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authorClément Foucault <foucault.clem@gmail.com>2017-10-02 20:44:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-02 20:44:44 +0300
commit5f7192018eb81af1cf406999d8d7871b4f47cd31 (patch)
treebaad096703fc06f690d371a4b4d0b81e770e77ea /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parent04e4a0db0dec2f52b0059c58c32fc5fa423a0407 (diff)
Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.
This makes the metals shine more. Previous behaviour was not correct.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl28
1 files changed, 20 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 16b3283b624..e23effb854c 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -136,7 +136,10 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
- ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
+ ssr_spec = F_ibl(f0, brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
+ }
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
@@ -308,7 +311,10 @@ vec3 eevee_surface_clearcoat_lit(
vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
- ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
+ ssr_spec = F_ibl(f0, brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
+ }
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
uv = lut_coords(dot(C_N, V), C_roughness);
@@ -533,15 +539,18 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
- /* 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;
- ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
+ ssr_spec = F_ibl(f0, brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
+ }
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
return out_light;
@@ -785,7 +794,10 @@ vec3 eevee_surface_glass(vec3 N, vec3 transmission_col, float roughness, float i
/* Apply fresnel on lamps. */
out_light *= vec3(fresnel);
- ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut) * specular_occlusion(NV, final_ao, roughness);
+ ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
+ }
out_light += spec_accum.rgb * ssr_spec;