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authorClément Foucault <foucault.clem@gmail.com>2021-03-03 15:14:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-03 16:57:25 +0300
commit1c22b551d0c13ad90bdc6145e6fa7db763038523 (patch)
tree665c29f8f283ea6b384f9b1fd6216b807be0896a
parent87da26404f26a482365319681d699c73e032113c (diff)
EEVEE: Add ensure_valid_reflection to glossy closures
This is ported from Cycles and fixes issues with bump/normal mapping giving weird reflections/lighting. Fixes T81070 Specular light should be limited to normal pointing toward the camera Fixes T78501 Normal mapping making specular artifact
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl54
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl5
2 files changed, 59 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index bc2895ef3df..5f0fde134d1 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -135,6 +135,60 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
}
+/* Same thing as Cycles without the comments to make it shorter. */
+vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N)
+{
+ vec3 R = -reflect(I, N);
+
+ /* Reflection rays may always be at least as shallow as the incoming ray. */
+ float threshold = min(0.9 * dot(Ng, I), 0.025);
+ if (dot(Ng, R) >= threshold) {
+ return N;
+ }
+
+ float NdotNg = dot(N, Ng);
+ vec3 X = normalize(N - NdotNg * Ng);
+
+ float Ix = dot(I, X), Iz = dot(I, Ng);
+ float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
+ float a = Ix2 + Iz2;
+
+ float b = sqrt(Ix2 * (a - sqr(threshold)));
+ float c = Iz * threshold + a;
+
+ float fac = 0.5 / a;
+ float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
+ bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
+ bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
+
+ vec2 N_new;
+ if (valid1 && valid2) {
+ /* If both are possible, do the expensive reflection-based check. */
+ vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2));
+ vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2));
+
+ float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
+ float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
+
+ valid1 = (R1 >= 1e-5);
+ valid2 = (R2 >= 1e-5);
+ if (valid1 && valid2) {
+ N_new = (R1 < R2) ? N1 : N2;
+ }
+ else {
+ N_new = (R1 > R2) ? N1 : N2;
+ }
+ }
+ else if (valid1 || valid2) {
+ float Nz2 = valid1 ? N1_z2 : N2_z2;
+ N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2));
+ }
+ else {
+ return Ng;
+ }
+ return N_new.x * X + N_new.y * Ng;
+}
+
/* ----------- Cone angle Approximation --------- */
/* Return a fitted cone angle given the input roughness */
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
index 5c10a7f451f..00d265a48b0 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
@@ -3,6 +3,7 @@
#pragma BLENDER_REQUIRE(lights_lib.glsl)
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
struct ClosureInputGlossy {
vec3 N; /** Shading normal. */
@@ -39,6 +40,10 @@ ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in,
cl_in.roughness = clamp(cl_in.roughness, 1e-8, 0.9999);
cl_out.radiance = vec3(0.0);
+#ifndef STEP_RESOLVE /* SSR */
+ cl_in.N = ensure_valid_reflection(cl_common.Ng, cl_common.V, cl_in.N);
+#endif
+
float NV = dot(cl_in.N, cl_common.V);
vec2 lut_uv = lut_coords(NV, cl_in.roughness);