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author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-24 15:49:00 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 23:49:15 +0300 |
commit | 66d8f82b832b58cba3273c0a4196fae6db0e1efd (patch) | |
tree | 682a3aba8fbd23ccd72a4e4f2a02fb36ad0a0d01 /source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl | |
parent | 1c0c63ce5b3914be2d0828260e5ac777a7596d36 (diff) |
Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.
See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.
On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl new file mode 100644 index 00000000000..15e9696a4c5 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -0,0 +1,63 @@ + +/* Based on Frosbite Unified Volumetric. + * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ + +/* Step 3 : Integrate for each froxel the final amount of light + * scattered back to the viewer and the amout of transmittance. */ + +uniform sampler3D volumeScattering; /* Result of the scatter step */ +uniform sampler3D volumeExtinction; + +flat in int slice; + +layout(location = 0) out vec4 finalScattering; +layout(location = 1) out vec4 finalTransmittance; + +void main() +{ + /* Start with full transmittance and no scattered light. */ + finalScattering = vec4(0.0); + finalTransmittance = vec4(1.0); + + vec3 tex_size = vec3(textureSize(volumeScattering, 0).xyz); + + /* Compute view ray. */ + vec2 uvs = gl_FragCoord.xy / tex_size.xy; + vec3 ndc_cell = volume_to_ndc(vec3(uvs, 1e-5)); + vec3 view_cell = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z); + + /* Ortho */ + float prev_ray_len = view_cell.z; + float orig_ray_len = 1.0; + + /* Persp */ + if (ProjectionMatrix[3][3] == 0.0) { + prev_ray_len = length(view_cell); + orig_ray_len = prev_ray_len / view_cell.z; + } + + /* Without compute shader and arbitrary write we need to + * accumulate from the beginning of the ray for each cell. */ + float integration_end = float(slice); + for (int i = 0; i < slice; ++i) { + ivec3 volume_cell = ivec3(gl_FragCoord.xy, i); + + vec4 Lscat = texelFetch(volumeScattering, volume_cell, 0); + vec4 s_extinction = texelFetch(volumeExtinction, volume_cell, 0); + + float cell_depth = volume_z_to_view_z((float(i) + 1.0) / tex_size.z); + float ray_len = orig_ray_len * cell_depth; + + /* Evaluate Scattering */ + float s_len = abs(ray_len - prev_ray_len); + prev_ray_len = ray_len; + vec4 Tr = exp(-s_extinction * s_len); + + /* integrate along the current step segment */ + Lscat = (Lscat - Lscat * Tr) / s_extinction; + /* accumulate and also take into account the transmittance from previous steps */ + finalScattering += finalTransmittance * Lscat; + + finalTransmittance *= Tr; + } +}
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