diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-02 20:44:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-02 20:44:44 +0300 |
commit | 5f7192018eb81af1cf406999d8d7871b4f47cd31 (patch) | |
tree | baad096703fc06f690d371a4b4d0b81e770e77ea /source/blender/draw/engines | |
parent | 04e4a0db0dec2f52b0059c58c32fc5fa423a0407 (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')
4 files changed, 48 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 4eead8d98f1..aa843e6e4c1 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -201,6 +201,7 @@ static struct GPUShader *eevee_effects_ssr_shader_get(int options) BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl); + BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl); char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag); @@ -997,6 +998,17 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) if (effects->ssr_ray_count > 3) { DRW_shgroup_uniform_buffer(grp, "hitBuffer3", &stl->g_data->ssr_hit_output[3]); } + + DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &effects->ao_dist, 2); + if (effects->use_ao) { + DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &vedata->txl->gtao_horizons); + DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1); + } + else { + /* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */ + DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &sldata->shadow_pool); + } + DRW_shgroup_call_add(grp, quad, NULL); } diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index 2202ee605fc..476de25fb54 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -327,7 +327,13 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou float visibility; vec3 vnor = mat3(ViewMatrix) * N; -#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) && !defined(USE_ALPHA_BLEND) +#if (defined(MESH_SHADER) && \ + !defined(USE_ALPHA_HASH) && \ + !defined(USE_ALPHA_CLIP) && \ + !defined(SHADOW_SHADER) && \ + !defined(USE_MULTIPLY) && \ + !defined(USE_ALPHA_BLEND)) \ + || defined(STEP_RESOLVE) gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal); #else gtao(vnor, vpos, randuv, visibility, bent_normal); 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 520dc7b9624..7d142e50013 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -186,11 +186,16 @@ uniform mat4 PastViewProjectionMatrix; out vec4 fragColor; -void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSquared, inout vec4 spec_accum) +void fallback_cubemap(vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum) { /* Specular probes */ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared); + vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)); + vec3 bent_normal; + float final_ao = occlusion_compute(N, viewPosition, 1.0, rand.rg, bent_normal); + final_ao = specular_occlusion(dot(N, V), final_ao, roughness); + /* Starts at 1 because 0 is world probe */ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) { CubeData cd = probes_data[i]; @@ -198,14 +203,14 @@ void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSq float fade = probe_attenuation_cube(cd, W); if (fade > 0.0) { - vec3 spec = probe_evaluate_cube(float(i), cd, W, spec_dir, roughness); + vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness); accumulate_light(spec, fade, spec_accum); } } /* World Specular */ if (spec_accum.a < 0.999) { - vec3 spec = probe_evaluate_world_spec(spec_dir, roughness); + vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness); accumulate_light(spec, 1.0, spec_accum); } } @@ -436,7 +441,7 @@ void main() /* If SSR contribution is not 1.0, blend with cubemaps */ if (spec_accum.a < 1.0) { - fallback_cubemap(N, V, worldPosition, roughness, roughnessSquared, spec_accum); + fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); } fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0); 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; |