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authorClément Foucault <foucault.clem@gmail.com>2022-09-02 19:13:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-02 19:13:54 +0300
commit07cf3ce92fa257a0cac5565ca1ff857834ce67ce (patch)
tree3d73216d1c2a12497423c62902815b0e775f0ea7 /source/blender/draw
parent874e9cbab9fbd65220794cebc195e5e28786ad78 (diff)
Fix T100377: EEVEE: Regression 3.2 normalmap node broken
This was caused by un-wanted normalization. This is a requirement of the MikkTspace. The issue is that g_data.N is expected to be normalized by many other functions and overriden by bump displacement. Adding a new global variable containing the interpolated normal fixes the issue AND make it match cycles behavior better (mix between bump and interpolated normal).
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl5
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl3
2 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
index 488e229bff7..b984a6df7b3 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -98,10 +98,11 @@ GlobalData init_globals(void)
# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
surf.P = transform_direction(ViewMatrixInverse, -viewCameraVec(viewPosition));
- surf.N = surf.Ng = -surf.P;
+ surf.N = surf.Ng = surf.Ni = -surf.P;
surf.ray_length = 0.0;
# else
surf.P = worldPosition;
+ surf.Ni = worldNormal;
surf.N = safe_normalize(worldNormal);
surf.Ng = safe_normalize(cross(dFdx(surf.P), dFdy(surf.P)));
surf.ray_length = distance(surf.P, cameraPos);
@@ -123,7 +124,7 @@ GlobalData init_globals(void)
cos_theta = hairThickTime / hairThickness;
}
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
- surf.N = safe_normalize(worldNormal * sin_theta + B * cos_theta);
+ surf.N = surf.Ni = safe_normalize(worldNormal * sin_theta + B * cos_theta);
surf.curve_T = -hairTangent;
/* Costly, but follows cycles per pixel tangent space (not following curve shape). */
surf.curve_B = cross(V, surf.curve_T);
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl
index 30b48edaa78..18e748596d5 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl
@@ -40,7 +40,7 @@ void init_globals_curves()
/* Shade as a cylinder. */
float cos_theta = interp.curves_time_width / interp.curves_thickness;
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
- g_data.N = normalize(interp.N * sin_theta + interp.curves_binormal * cos_theta);
+ g_data.N = g_data.Ni = normalize(interp.N * sin_theta + interp.curves_binormal * cos_theta);
/* Costly, but follows cycles per pixel tangent space (not following curve shape). */
vec3 V = cameraVec(g_data.P);
@@ -67,6 +67,7 @@ void init_globals()
{
/* Default values. */
g_data.P = interp.P;
+ g_data.Ni = interp.N;
g_data.N = safe_normalize(interp.N);
g_data.Ng = g_data.N;
g_data.is_strand = false;