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authorClément Foucault <foucault.clem@gmail.com>2017-07-22 15:43:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-22 15:46:54 +0300
commit03c0525b4c16392b607a82d5d1da56a7c4f30d40 (patch)
treea0d1f6c1bf55b6ba781a723b1c14896c94f0e083
parentd2131b8f16d0ece0230b4364594f7dd90a76cdb4 (diff)
Eevee: SSR: Small fixes
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test. - Early out non reflective surfaces. - Add small offset to raytrace to avoid self intersection. - Fix fallback probes not appearing.
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
4 files changed, 16 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 1957cc0788f..6a0dea8eadf 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -752,6 +752,8 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_call_add(grp, quad, NULL);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 64ad433eb44..83f238ce782 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -59,6 +59,11 @@ void main()
/* Retrieve pixel data */
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+
+ /* Early out */
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ discard;
+
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
float a2 = roughnessSquared * roughnessSquared;
@@ -244,6 +249,11 @@ void main()
vec3 V = cameraVec;
vec3 N = mat3(ViewMatrixInverse) * normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, viewCameraVec);
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+
+ /* Early out */
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ discard;
+
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index d2a9b5843c5..d0c60310a00 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -96,7 +96,7 @@ float raycast(sampler2D depth_texture, vec3 ray_origin, vec3 ray_dir, float ray_
float end = P1.x * step_sign;
/* Initial offset */
- pqk += dPQK * ray_jitter;
+ pqk += dPQK * (0.01 + ray_jitter);
bool hit = false;
float raw_depth;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c2956011ffa..a7055d422f0 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2663,8 +2663,8 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 L = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0);
-
- result = Closure(L * color.rgb, 1.0, vec4(0.0), vec2(0.0), -1);
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = Closure(L * color.rgb, 1.0, vec4(0.0), normal_encode(N, viewCameraVec), -1);
#else
/* ambient light */
vec3 L = vec3(0.2);
@@ -2945,7 +2945,7 @@ void node_emission(vec4 color, float strength, vec3 N, out Closure result)
#ifndef VOLUMETRICS
color *= strength;
#ifdef EEVEE_ENGINE
- result = Closure(color.rgb, color.a, vec4(0.0), vec2(0.0), -1);
+ result = Closure(color.rgb, color.a, vec4(0.0), normal_encode(N, viewCameraVec), -1);
#else
result = Closure(color.rgb, color.a);
#endif