SSCT optimizations and fixes
- Use lower depth LOD as the cone radius increases. This is the same technique we use for SAO. The better cache access significantly improve performance. On a test on Pixel4 at 585MHz, SAO pass improves by 30%. This also helps the algorithm scale with the shadow distance. - Shadow direction/length no longer dependent on aspect-ratio and camera orientation. This is fixed by doing all the computations in screen-space instead of normalized screen space. - Shadow parameters are no longer dependent on the field of view. - Also rename dominantLightShadowing.fs to ssct.fs - remove zoom parameter, it wasn't very useful.
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committed by
Mathias Agopian
parent
9e01348dd5
commit
583c1c07cf
@@ -319,7 +319,6 @@ void SimpleViewer::updateUserInterface() {
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ImGui::SliderFloat("Intensity##dls", &ssao.ssct.intensity, 0.0f, 10.0f);
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ImGui::SliderFloat("Depth bias", &ssao.ssct.depthBias, 0.0f, 1.0f);
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ImGui::SliderFloat("Depth slope bias", &ssao.ssct.depthSlopeBias, 0.0f, 1.0f);
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ImGui::SliderFloat("Scale", &ssao.ssct.scale, 0.0f, 10.0f);
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ImGui::SliderInt("Sample Count", &sampleCount, 1, 32);
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ImGuiExt::DirectionWidget("Direction##dls", ssao.ssct.lightDirection.v);
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ssao.ssct.sampleCount = sampleCount;
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