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author | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 19:47:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 19:47:58 +0300 |
commit | 80859a6cb2726a39fb22cb49f06e0355dc9390a7 (patch) | |
tree | fd3f8ead5a247a79ea11e4aacc720843bbc5e2c2 /source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl | |
parent | 66dc4d4efb88ecf2d18bfa08ab9c43b024ebd2fb (diff) |
GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.
Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
`g_data.N` for that.
Closure sampling with upstread weight eval is now supported if the engine needs
it.
This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.
The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.
This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
radius. The SSS kernel "shape" (radii) are still defined by the socket default
values.
Appart from the listed changes no other regressions are expected.
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl | 30 |
1 files changed, 10 insertions, 20 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl index 20b634aa801..c560dd01c4f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl @@ -1,6 +1,3 @@ -#ifndef VOLUMETRICS - -CLOSURE_EVAL_FUNCTION_DECLARE_1(node_subsurface_scattering, Diffuse) void node_subsurface_scattering(vec4 color, float scale, @@ -8,25 +5,18 @@ void node_subsurface_scattering(vec4 color, float ior, float anisotropy, vec3 N, - float sss_id, + float weight, + float do_sss, out Closure result) { - CLOSURE_VARS_DECLARE_1(Diffuse); - - in_Diffuse_0.N = N; /* Normalized during eval. */ - in_Diffuse_0.albedo = color.rgb; - - CLOSURE_EVAL_FUNCTION_1(node_subsurface_scattering, Diffuse); + N = safe_normalize(N); - result = CLOSURE_DEFAULT; + ClosureDiffuse diffuse_data; + diffuse_data.weight = weight; + diffuse_data.color = color.rgb; + diffuse_data.N = N; + diffuse_data.sss_radius = radius * scale; + diffuse_data.sss_id = uint(do_sss); - closure_load_sss_data(scale, out_Diffuse_0.radiance, color.rgb, int(sss_id), result); - - /* TODO(@fclem): Try to not use this. */ - closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result); + result = closure_eval(diffuse_data); } - -#else -/* Stub subsurface scattering because it is not compatible with volumetrics. */ -# define node_subsurface_scattering(a, b, c, d, e, f, g, h) (h = CLOSURE_DEFAULT) -#endif |