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authorClément Foucault <foucault.clem@gmail.com>2017-10-24 15:49:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-27 23:49:15 +0300
commit66d8f82b832b58cba3273c0a4196fae6db0e1efd (patch)
tree682a3aba8fbd23ccd72a4e4f2a02fb36ad0a0d01 /source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
parent1c0c63ce5b3914be2d0828260e5ac777a7596d36 (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.glsl63
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;
+ }
+} \ No newline at end of file