diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-07-04 19:02:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-07-05 19:21:06 +0300 |
commit | 8b78a8d9bcb4398873c83cd5f73a4a67f067395d (patch) | |
tree | 66b7f4e04e2d838ee660548266432cd2138f3dac /source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl | |
parent | f8aab24fb5166c9ba935cb8f479cfd24244e7136 (diff) |
Eevee: Volumetrics: Add support for Position Coordinates.
This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl | 64 |
1 files changed, 48 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl index 6cbe37c1c4c..efc744f3ca4 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl @@ -1,6 +1,8 @@ #ifdef VOLUMETRICS +uniform int light_count; + #ifdef COLOR_TRANSMITTANCE layout(location = 0) out vec4 outScattering; layout(location = 1) out vec4 outTransmittance; @@ -8,21 +10,38 @@ layout(location = 1) out vec4 outTransmittance; out vec4 outScatteringTransmittance; #endif +/* Warning: theses are not attributes, theses are global vars. */ +vec3 worldPosition = vec3(0.0); +vec3 viewPosition = vec3(0.0); +vec3 viewNormal = vec3(0.0); + uniform sampler2D depthFull; -void participating_media_properties(vec3 wpos, out vec3 extinction, out vec3 scattering, out float anisotropy) +void participating_media_properties(vec3 wpos, out vec3 extinction, out vec3 scattering, out vec3 emission, out float anisotropy) { +#ifndef VOLUME_HOMOGENEOUS + worldPosition = wpos; + viewPosition = (ViewMatrix * vec4(wpos, 1.0)).xyz; /* warning, Perf. */ +#endif + Closure cl = nodetree_exec(); scattering = cl.scatter; + emission = cl.emission; anisotropy = cl.anisotropy; - extinction = max(vec3(1e-8), cl.absorption + cl.scatter); /* mu_t */ + extinction = max(vec3(1e-4), cl.absorption + cl.scatter); } vec3 participating_media_extinction(vec3 wpos) { +#ifndef VOLUME_HOMOGENEOUS + worldPosition = wpos; + viewPosition = (ViewMatrix * vec4(wpos, 1.0)).xyz; /* warning, Perf. */ +#endif + Closure cl = nodetree_exec(); - return max(vec3(1e-8), cl.absorption + cl.scatter); /* mu_t */ + + return max(vec3(1e-4), cl.absorption + cl.scatter); } float phase_function_isotropic() @@ -32,7 +51,7 @@ float phase_function_isotropic() float phase_function(vec3 v, vec3 l, float g) { -#if 1 +#ifndef VOLUME_ISOTROPIC /* Henyey-Greenstein */ float cos_theta = dot(v, l); g = clamp(g, -1.0 + 1e-3, 1.0 - 1e-3); @@ -47,9 +66,9 @@ vec3 light_volume(LightData ld, vec4 l_vector) { float power; float dist = max(1e-4, abs(l_vector.w - ld.l_radius)); - /* TODO : put this out of the shader. */ /* TODO : Area lighting ? */ /* Removing Area Power. */ + /* TODO : put this out of the shader. */ if (ld.l_type == AREA) { power = 0.0962 * (ld.l_sizex * ld.l_sizey * 4.0f * M_PI); } @@ -59,6 +78,16 @@ vec3 light_volume(LightData ld, vec4 l_vector) return ld.l_color * power / (l_vector.w * l_vector.w); } +vec3 irradiance_volumetric(vec3 wpos) +{ + IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0)); + vec3 irradiance = ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]; + ir_data = load_irradiance_cell(0, vec3(-1.0)); + irradiance += ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]; + irradiance *= 0.16666666; /* 1/6 */ + return irradiance; +} + vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, vec3 s_extinction) { #ifdef VOLUME_SHADOW @@ -72,7 +101,6 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, vec3 s_exti float dd = l_vector.w / numStep; vec3 L = l_vector.xyz * l_vector.w; vec3 shadow = vec3(1.0); - /* start at 0.5 to sample at center of integral part */ for (float s = 0.5; s < (numStep - 0.1); s += 1.0) { vec3 pos = ray_wpos + L * (s / numStep); vec3 s_extinction = participating_media_extinction(pos); @@ -130,6 +158,13 @@ void main() ? cameraPos : (ViewMatrixInverse * vec4(get_view_space_from_depth(uv, 0.5), 1.0)).xyz; +#ifdef VOLUME_HOMOGENEOUS + /* Put it out of the loop for homogeneous media. */ + vec3 s_extinction, s_scattering, s_emission; + float s_anisotropy; + participating_media_properties(vec3(0.0), s_extinction, s_scattering, s_emission, s_anisotropy); +#endif + /* Start from near clip. TODO make start distance an option. */ float rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).r; /* Less noisy but noticeable patterns, could work better with temporal AA. */ @@ -144,15 +179,16 @@ void main() vec3 ray_wpos = ray_origin + wdir_proj * dist; - /* Volume Sample */ - vec3 s_extinction, s_scattering; /* mu_a, mu_t */ +#ifndef VOLUME_HOMOGENEOUS + vec3 s_extinction, s_scattering, s_emission; float s_anisotropy; - participating_media_properties(ray_wpos, s_extinction, s_scattering, s_anisotropy); + participating_media_properties(ray_wpos, s_extinction, s_scattering, s_emission, s_anisotropy); +#endif /* Evaluate each light */ - vec3 Lscat = vec3(0.0); + vec3 Lscat = s_emission; -#if 1 /* Lights */ +#ifdef VOLUME_LIGHTING /* Lights */ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) { LightData ld = lights_data[i]; @@ -169,11 +205,7 @@ void main() #endif /* Environment : Average color. */ - IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0)); - Lscat += (ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]) * 0.333333 * s_scattering * phase_function_isotropic(); - - ir_data = load_irradiance_cell(0, vec3(-1.0)); - Lscat += (ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]) * 0.333333 * s_scattering * phase_function_isotropic(); + Lscat += irradiance_volumetric(wpos) * s_scattering * phase_function_isotropic(); /* Evaluate Scattering */ float s_len = wlen * step; |