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authorClément Foucault <foucault.clem@gmail.com>2018-12-17 11:54:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-17 11:54:24 +0300
commitb253fe4d1b84a4cb42fcabf4fad6611034b505c2 (patch)
tree5b5bace35f425e832193e15a5a96d5019f62ab8d /source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
parent99457dd9819b6d2f63e84ba80280fe2819e8928d (diff)
Eevee: Change Bent normal calculation
This changes the bent normal effect to be a bit more subtle. I also tuned down the bent normal blending factor so mesh faceted look may appear more in occluded regions. this is to increase the fidelity of the indirect lighting. This blending might be a parameter in the future. Based the calculation on "Bent Normals and Cones in Screen-space" by O. Klehm, T. Ritschel, E. Eisemann, H.-P. Seidel
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl17
1 files changed, 8 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 40c6bb1f1e0..4c9d04ff339 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -177,12 +177,11 @@ void integrate_slice(vec3 normal, vec2 t_phi, vec2 horizons, inout float visibil
visibility += vis;
- /* Finding Bent normal */
+ /* O. Klehm, T. Ritschel, E. Eisemann, H.-P. Seidel
+ * Bent Normals and Cones in Screen-space
+ * Sec. 3.1 : Bent normals */
float b_angle = (h.x + h.y) * 0.5;
- /* The 0.5 factor below is here to equilibrate the accumulated vectors.
- * (sin(b_angle) * -t_phi) will accumulate to (phi_step * result_nor.xy * 0.5).
- * (cos(b_angle) * 0.5) will accumulate to (phi_step * result_nor.z * 0.5). */
- bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle) * 0.5);
+ bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle)) * vis;
}
void gtao_deferred(
@@ -203,9 +202,9 @@ void gtao_deferred(
integrate_slice(normal, dirs.xy, horizons.xy, visibility, bent_normal);
integrate_slice(normal, dirs.zw, horizons.zw, visibility, bent_normal);
- visibility *= 0.5; /* We integrated 2 slices. */
+ bent_normal = normalize(bent_normal / visibility);
- bent_normal = normalize(bent_normal);
+ visibility *= 0.5; /* We integrated 2 slices. */
}
void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3 bent_normal)
@@ -222,7 +221,7 @@ void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3
vec2 horizons = search_horizon_sweep(dir, position, uvs, noise.y, max_dir);
integrate_slice(normal, dir, horizons, visibility, bent_normal);
- bent_normal = normalize(bent_normal);
+ bent_normal = normalize(bent_normal / visibility);
}
/* Multibounce approximation base on surface albedo.
@@ -261,7 +260,7 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out
if ((int(aoSettings) & USE_BENT_NORMAL) != 0) {
/* The bent normal will show the facet look of the mesh. Try to minimize this. */
- float mix_fac = visibility * visibility;
+ float mix_fac = visibility * visibility * visibility;
bent_normal = normalize(mix(bent_normal, vnor, mix_fac));
bent_normal = transform_direction(ViewMatrixInverse, bent_normal);