.. _customize_shaders: Customize Shaders ==================================== SAPIEN renderer compiles GLSL shaders on the fly. One may provide new shader files to change the behavior of SAPIEN renderer completely. This tutorial covers the design of SAPIEN's shader packs, and demonstrates how to customize the renderer with 2 examples: * Add a depth-of-field effect to the rasterization pipeline (coming soon) * Add a per-pixel sampling variance measure to the ray-tracing pipeline .. note:: This tutorial assumes knowledge of GPU pipelines and GLSL. If you are not familiar with the them, we recommend reading `Vulkan tutorial `_ and `OpenGL tutorial `_ first. .. warning:: The current design for renderer customization is experimental. You may expect frequent breaking changes in future versions. Shader pack ---------------- A shader pack in SAPIEN is a directory containing glsl files. SAPIEN parses the file names and file contents under this directory to determine rendering bahavior. If `gbuffer.frag` exists, SAPIEN recognizes the directory as a rasterization shader pack, if `camera.rgen` exists, SAPIEN recognizes the directory as a ray-tracing shader pack. The best way to understand SAPIEN's shaders is by reading them. The default rasterization shader pack directory can be found by shell command .. code-block:: shell python -c 'import os,sapien; print(os.path.dirname(sapien.__file__) + "/vulkan_shader/ibl")' The default ray traacing shader pack directory can be found by shell command .. code-block:: shell python -c 'import os,sapien; print(os.path.dirname(sapien.__file__) + "/vulkan_shader/rt")' Rasterization pipeline ----------------------------- SAPIEN adopts a multi-pass deferred rendering pipeline for rasterization. The passes are determined by files in the shader pack. Render passes ^^^^^^^^^^^^^^^^^^ A render pass is identified by files describing its shader stages. To enable render pass `A`, you need to create `A.vert`, `A.geom`, and/or `A.frag` under the shader pack directory. SAPIEN rasterization pipeline **requires** a `gbuffer` pass. At the minimum, a rasterization shader pack contains `gbuffer.vert` and `gbuffer.frag` files. All other files are optional to describe more complex pipelines. If `gbuffer1.vert` and `gbuffer1.frag` exist. The `gbuffer` pass only processes opaque objects and `gbuffer1` pass processes transparent objects. More over if `gbuffer{x}.vert` and `gbuffer{x}.frag` exist where `{x}` is consecutive integers starting from 2. SAPIEN will render objects marked with render mode `{x}` with this pass (this functionality has not been exposed to Python). 2 other special gbuffer passes are the `point` pass and `line` pass, which processes point and line primitives. `shadow` pass describes shadow map generation and only contains the vertex shader stage `shadow.vert`. Multiple render passes will be created during rendering depending on the number of lights added to the scene. `deferred` pass describes the deferred lighting stage. `deferred.vert` is almost always the same code that draws a full-screen triangle. `deferred.frag` should compute lighting from rendering results of the `gbuffer` pass. `composite` passes are additional `deferred` passes for multi-pass post-processing. They share a `composite.vert` that is identical to `deferred.vert`. Their fragment shaders are named `composite{x}.frag` where `{x}` are consecutive integers starting from 0. Geometry input ^^^^^^^^^^^^^^^^^^^ Geometries (mesh, point clouds, etc.) are specified as input parameters to vertex shader of gbuffer passes (`gbuffer{x}.vert`, `point.vert`, `line.vert`). SAPIEN has 6 built-in input attributes ``vec3 position``, ``vec3 normal``, ``vec2 uv``, ``vec3 tangent``, ``vec3 bitangent``, ``vec4 color``. ``position`` is the required attribute and must be placed at `location=0`. All other attributes are optional and SAPIEN automatically identifies them and loads them to the GPU. They can be placed in any order, but their locations must be consecutive integers. Here is an example of a valid input layout. .. code-block:: glsl layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 uv; layout(location = 3) in vec3 tangent; layout(location = 4) in vec3 bitangent; .. note:: All `gbuffer{x}` passes must use the same vertex layout, even across different shaders. All `point` and `line` passes must use the same vertex layout, even across different shaders. Uniform input ^^^^^^^^^^^^^^^^^^^^^^^ Property of objects, the camera, and the scene are bound as uniform buffers and textures in descriptor sets. Each descriptor set can use any set number. SAPIEN recognizes these sets by their names. Camera set """""""""""" The camera set should have the following buffer at binding 0. The name ``CameraBuffer`` and ``cameraBuffer`` are mandatory. .. code-block:: glsl layout(set = 0, binding = 0) uniform CameraBuffer { mat4 viewMatrix; // view matrix of the current frame mat4 projectionMatrix; // projection matrix of this camera mat4 viewMatrixInverse; mat4 projectionMatrixInverse; mat4 prevViewMatrix; // view matrix of the previous frame mat4 prevViewMatrixInverse; float width; // render target width float height; // render target height } cameraBuffer; Object set """""""""""" The object set should have the following buffer at binding 0. The name ``ObjectBuffer`` and ``objectBuffer`` are mandatory. .. code-block:: glsl layout(set = 1, binding = 0) uniform ObjectBuffer { mat4 modelMatrix; mat4 prevModelMatrix; // model matrix of the previous frame uvec4 segmentation; // stores SAPIEN's mesh and actor segmentation float transparency; // used by the viewer to render transparency int shadeFlat; // disable normal interpolation } objectBuffer; Material set """""""""""""" The material set should always be the same. .. code-block:: glsl layout(set = 2, binding = 0) uniform MaterialBuffer { vec4 emission; vec4 baseColor; float fresnel; float roughness; float metallic; float transmission; float ior; float transmissionRoughness; int textureMask; int padding1; } materialBuffer; Scene set """""""""""" The scene set should have the following buffer at binding 0 and 1. The name ``SceneBuffer``, ``sceneBuffer``, ``LightBuffer``, ``ShadowBuffer``, and ``shadowBuffer`` are mandatory. .. code-block:: glsl layout(set = 0, binding = 0) uniform SceneBuffer { vec4 ambientLight; DirectionalLight directionalLights[3]; SpotLight spotLights[10]; PointLight pointLights[10]; SpotLight texturedLights[1]; } sceneBuffer; struct LightBuffer { mat4 viewMatrix; mat4 viewMatrixInverse; mat4 projectionMatrix; mat4 projectionMatrixInverse; int width; int height; }; layout(set = 0, binding = 1) uniform ShadowBuffer { LightBuffer directionalLightBuffers[3]; LightBuffer spotLightBuffers[10]; LightBuffer pointLightBuffers[60]; // 1 point light requires 6 buffers LightBuffer texturedLightBuffers[1]; } shadowBuffer; If shadow map is enabled, the next few bindings are used for the depth maps. .. code-block:: glsl layout(set = 3, binding = 2) uniform samplerCube samplerPointLightDepths[3]; layout(set = 3, binding = 3) uniform sampler2D samplerDirectionalLightDepths[1]; layout(set = 3, binding = 4) uniform sampler2D samplerTexturedLightDepths[1]; layout(set = 3, binding = 5) uniform sampler2D samplerSpotLightDepths[10]; Additionally, if textured light (active light) is enabled, a texture light texture is required. Currently only 1 textured light texture is supported. .. code-block:: glsl layout(set = 3, binding = 6) uniform sampler2D samplerTexturedLightTextures[1]; You are also required to declare the following specialization constants that match the numbers used in ``SceneBuffer`` and ``ShadowBuffer``. The order does not matter. These numbers also correspond to the maximum number of lights and shadows allowed for this shader. .. code-block:: glsl layout (constant_id = 0) const int NUM_DIRECTIONAL_LIGHTS = 3; layout (constant_id = 1) const int NUM_POINT_LIGHTS = 10; layout (constant_id = 2) const int NUM_DIRECTIONAL_LIGHT_SHADOWS = 1; layout (constant_id = 3) const int NUM_POINT_LIGHT_SHADOWS = 3; layout (constant_id = 4) const int NUM_TEXTURED_LIGHT_SHADOWS = 1; layout (constant_id = 5) const int NUM_SPOT_LIGHT_SHADOWS = 10; layout (constant_id = 6) const int NUM_SPOT_LIGHTS = 10; Additionally, the scene set has 2 more recognized textures ``sampleEnvironment`` and ``sampleBRDFLUT`` .. code-block:: glsl layout(set = 3, binding = 7) uniform samplerCube samplerEnvironment; layout(set = 3, binding = 8) uniform sampler2D samplerBRDFLUT; ``sampleEnvironment`` is the texture specified by SAPIEN's ``set_environment_map`` functions. ``sampleBRDFLUT`` is a fixed texture used in `image based lighting `_. Render targets ^^^^^^^^^^^^^^^^ Render targets are textures written by the renderer. These textures are eventually retrieved by ``camera.get_texture`` (formerly ``camera.get_float_texture``, ``camera.get_color_rgba``) and ``camera.get_dl_tensor``. Output """""""""" When render targets are written as a color attachment, you need to add an `out` as prefix to its name. For example in `gbuffer` shader, one may do .. code-block:: glsl layout(location = 0) out vec4 outAlbedo; layout(location = 1) out vec4 outSpecular; layout(location = 2) out vec4 outNormal; layout(location = 3) out uvec4 outSegmentation; SAPIEN recognizes these names and create float textures named `Albedo`, `Specular`, and `Normal`, as well as uint texture `Segmentation`. Input """""""""" When render targets need to be used as input to `deferred` and `composite` passes, you need to add a `sampler` as prefix to its name. And use a separate descriptor set to bind them. For example in `deferred.frag`, you may do .. code-block:: glsl layout(set = 2, binding = 0) uniform sampler2D samplerAlbedo; layout(set = 2, binding = 1) uniform sampler2D samplerNormal; layout(set = 2, binding = 2) uniform sampler2D samplerSpecular; layout(location = 0) out vec4 outLighting; This tells SAPIEN renderer to use the `Albedo`, `Normal`, and `Specular` textures generated from a previous pass, and this pass generates the `Lighting` texture. Ray tracing pipeline ----------------------------- Uniform input ^^^^^^^^^^^^^^^^^^^^^^ Similar to the rasterization pipeline, information about the camera and the scene are provided through descriptor sets. However, object and material information are part of the scene as all obejcts and material information must be available at once for ray-tracing. The camera set is identical to the rasterization pipeline. The scene set is described as follows. .. code-block:: glsl struct GeometryInstance { uint geometryIndex; uint materialIndex; int padding0; int padding1; }; struct Material { vec4 emission; vec4 baseColor; float fresnel; float roughness; float metallic; float transmission; float ior; float transmissionRoughness; int textureMask; int padding1; }; struct TextureIndex { int diffuse; int metallic; int roughness; int emission; int normal; int occlusion; int padding0; int padding1; }; struct Object { uvec4 segmentation; float transparency; int shadeFlat; int padding0; int padding1; }; layout(set = 1, binding = 0) uniform accelerationStructureEXT tlas; layout(set = 1, binding = 1) readonly buffer GeometryInstances { GeometryInstance i[]; } geometryInstances; layout(set = 1, binding = 2) readonly buffer Materials { Material m; } materials[]; layout(set = 1, binding = 3) readonly buffer TextureIndices { TextureIndex t[]; } textureIndices; layout(set = 1, binding = 4) uniform sampler2D textures[]; layout(set = 1, binding = 5) readonly buffer PointLights { PointLight l[]; } pointLights; layout(set = 1, binding = 6) readonly buffer DirectionalLights { DirectionalLight l[]; } directionalLights; layout(set = 1, binding = 7) readonly buffer SpotLights { SpotLight l[]; } spotLights; layout(std430, set = 1, binding = 8) readonly buffer Vertices { Vertex v[]; } vertices[]; layout(set = 1, binding = 9) readonly buffer Indices { uint i[]; } indices[]; layout(set = 1, binding = 10) uniform samplerCube samplerEnvironment; layout(set = 1, binding = 11) readonly buffer Objects { Object o[]; } objects; The set number and binding order does not matter. the ``Vertices`` buffer must be using `std430` so that it is compatible with the rasterization pipeline if you want to use both shader pipelines in SAPIEN. Ray generation ^^^^^^^^^^^^^^^^^^ Ray tracing's entry point is always the ray generation shader `camera.rgen`. The render targets must be all specified in this stage. Unlike the rasterization pipeline, render targets are specified as stroage images instead of color attachments. For example, .. code-block:: glsl layout(set = 0, binding = 0, rgba32f) uniform image2D outHdrColor; layout(set = 0, binding = 1, rgba32f) uniform image2D outAlbedo; layout(set = 0, binding = 2, rgba32f) uniform image2D outNormal; layout(set = 0, binding = 3, rgba32ui) uniform uimage2D outSegmentation; layout(set = 0, binding = 4, rgba32f) uniform image2D outRadiance; Ray miss ^^^^^^^^^^^^^^^^^^ SAPIEN renderer expects `camera.rmiss` and `shadow.rmiss` files for camera ray miss and shadow ray miss respectively. Ray hit ^^^^^^^^^^^ SAPIEN renderer expects `camera.rahit` for any hit and `camera.rchit` for closest hit. Shadow ray tracing, and next ray sampling should happen in `camera.rchit`. Denoising ^^^^^^^^^^^^^^^^^^ If hardware allows, SAPIEN renderer uses the OptiX denoiser to perform denoising on `HdrColor` texture with `Albedo` and `Normal` textures. Post processing ^^^^^^^^^^^^^^^^^^ After ray tracing and optionally denoising, a full-screen `postprocessing.comp` compute shader is invoked to process the render targets (e.g., doing gamma correction). This shader expects storage images as input. .. code-block:: glsl layout(set = 0, binding = 0, rgba32f) uniform readonly image2D HdrColor; layout(set = 0, binding = 1, rgba32f) uniform writeonly image2D Color; Parameters ^^^^^^^^^^^^^ Parameters to the ray-tracing pipeline is specified through push constants. .. code-block:: glsl layout(push_constant) uniform Constants { vec3 ambientLight; int frameCount; // current accumulated frame int spp; // samples per pixel int maxDepth; // max camera ray bounces int russianRoulette; // whether to use Russian Roulette int russianRouletteMinBounces; // starting point for Russian Roulette int pointLightCount; // number of point lights int directionalLightCount; // number of directional lights int spotLightCount; // number of spot lights (including textured lights) int envmap; // whether to use envmap or ambient light }; Example: ray tracing variance --------------------------------- Create a new shader pack ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Copy the default `rt` shader pack. For example, name it `rt-variance`. Modify the camera and viewer shader directory to the new `rt-variance` folder. .. code-block:: python sapien.render_config.camera_shader_dir = "./rt-variance" sapien.render_config.viewer_shader_dir = "./rt-variance" Add a new output texture ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Edit `camera.rgen` file and declare the variance texture. .. highlight:: glsl .. literalinclude:: ../../../../examples/rendering/rt-variance/camera.rgen :dedent: 0 :lines: 11-16 Compute variance ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ In addition to accumulating the radiance, we also accumulate its square. .. literalinclude:: ../../../../examples/rendering/rt-variance/camera.rgen :dedent: 0 :lines: 38-39 .. literalinclude:: ../../../../examples/rendering/rt-variance/camera.rgen :dedent: 0 :lines: 84-85 .. literalinclude:: ../../../../examples/rendering/rt-variance/camera.rgen :dedent: 0 :lines: 88-89 Finally, compute incremental variance across frames .. literalinclude:: ../../../../examples/rendering/rt-variance/camera.rgen :dedent: 0 :lines: 91-106 Now the `Variance` and `Color` texture on 32 samples per pixel looks like .. |pic1| image:: assets/variance.png :width: 45% .. |pic2| image:: assets/variance-color.png :width: 45% |pic1| |pic2|