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authorClément Foucault <foucault.clem@gmail.com>2017-06-29 02:22:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-29 02:47:59 +0300
commite14fd191054c699722195c7e2b7c635bf837f411 (patch)
treea43bc712c78b960414b6ec7d162647560100234c
parent8d57f4e3c6f1fd2a0281f309110a0f12362d3afd (diff)
Eevee: Add Initial support for Principle BRDF.
Lots of things not working yet but it's comming.
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl154
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl25
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c12
3 files changed, 183 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 38ce8680bab..127a5167d0c 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -139,7 +139,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
}
/* World Diffuse */
- if (diff_accum.a < 1.0 && grid_count > 0) {
+ if (diff_accum.a < 0.999 && grid_count > 0) {
vec3 diff = probe_evaluate_world_diff(bent_normal);
accumulate_light(diff, 1.0, diff_accum);
}
@@ -148,3 +148,155 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
return out_light;
}
+
+/* ----------- CLEAR COAT ----------- */
+
+vec3 eevee_surface_clearcoat_lit(
+ vec3 N, vec3 albedo, vec3 f0, float roughness,
+ vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
+ float ao)
+{
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+ C_roughness = clamp(C_roughness, 1e-8, 0.9999);
+ float C_roughnessSquared = C_roughness * C_roughness;
+
+ vec3 V = cameraVec;
+ N = normalize(N);
+ C_N = normalize(C_N);
+
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
+
+#ifdef HAIR_SHADER
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
+
+ vec3 diff = vec3(0.0);
+ vec3 spec = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
+
+ vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
+ l_vector.xyz = ld.l_position - worldPosition;
+ l_vector.w = length(l_vector.xyz);
+
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
+
+#ifdef HAIR_SHADER
+ vec3 norm_lamp, view_vec;
+ float occlu_trans, occlu;
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
+
+ diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
+ spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu;
+#else
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
+ spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity;
+#endif
+ }
+
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo + spec * float(specToggle);
+
+#ifdef HAIR_SHADER
+ N = -norm_view;
+#endif
+
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 spec_accum = vec4(0.0);
+ vec4 C_spec_accum = vec4(0.0);
+
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
+ PlanarData pd = planars_data[i];
+
+ /* Fade on geometric normal. */
+ float fade = probe_attenuation_planar(pd, worldPosition, worldNormal);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
+
+ vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.a, cameraPos, C_roughness, fade);
+ accumulate_light(C_spec, fade, C_spec_accum);
+ }
+ }
+
+ /* Specular probes */
+ vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
+ vec3 C_spec_dir = get_specular_dominant_dir(C_N, V, C_roughnessSquared);
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
+
+ float fade = probe_attenuation_cube(cd, worldPosition);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+
+ vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
+ accumulate_light(C_spec, fade, C_spec_accum);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+
+ vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
+ accumulate_light(C_spec, 1.0, C_spec_accum);
+ }
+
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ /* Get Brdf intensity */
+ vec2 uv = lut_coords(dot(N, V), roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
+
+ uv = lut_coords(dot(C_N, V), C_roughness);
+ brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ out_light += C_spec_accum.rgb * F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(dot(C_N, V), final_ao, C_roughness) * float(specToggle) * C_intensity;
+
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 diff_accum = vec4(0.0);
+
+ /* Start at 1 because 0 is world irradiance */
+ for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
+ GridData gd = grids_data[i];
+
+ vec3 localpos;
+ float fade = probe_attenuation_grid(gd, worldPosition, localpos);
+
+ if (fade > 0.0) {
+ vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
+ accumulate_light(diff, fade, diff_accum);
+ }
+ }
+
+ /* World Diffuse */
+ if (diff_accum.a < 0.999 && grid_count > 0) {
+ vec3 diff = probe_evaluate_world_diff(bent_normal);
+ accumulate_light(diff, 1.0, diff_accum);
+ }
+
+ out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
+
+ return out_light;
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index abbcfc61518..e0e44bccfc0 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2573,6 +2573,12 @@ vec3 rotate_vector(vec3 p, vec3 n, float theta) {
);
}
+void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_fac, out vec4 diffuse, out vec4 f0)
+{
+ vec4 dielectric = vec4(0.034) * specular_fac * 2.0;
+ diffuse = mix(basecol, vec4(0.0), metallic);
+ f0 = mix(dielectric, basecol, metallic);
+}
/*********** NEW SHADER NODES ***************/
@@ -2650,6 +2656,17 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
{
+#ifdef EEVEE_ENGINE
+ vec4 diffuse, f0;
+ convert_metallic_to_specular(base_color, metallic, specular, diffuse, f0);
+
+ /* Original value is 0.25 but this one seems to fit cycles better */
+ clearcoat *= 0.5;
+
+ vec3 surface_color = eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, roughness, CN, clearcoat, clearcoat_roughness, 1.0);
+
+ result = vec4(surface_color, 1.0);
+#else
/* ambient light */
// TODO: set ambient light to an appropriate value
vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
@@ -2764,6 +2781,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
}
result = vec4(L, 1.0);
+#endif
}
void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)
@@ -3862,13 +3880,6 @@ void node_output_world(vec4 surface, vec4 volume, out vec4 result)
result = vec4(surface.rgb, backgroundAlpha);
}
-void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_fac, out vec4 diffuse, out vec4 f0)
-{
- vec4 dielectric = vec4(0.034) * specular_fac * 2.0;
- diffuse = mix(basecol, vec4(0.0), metallic);
- f0 = mix(dielectric, basecol, metallic);
-}
-
/* TODO : clean this ifdef mess */
/* EEVEE output */
#ifdef EEVEE_ENGINE
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index e0330d110ca..f34c0e603ac 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -65,6 +65,7 @@ static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
+#if 0 /* Old 2.7 glsl viewport */
// normal
if (!in[17].link)
in[17].link = GPU_builtin(GPU_VIEW_NORMAL);
@@ -76,6 +77,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node)
in[18].link = GPU_builtin(GPU_VIEW_NORMAL);
else
GPU_link(mat, "direction_transform_m4v3", in[18].link, GPU_builtin(GPU_VIEW_MATRIX), &in[18].link);
+#endif
+
+ /* Normals */
+ if (!in[17].link) {
+ GPU_link(mat, "world_normals_get", &in[17].link);
+ }
+
+ /* Clearcoat Normals */
+ if (!in[18].link) {
+ GPU_link(mat, "world_normals_get", &in[18].link);
+ }
return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
}