f - x - y;

	float Y = 1.0f;
	float X = Y/y * x;
	float Z = Y/y * z;

	// XYZ to RGB with BT.709 primaries
	float R =  3.2404542f * X + -1.5371385f * Y + -0.4985314f * Z;
	float G = -0.9692660f * X +  1.8760108f * Y +  0.0415560f * Z;
	float B =  0.0556434f * X + -0.2040259f * Y +  1.0572252f * Z;

	return FLinearColor(R,G,B);
}
void FLightRenderParameters::MakeShaderParameters(const FViewMatrices& ViewMatrices, float Exposure, FLightShaderParameters& OutShaderParameters) const
{
	OutShaderParameters.TranslatedWorldPosition = FVector3f(ViewMatrices.GetPreViewTranslation() + WorldPosition);
	OutShaderParameters.InvRadius = InvRadius;
	OutShaderParameters.Color = FVector3f(Color) * GetLightExposureScale(Exposure);
	OutShaderParameters.FalloffExponent = FalloffExponent;
	OutShaderParameters.Direction = Direction;
	OutShaderParameters.SpecularScale = SpecularScale;
	OutShaderParameters.Tangent = Tangent;
	OutShaderParameters.SourceRadius = SourceRadius;
	OutShaderParameters.SpotAngles = SpotAngles;
	OutShaderParameters.SoftSourceRadius = SoftSourceRadius;
	OutShaderParameters.SourceLength = SourceLength;
	OutShaderParameters.RectLightBarnCosAngle = RectLightBarnCosAngle;
	OutShaderParameters.RectLightBarnLength = RectLightBarnLength;
	OutShaderParameters.RectLightAtlasUVOffset = RectLightAtlasUVOffset;
	OutShaderParameters.RectLightAtlasUVScale = RectLightAtlasUVScale;
	OutShaderParameters.RectLightAtlasMaxLevel = RectLightAtlasMaxLevel;
}
FLightSceneProxy::FLightSceneProxy(const ULightComponent* InLightComponent)
	: LightComponent(InLightComponent)
	, SceneInterface(InLightComponent->GetScene())
	, IndirectLightingScale(InLightComponent->IndirectLightingIntensity)
	, VolumetricScatteringIntensity(FMath::Max(InLightComponent->VolumetricScatteringIntensity, 0.0f))
	, ShadowResolutionScale(InLightComponent->ShadowResolutionScale)
	, ShadowBias(InLightComponent->ShadowBias)
	, ShadowSlopeBias(InLightComponent->ShadowSlopeBias)
	, ShadowSharpen(InLightComponent->ShadowSharpen)
	, ContactShadowLength(InLightComponent->ContactShadowLength)
	, SpecularScale(InLightComponent->SpecularScale)
	, LightGuid(InLightComponent->LightGuid)
	, RayStartOffsetDepthScale(InLightComponent->RayStartOffsetDepthScale)
	, IESTexture(0)
	, bContactShadowLengthInWS(InLightComponent->ContactShadowLengthInWS ? true : false)
	, bMovable(InLightComponent->IsMovable())
	, bStaticLighting(InLightComponent->HasStaticLighting())
	, bStaticShadowing(InLightComponent->HasStaticShadowing())
	, bCastDynamicShadow(InLightComponent->CastShadows && InLightComponent->CastDynamicShadows)
	, bCastStaticShadow(InLightComponent->CastShadows && InLightComponent->CastStaticShadows)
	, bCastTranslucentShadows(InLightComponent->CastTranslucentShadows)
	, bTransmission(InLightComponent->bTransmission && bCastDynamicShadow && !bStaticShadowing)
	, bCastVolumetricShadow(InLightComponent->bCastVolumetricShadow)
	, bCastHairStrandsDeepShadow(InLightComponent->bCastDeepShadow)
	, bCastShadowsFromCinematicObjectsOnly(InLightComponent->bCastShadowsFromCinematicObjectsOnly)
	, bForceCachedShadowsForMovablePrimitives(InLightComponent->bForceCachedShadowsForMovablePrimitives)
	, CastRaytracedShadow(InLightComponent->CastShadows == 0? (TEnumAsByte<ECastRayTracedShadow::Type>) ECastRayTracedShadow::Disabled : InLightComponent->CastRaytracedShadow)
	, bAffectReflection(InLightComponent->bAffectReflection)
	, bAffectGlobalIllumination(InLightComponent->bAffectGlobalIllumination)
	, bAffectTranslucentLighting(InLightComponent->bAffectTranslucentLighting)
	, bUsedAsAtmosphereSunLight(InLightComponent->IsUsedAsAtmosphereSunLight())
	, bAffectDynamicIndirectLighting(InLightComponent->bAffectDynamicIndirectLighting)
	, bUseRayTracedDistanceFieldShadows(InLightComponent->bUseRayTracedDistanceFieldShadows)
	, bUseVirtualShadowMaps(false)	// See below
	, bCastModulatedShadows(false)
	, bUseWholeSceneCSMForMovableObjects(false)
	, AtmosphereSunLightIndex(InLightComponent->GetAtmosphereSunLightIndex())
	, AtmosphereSunDiskColorScale(InLightComponent->GetAtmosphereSunDiskColorScale())
	, LightType(InLightComponent->GetLightType())	
	, LightingChannelMask(GetLightingChannelMaskForStruct(InLightComponent->LightingChannels))
	, StatId(InLightComponent->GetStatID(true))
	, ComponentName(InLightComponent->GetFName())
	, LevelName(InLightComponent->GetOwner() ? InLightComponent->GetOwner()->GetLevel()->GetOutermost()->GetFName() : NAME_None)
	, FarShadowDistance(0)
	, FarShadowCascadeCount(0)
	, ShadowAmount(1.0f)
	, SamplesPerPixel(1)
	, DeepShadowLayerDistribution(InLightComponent->DeepShadowLayerDistribution)
#if ACTOR_HAS_LABELS
	, OwnerNameOrLabel(InLightComponent->GetOwner() ? InLightComponent->GetOwner()->GetActorNameOrLabel() : InLightComponent->GetName())
#endif
{
	check(SceneInterface);

	// Currently we use virtual shadows maps for all lights when the global setting is enabled
	bUseVirtualShadowMaps = ::UseVirtualShadowMaps(SceneInterface->GetShaderPlatform(), SceneInterface->GetFeatureLevel());

	// Treat stationary lights as movable when non-nanite VSMs are enabled
	const bool bNonNaniteVirtualShadowMaps = UseNonNaniteVirtualShadowMaps(SceneInterface->GetShaderPlatform(), SceneInterface->GetFeatureLevel());
	if (bNonNaniteVirtualShadowMaps)
	{
		bStaticShadowing = bStaticLighting;
	}

	const FLightComponentMapBuildData* MapBuildData = InLightComponent->GetLightComponentMapBuildData();
	
	if (MapBuildData && bStaticShadowing && !bStaticLighting)
	{
		ShadowMapChannel = MapBuildData->ShadowMapChannel;
	}
	else
	{
		ShadowMapChannel = INDEX_NONE;
	}

	// Use the preview channel if valid, otherwise fallback to the lighting build channel
	PreviewShadowMapChannel = InLightComponent->PreviewShadowMapChannel != INDEX_NONE ? InLightComponent->PreviewShadowMapChannel : ShadowMapChannel;

	StaticShadowDepthMap = &LightComponent->StaticShadowDepthMap;

	if(LightComponent->IESTexture)
	{
		IESTexture = LightComponent->IESTexture;
	}
	 
	Color = LightComponent->GetColoredLightBrightness();
}
FDeferredLightUniformStruct GetDeferredLightParameters(const FSceneView& View, const FLightSceneInfo& LightSceneInfo)
{
	FDeferredLightUniformStruct Out;

	FLightRenderParameters LightParameters;
	LightSceneInfo.Proxy->GetLightShaderParameters(LightParameters);
	LightParameters.MakeShaderParameters(View.ViewMatrices, View.GetLastEyeAdaptationExposure(), Out.LightParameters);
}
struct FLightRenderParameters
{
	ENGINE_API void MakeShaderParameters(const FViewMatrices& ViewMatrices, float Exposure, FLightShaderParameters& OutShaderParameters) const;
	ENGINE_API float GetLightExposureScale(float Exposure) const;
	static ENGINE_API float GetLightExposureScale(float Exposure, float InverseExposureBlend);

	// Position of the light in world space.
	FVector WorldPosition;

	// 1 / light's falloff radius from Position.
	float InvRadius;

	// Color of the light.
	FLinearColor Color;

	// The exponent for the falloff of the light intensity from the distance.
	float FalloffExponent;

	// Direction of the light if applies.
	FVector3f Direction;

	// Factor to applies on the specular.
	float SpecularScale;

	// One tangent of the light if applies.
	// Note: BiTangent is on purpose not stored for memory optimisation purposes.
	FVector3f Tangent;

	// Radius of the point light.
	float SourceRadius;

	// Dimensions of the light, for spot light, but also
	FVector2f SpotAngles;

	// Radius of the soft source.
	float SoftSourceRadius;

	// Other dimensions of the light source for rect light specifically.
	float SourceLength;

	// Barn door angle for rect light
	float RectLightBarnCosAngle;

	// Barn door length for rect light
	float RectLightBarnLength;

	// Rect. light atlas transformation
	FVector2f RectLightAtlasUVOffset;
	FVector2f RectLightAtlasUVScale;
	float RectLightAtlasMaxLevel;

	float InverseExposureBlend;

	// Return Invalid rect light atlas MIP level
	static float GetRectLightAtlasInvalidMIPLevel() { return 32.f;  }
};

Shader对应代码:

FDeferredLightData SetupLightDataForStandardDeferred()
{



	FDeferredLightData LightData;
	LightData.TranslatedWorldPosition = GetDeferredLightTranslatedWorldPosition();
	LightData.InvRadius = DeferredLightUniforms_InvRadius;
	LightData.Color = DeferredLightUniforms_Color;
	LightData.FalloffExponent = DeferredLightUniforms_FalloffExponent;
	LightData.Direction = DeferredLightUniforms_Direction;
	LightData.Tangent = DeferredLightUniforms_Tangent;
	LightData.SpotAngles = DeferredLightUniforms_SpotAngles;
	LightData.SourceRadius = DeferredLightUniforms_SourceRadius;
	LightData.SourceLength =  1  > 0 ? DeferredLightUniforms_SourceLength : 0;
    LightData.SoftSourceRadius = DeferredLightUniforms_SoftSourceRadius;
	LightData.SpecularScale = DeferredLightUniforms_SpecularScale;
	LightData.ContactShadowLength = abs(DeferredLightUniforms_ContactShadowLength);
	LightData.ContactShadowLengthInWS = DeferredLightUniforms_ContactShadowLength < 0.0f;
	LightData.ContactShadowNonShadowCastingIntensity = DeferredLightUniforms_ContactShadowNonShadowCastingIntensity;
	LightData.DistanceFadeMAD = DeferredLightUniforms_DistanceFadeMAD;
	LightData.ShadowMapChannelMask = DeferredLightUniforms_ShadowMapChannelMask;
	LightData.ShadowedBits = DeferredLightUniforms_ShadowedBits;
	LightData.bInverseSquared =  1  > 0 && DeferredLightUniforms_FalloffExponent == 0;
	LightData.bRadialLight =  1  > 0;

	LightData.bSpotLight =  1  > 0;
	LightData.bRectLight =  1  == 2;

	LightData.RectLightBarnCosAngle = DeferredLightUniforms_RectLightBarnCosAngle;
	LightData.RectLightBarnLength = DeferredLightUniforms_RectLightBarnLength;
	LightData.RectLightAtlasMaxLevel = DeferredLightUniforms_RectLightAtlasMaxLevel;
	LightData.RectLightAtlasUVOffset = DeferredLightUniforms_RectLightAtlasUVOffset;
	LightData.RectLightAtlasUVScale = DeferredLightUniforms_RectLightAtlasUVScale;

	LightData.HairTransmittance = InitHairTransmittanceData();
	return LightData;
}

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