diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 14:02:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 98e4d548a16c6533eadbe619f78cf1dda1a5c7a4 (patch) | |
tree | faa3c46f400afa969271ea7083601c691834b45b /source/blender/draw/engines/eevee/shaders/default_frag.glsl | |
parent | 119423b252c405b674c790b85962e5321882a9f4 (diff) |
Eevee: Hair: Make SSR works with hairs.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 28 |
1 files changed, 26 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index fd1a10de548..c5dbf29a3f4 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -6,14 +6,38 @@ uniform float roughness; Closure nodetree_exec(void) { +#ifdef HAIR_SHADER + vec3 B = normalize(cross(worldNormal, hairTangent)); + float cos_theta; + if (hairThicknessRes == 1) { + vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + /* Random cosine normal distribution on the hair surface. */ + cos_theta = rand.x * 2.0 - 1.0; + } + else { + /* Shade as a cylinder. */ + cos_theta = hairThickTime / hairThickness; + } + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + vec3 N = normalize(worldNormal * sin_theta + B * cos_theta); + vec3 vN = mat3(ViewMatrix) * N; +#else + vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); + vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal); +#endif + vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 albedo = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); - vec3 N = (gl_FrontFacing) ? worldNormal : -worldNormal; vec3 out_diff, out_spec, ssr_spec; eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec); - Closure result = Closure(out_spec + out_diff * albedo, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0); + Closure result = Closure( + out_spec + out_diff * albedo, + 1.0, + vec4(ssr_spec, roughness), + normal_encode(vN, viewCameraVec), + 0); #ifdef LOOKDEV gl_FragDepth = 0.0; |