diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-05-05 19:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-05-05 19:40:58 +0300 |
commit | ebd912ca8f2346f36e52fa7fe270541058bc2b11 (patch) | |
tree | 64b12494a6053aba952c4de433c81354ba96a700 /source/blender/draw/engines | |
parent | ccb5caef08143cff8922819f0f9ad64217ad90c8 (diff) | |
parent | a1a9f8e6c3f341061777bc2d985b35e9d7a20ad1 (diff) |
Merge branch 'blender-v2.93-release'
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 5 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl | 60 |
2 files changed, 62 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 45c6900fc0f..a4325675ea9 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -623,6 +623,11 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata, /* This GPUShader has already been used by another material. * Add new shading group just after to avoid shader switching cost. */ grp = DRW_shgroup_create_sub(*grp_p); + + /* Per material uniforms. */ + if (use_ssrefract) { + DRW_shgroup_uniform_float_copy(grp, "refractionDepth", ma->refract_depth); + } } else { *grp_p = grp = DRW_shgroup_create(sh, shading_pass); diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 737ef7dc509..356ed102928 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -183,16 +183,70 @@ vec3 light_translucent(LightData ld, vec3 P, vec3 N, vec4 l_vector, vec2 rand, f #undef scube #undef scsmd +/* Similar to https://atyuwen.github.io/posts/normal-reconstruction/. + * This samples the depth buffer 4 time for each direction to get the most correct + * implicit normal reconstruction out of the depth buffer. */ +vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float depth_center) +{ + vec2 uv1 = uvs - ofs * 2.0; + vec2 uv2 = uvs - ofs; + vec2 uv3 = uvs + ofs; + vec2 uv4 = uvs + ofs * 2.0; + vec4 H; + H.x = textureLod(depthBuffer, uv1, 0.0).r; + H.y = textureLod(depthBuffer, uv2, 0.0).r; + H.z = textureLod(depthBuffer, uv3, 0.0).r; + H.w = textureLod(depthBuffer, uv4, 0.0).r; + /* Fix issue with depth precision. Take even larger diff. */ + vec4 diff = abs(vec4(depth_center, H.yzw) - H.x); + if (max_v4(diff) < 2.4e-7 && all(lessThan(diff.xyz, diff.www))) { + return 0.25 * (get_view_space_from_depth(uv3, H.w) - get_view_space_from_depth(uv1, H.x)); + } + /* Simplified (H.xw + 2.0 * (H.yz - H.xw)) - depth_center */ + vec2 deltas = abs((2.0 * H.yz - H.xw) - depth_center); + if (deltas.x < deltas.y) { + return vP - get_view_space_from_depth(uv2, H.y); + } + else { + return get_view_space_from_depth(uv3, H.z) - vP; + } +} + +/* TODO(fclem) port to a common place for other effects to use. */ +bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg) +{ + vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y))); + float depth_center = textureLod(depthBuffer, uvs, 0.0).r; + + vP = get_view_space_from_depth(uvs, depth_center); + + vec3 dPdx = view_position_derivative_from_depth(uvs, texel_size * vec2(1, 0), vP, depth_center); + vec3 dPdy = view_position_derivative_from_depth(uvs, texel_size * vec2(0, 1), vP, depth_center); + + vNg = safe_normalize(cross(dPdx, dPdy)); + + /* Background case. */ + if (depth_center == 1.0) { + return false; + } + + return true; +} + void main(void) { vec2 uvs = uvcoordsvar.xy; float sss_scale = texture(sssRadius, uvs).r; - vec3 P = get_world_space_from_depth(uvs, texture(depthBuffer, uvs).r); - vec3 N = normalize(cross(dFdx(P), dFdy(P))); vec3 rand = texelfetch_noise_tex(gl_FragCoord.xy).zwy; rand.xy *= fast_sqrt(rand.z); + vec3 vP, vNg; + reconstruct_view_position_and_normal_from_depth(uvs, vP, vNg); + + vec3 P = point_view_to_world(vP); + vec3 Ng = normal_view_to_world(vNg); + vec3 accum = vec3(0.0); for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; @@ -211,7 +265,7 @@ void main(void) continue; } - accum += att * ld.l_color * light_translucent(ld, P, -N, l_vector, rand.xy, sss_scale); + accum += att * ld.l_color * light_translucent(ld, P, -Ng, l_vector, rand.xy, sss_scale); } FragColor = vec4(accum, 1.0); |