Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2021-03-03 15:20:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-03 16:57:25 +0300
commitf746b568f30fb9abdafde5218bf212c88d953533 (patch)
treeb50805a55a516cbc9ede582efae8d013de9997d3 /source/blender/draw
parent1c22b551d0c13ad90bdc6145e6fa7db763038523 (diff)
EEVEE: SSR: Check reflection ray against geometric normal
This improve self intersection prevention. Also reduce the bias that was making a lot of rays not being shoot at grazing angles.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl17
1 files changed, 8 insertions, 9 deletions
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 a4b29d68ac4..ecff28dcd38 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -80,25 +80,24 @@ void do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 vP, float a2, vec4 rand)
vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH);
vec3 R = reflect(-V, H);
+ const float bad_ray_threshold = 0.01;
+
+ vec3 vNg = safe_normalize(cross(dFdx(vP), dFdy(vP)));
+
/* If ray is bad (i.e. going below the surface) regenerate. */
- /* This threshold is a bit higher than 0 to improve self intersection cases. */
- const float bad_ray_threshold = 0.085;
- if (dot(R, N) <= bad_ray_threshold) {
+ if (dot(R, vNg) < bad_ray_threshold) {
H = sample_ggx(rand.xzw * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH);
R = reflect(-V, H);
}
-
- if (dot(R, N) <= bad_ray_threshold) {
+ if (dot(R, vNg) < bad_ray_threshold) {
H = sample_ggx(rand.xzw * vec3(1.0, 1.0, -1.0), a2, N, T, B, NH);
R = reflect(-V, H);
}
-
- if (dot(R, N) <= bad_ray_threshold) {
+ if (dot(R, vNg) < bad_ray_threshold) {
H = sample_ggx(rand.xzw * vec3(1.0, -1.0, 1.0), a2, N, T, B, NH);
R = reflect(-V, H);
}
-
- if (dot(R, N) <= bad_ray_threshold) {
+ if (dot(R, vNg) < bad_ray_threshold) {
/* Not worth tracing. */
return;
}