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authorClément Foucault <foucault.clem@gmail.com>2017-08-18 16:06:51 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-18 16:09:43 +0300
commit659be38760784b51cf17c768cdf74cdd5718ba71 (patch)
tree2e952a814048abed97058f341bf9be72747249f3 /source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
parent25789f24f2d6c6076e8b3d04a12a1a29c2732ba4 (diff)
Eevee: Rework GTAO
This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl69
1 files changed, 69 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
new file mode 100644
index 00000000000..1c63051c65b
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -0,0 +1,69 @@
+/**
+ * This shader only compute maximum horizon angles for each directions.
+ * The final integration is done at the resolve stage with the shading normal.
+ **/
+
+uniform float rotationOffset;
+
+out vec4 FragColor;
+
+#ifdef DEBUG_AO
+uniform sampler2D normalBuffer;
+
+void main()
+{
+ vec4 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xyxy;
+ vec2 uvs = saturate(gl_FragCoord.xy * texel_size.xy);
+
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth);
+ vec3 V = viewCameraVec;
+ vec3 normal = normal_decode(texture(normalBuffer, uvs).rg, V);
+
+ vec3 bent_normal;
+ float visibility;
+#if 1
+ gtao_deferred(normal, viewPosition, depth, visibility, bent_normal);
+#else
+ vec2 rand = vec2((1.0 / 4.0) * float((int(gl_FragCoord.y) & 0x1) * 2 + (int(gl_FragCoord.x) & 0x1)), 0.5);
+ rand = fract(rand.x + texture(utilTex, vec3(floor(gl_FragCoord.xy * 0.5) / LUT_SIZE, 2.0)).rg);
+ gtao(normal, viewPosition, rand, visibility, bent_normal);
+#endif
+ denoise_ao(normal, depth, visibility, bent_normal);
+
+ FragColor = vec4(visibility);
+}
+
+#else
+uniform float sampleNbr;
+
+void main()
+{
+ ivec2 hr_co = ivec2(gl_FragCoord.xy);
+ ivec2 fs_co = get_fs_co(hr_co);
+
+ vec2 uvs = saturate((vec2(fs_co) + 0.5) / vec2(textureSize(depthBuffer, 0)));
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+
+ if (depth == 1.0) {
+ /* Do not trace for background */
+ FragColor = vec4(0.0);
+ return;
+ }
+
+ /* Avoid self shadowing. */
+ depth = saturate(depth - 3e-6); /* Tweaked for 24bit depth buffer. */
+
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth);
+
+ float phi = get_phi(hr_co, fs_co, sampleNbr);
+ float offset = get_offset(fs_co, sampleNbr);
+ vec2 max_dir = get_max_dir(viewPosition.z);
+
+ FragColor.xy = search_horizon_sweep(phi, viewPosition, uvs, offset, max_dir);
+
+ /* Resize output for integer texture. */
+ FragColor = pack_horizons(FragColor.xy).xyxy;
+}
+#endif