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authorClément Foucault <foucault.clem@gmail.com>2017-07-21 01:24:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commita2932078ec247e9723af27f86bcd7be9cab9aeb7 (patch)
treeefe9de4e098125f6b82e09f93d7c2cbe54837950 /source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
parentb576d06050dd1dec3b4afcb0a3ada586d2add166 (diff)
Eevee: SSR: Add firefly filter and refine noise reduction.
Push to 9 resolve sample. Add an normalization as an option since it gives harsh limits.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl103
1 files changed, 62 insertions, 41 deletions
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 4a1cea1338e..e266dac6d22 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -21,7 +21,7 @@ vec3 generate_ray(ivec2 pix, vec3 V, vec3 N, float a2, out float pdf)
return reflect(-V, H);
}
-#define MAX_MIP 5.0
+#define MAX_MIP 9.0
#ifdef STEP_RAYTRACE
@@ -156,6 +156,11 @@ vec3 find_reflection_incident_point(vec3 cam, vec3 hit, vec3 pos, vec3 N)
}
#endif
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N)
{
/* TODO real motion vectors */
@@ -176,8 +181,8 @@ float screen_border_mask(vec2 past_hit_co, vec3 hit)
hit_co.xy = (hit_co.xy / hit_co.w) * 0.5 + 0.5;
hit_co.zw = past_hit_co;
- const float margin = 0.002;
- const float atten = 0.1 + margin; /* Screen percentage */
+ const float margin = -0.02;
+ const float atten = 0.02 + margin; /* Screen percentage */
hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co));
vec2 atten_fac = min(hit_co.xy, hit_co.zw);
@@ -186,7 +191,7 @@ float screen_border_mask(vec2 past_hit_co, vec3 hit)
return screenfade;
}
-#define NUM_NEIGHBORS 4
+#define NUM_NEIGHBORS 9
void main()
{
@@ -214,16 +219,23 @@ void main()
vec4 spec_accum = vec4(0.0);
/* Resolve SSR */
- float cone_cos = cone_cosine(roughness);
+ float cone_cos = cone_cosine(roughnessSquared);
float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
- cone_tan *= mix(saturate(dot(N, V) * 2.0), 1.0, sqrt(roughness)); /* Elongation fit */
+ cone_tan *= mix(saturate(dot(N, V) * 2.0), 1.0, roughness); /* Elongation fit */
+
+ vec2 source_uvs = project_point(PastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
- vec3 ssr_accum = vec3(0.0);
+ vec4 ssr_accum = vec4(0.0);
float weight_acc = 0.0;
float mask_acc = 0.0;
float dist_acc = 0.0;
float hit_acc = 0.0;
- const ivec2 neighbors[4] = ivec2[4](ivec2(0, 0), ivec2(1, 1), ivec2(0, 1), ivec2(1, 0));
+ const ivec2 neighbors[9] = ivec2[9](
+ ivec2(0, 0),
+ ivec2(-1, 1), ivec2(0, 1), ivec2(1, 1),
+ ivec2(-1, 0), ivec2(1, 0),
+ ivec2(-1, -1), ivec2(0, -1), ivec2(1, -1)
+ );
ivec2 invert_neighbor;
invert_neighbor.x = ((fullres_texel.x & 0x1) == 0) ? 1 : -1;
invert_neighbor.y = ((fullres_texel.y & 0x1) == 0) ? 1 : -1;
@@ -232,44 +244,52 @@ void main()
float pdf = texelFetch(pdfBuffer, target_texel, 0).r;
- /* Check if there was a hit */
+ vec2 hit_co = texelFetch(hitBuffer, target_texel, 0).rg;
+
+ /* Reconstruct ray */
+ float hit_depth = textureLod(depthBuffer, hit_co, 0.0).r;
+ vec3 hit_pos = get_world_space_from_depth(hit_co, hit_depth);
+
+ /* Evaluate BSDF */
+ vec3 L = normalize(hit_pos - worldPosition);
+ float bsdf = bsdf_ggx(N, L, V, roughnessSquared);
+
+ /* Find hit position in previous frame */
+ vec2 ref_uvs = get_reprojected_reflection(hit_pos, worldPosition, N);
+
+ /* Estimate a cone footprint to sample a corresponding mipmap level */
+ /* compute cone footprint Using UV distance because we are using screen space filtering */
+ float cone_footprint = 1.5 * cone_tan * distance(ref_uvs, source_uvs);
+ float mip = BRDF_BIAS * clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP);
+
+#ifdef USE_NORMALIZATION
+ float weight = step(0.001, pdf) * bsdf / pdf;
+#else
+ float weight = 1.0;
+#endif
+
+ float border_mask = screen_border_mask(ref_uvs, hit_pos);
+ vec3 sample = vec3(0.0);
+
+ /* Check if ray is singnificant enough. */
if (pdf > 0.001) {
- vec2 hit_co = texelFetch(hitBuffer, target_texel, 0).rg;
-
- /* Reconstruct ray */
- float hit_depth = textureLod(depthBuffer, hit_co, 0.0).r;
- vec3 hit_pos = get_world_space_from_depth(hit_co, hit_depth);
-
- /* Evaluate BSDF */
- vec3 L = normalize(hit_pos - worldPosition);
- float bsdf = bsdf_ggx(N, L, V, roughnessSquared);
-
- /* Find hit position in previous frame */
- vec2 ref_uvs = get_reprojected_reflection(hit_pos, worldPosition, N);
- vec2 source_uvs = project_point(PastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
-
- /* Estimate a cone footprint to sample a corresponding mipmap level */
- /* compute cone footprint Using UV distance because we are using screen space filtering */
- float cone_footprint = cone_tan * distance(ref_uvs, source_uvs);
- float mip = BRDF_BIAS * clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP);
-
- float border_mask = screen_border_mask(ref_uvs, hit_pos);
- float weight = border_mask * bsdf / max(1e-8, pdf);
- ssr_accum += textureLod(colorBuffer, ref_uvs, mip).rgb * weight;
- weight_acc += weight;
- dist_acc += distance(hit_pos, worldPosition);
- mask_acc += border_mask;
- hit_acc += 1.0;
+ sample = textureLod(colorBuffer, ref_uvs, mip).rgb ;
}
+
+ /* Firefly removal */
+ sample /= 1 + brightness(sample);
+
+ /* Check if there was a hit */
+ ssr_accum += vec4(sample, border_mask) * weight * step(0.001, pdf);
+ weight_acc += weight;
}
/* Compute SSR contribution */
if (weight_acc > 0.0) {
- /* Fade intensity based on roughness and average distance to hit */
- float fade = saturate(2.0 - roughness * 2.0); /* fade between 0.5 and 1.0 roughness */
- fade *= mask_acc / hit_acc;
- fade *= mask_acc / hit_acc;
- accumulate_light(ssr_accum / weight_acc, fade, spec_accum);
+ ssr_accum /= weight_acc;
+ /* fade between 0.5 and 1.0 roughness */
+ ssr_accum.a *= saturate(2.0 - roughness * 2.0);
+ accumulate_light(ssr_accum.rgb, ssr_accum.a, spec_accum);
}
/* If SSR contribution is not 1.0, blend with cubemaps */
@@ -278,7 +298,8 @@ void main()
}
fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0);
- // fragColor = vec4(texelFetch(hitBuffer, halfres_texel, 0).rgb, 1.0);
+ // vec2 _uvs = project_point(PastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
+ // fragColor = vec4(textureLod(colorBuffer, _uvs, roughness * MAX_MIP).rgb, 1.0);
}
#endif