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:
authorJeroen Bakker <jbakker>2020-02-20 16:53:53 +0300
committerJeroen Bakker <jeroen@blender.org>2020-02-21 13:13:43 +0300
commitbe2bc97eba499c48e3856c8e5ec4d869e28b4d04 (patch)
tree41d8d8fd5ec205e5fa00628aaf0f1603cb5e7825 /source/blender/gpu/shaders
parent1f8f4c8cfeaf02754f3259f9eb811ada0ed3499e (diff)
EEVEE: Render Passes
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl97
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl1
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl2
9 files changed, 74 insertions, 44 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
index e029905a908..714792489f6 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
@@ -4,8 +4,8 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
N = normalize(N);
result = CLOSURE_DEFAULT;
eevee_closure_diffuse(N, color.rgb, 1.0, true, result.radiance);
+ result.radiance = render_pass_diffuse_mask(color.rgb, result.radiance * color.rgb);
closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
- result.radiance *= color.rgb;
}
#else
/* Stub diffuse because it is not compatible with volumetrics. */
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
index 34062cc8d02..747395857ee 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -32,7 +32,9 @@ void node_eevee_specular(vec4 diffuse,
float alpha = 1.0 - transp;
result = CLOSURE_DEFAULT;
- result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb;
+ result.radiance = render_pass_diffuse_mask(diffuse.rgb, out_diff * diffuse.rgb);
+ result.radiance += render_pass_glossy_mask(vec3(1.0), out_spec);
+ result.radiance += render_pass_emission_mask(emissive.rgb);
result.radiance *= alpha;
result.transmittance = vec3(transp);
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl
index 092b9ed08bb..502bc7f92d6 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl
@@ -2,7 +2,7 @@ void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
{
result = CLOSURE_DEFAULT;
#ifndef VOLUMETRICS
- result.radiance = color.rgb * strength;
+ result.radiance = render_pass_emission_mask(color.rgb) * strength;
result.ssr_normal = normal_encode(vN, viewCameraVec);
#else
result.emission = color.rgb * strength;
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
index 5038cb3892f..ece770f0e73 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
@@ -17,12 +17,12 @@ void node_bsdf_glass(
out_spec,
out_refr,
ssr_spec);
- out_refr *= refr_color;
- out_spec *= color.rgb;
float fresnel = F_eta(ior, dot(N, cameraVec));
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
- result.radiance = mix(out_refr, out_spec, fresnel);
+ result.radiance = render_pass_glossy_mask(refr_color, out_refr * refr_color) * (1.0 - fresnel);
+ result.radiance += render_pass_glossy_mask(color.rgb, out_spec * color.rgb) * fresnel;
+
closure_load_ssr_data(
ssr_spec * color.rgb * fresnel, roughness, N, viewCameraVec, int(ssr_id), result);
}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
index 75cc2e770c5..7513c3a4edb 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
@@ -7,7 +7,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, true, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
- result.radiance = out_spec * color.rgb;
+ result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) * color.rgb;
closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result);
}
#else
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 7af409dd410..3c85dc6456c 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -18,15 +18,22 @@ void convert_metallic_to_specular_tinted(vec3 basecol,
diffuse = basecol * (1.0 - metallic);
}
-vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
+/* Output sheen is to be multiplied by sheen_color. */
+void principled_sheen(float NV,
+ vec3 basecol_tint,
+ float sheen,
+ float sheen_tint,
+ out float out_sheen,
+ out vec3 sheen_color)
{
float f = 1.0 - NV;
/* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps,
* therefore we need to clamp value. */
f = clamp(f, 0.0, 1.0);
/* Empirical approximation (manual curve fitting). Can be refined. */
- float sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;
- return sheen * mix(vec3(1.0), basecol_tint, sheen_tint);
+ out_sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;
+
+ sheen_color = sheen * mix(vec3(1.0), basecol_tint, sheen_tint);
}
void node_bsdf_principled(vec4 base_color,
@@ -61,18 +68,23 @@ void node_bsdf_principled(vec4 base_color,
ior = max(ior, 1e-5);
metallic = saturate(metallic);
transmission = saturate(transmission);
+ float m_transmission = 1.0 - transmission;
+
float dielectric = 1.0 - metallic;
transmission *= dielectric;
sheen *= dielectric;
subsurface_color *= dielectric;
- vec3 diffuse, f0, out_diff, out_spec, out_refr, ssr_spec;
+ vec3 diffuse, f0, out_diff, out_spec, out_refr, ssr_spec, sheen_color;
+ float out_sheen;
vec3 ctint = tint_from_color(base_color.rgb);
convert_metallic_to_specular_tinted(
base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
float NV = dot(N, cameraVec);
- vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
+ principled_sheen(NV, ctint, sheen, sheen_tint, out_sheen, sheen_color);
+
+ vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
/* Far from being accurate, but 2 glossy evaluation is too expensive.
* Most noticeable difference is at grazing angles since the bsdf lut
@@ -81,8 +93,12 @@ void node_bsdf_principled(vec4 base_color,
float fresnel = F_eta(ior, NV);
vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel;
f0 = mix(f0, spec_col, transmission);
+ f90 = mix(f90, spec_col, transmission);
- vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
+ /* Really poor approximation but needed to workaround issues with renderpasses. */
+ spec_col = mix(vec3(1.0), spec_col, transmission);
+ /* Match cycles. */
+ spec_col += float(clearcoat > 1e-5);
vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
@@ -108,19 +124,22 @@ void node_bsdf_principled(vec4 base_color,
vec3 refr_color = base_color.rgb;
refr_color *= (refractionDepth > 0.0) ? refr_color :
vec3(1.0); /* Simulate 2 transmission event */
- out_refr *= refr_color * (1.0 - fresnel) * transmission;
+ refr_color *= saturate(1.0 - fresnel) * transmission;
+
+ sheen_color *= m_transmission;
+ mixed_ss_base_color *= m_transmission;
result = CLOSURE_DEFAULT;
- result.radiance = out_spec + out_refr;
- result.radiance += out_diff * out_sheen; /* Coarse approx. */
- result.radiance += emission.rgb;
+ result.radiance = render_pass_glossy_mask(refr_color, out_refr * refr_color);
+ result.radiance += render_pass_glossy_mask(spec_col, out_spec);
+ /* Coarse approx. */
+ result.radiance += render_pass_diffuse_mask(sheen_color, out_diff * out_sheen * sheen_color);
+ result.radiance += render_pass_emission_mask(emission.rgb);
result.radiance *= alpha;
-
closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
- mixed_ss_base_color *= alpha * (1.0 - transmission);
+ mixed_ss_base_color *= alpha;
closure_load_sss_data(sss_scalef, out_diff, mixed_ss_base_color, int(sss_id), result);
-
result.transmittance = vec3(1.0 - alpha);
}
@@ -156,22 +175,26 @@ void node_bsdf_principled_dielectric(vec4 base_color,
metallic = saturate(metallic);
float dielectric = 1.0 - metallic;
- vec3 diffuse, f0, out_diff, out_spec, ssr_spec;
+ vec3 diffuse, f0, out_diff, out_spec, ssr_spec, sheen_color;
+ float out_sheen;
vec3 ctint = tint_from_color(base_color.rgb);
convert_metallic_to_specular_tinted(
base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
+ vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
+
float NV = dot(N, cameraVec);
- vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
+ principled_sheen(NV, ctint, sheen, sheen_tint, out_sheen, sheen_color);
eevee_closure_default(
- N, diffuse, f0, vec3(1.0), int(ssr_id), roughness, 1.0, true, out_diff, out_spec, ssr_spec);
+ N, diffuse, f0, f90, int(ssr_id), roughness, 1.0, true, out_diff, out_spec, ssr_spec);
result = CLOSURE_DEFAULT;
- result.radiance = out_spec + out_diff * (diffuse + out_sheen);
- result.radiance += emission.rgb;
+ result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec);
+ result.radiance += render_pass_diffuse_mask(sheen_color, out_diff * out_sheen * sheen_color);
+ result.radiance += render_pass_diffuse_mask(diffuse, out_diff * diffuse);
+ result.radiance += render_pass_emission_mask(emission.rgb);
result.radiance *= alpha;
-
closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
result.transmittance = vec3(1.0 - alpha);
@@ -214,10 +237,9 @@ void node_bsdf_principled_metallic(vec4 base_color,
N, base_color.rgb, f90, int(ssr_id), roughness, 1.0, true, out_spec, ssr_spec);
result = CLOSURE_DEFAULT;
- result.radiance = out_spec;
- result.radiance += emission.rgb;
+ result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec);
+ result.radiance += render_pass_emission_mask(emission.rgb);
result.radiance *= alpha;
-
closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
result.transmittance = vec3(1.0 - alpha);
@@ -268,10 +290,12 @@ void node_bsdf_principled_clearcoat(vec4 base_color,
true,
out_spec,
ssr_spec);
+ /* Match cycles. */
+ float spec_col = 1.0 + float(clearcoat > 1e-5);
result = CLOSURE_DEFAULT;
- result.radiance = out_spec;
- result.radiance += emission.rgb;
+ result.radiance = render_pass_glossy_mask(vec3(spec_col), out_spec);
+ result.radiance += render_pass_emission_mask(emission.rgb);
result.radiance *= alpha;
closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
@@ -310,7 +334,8 @@ void node_bsdf_principled_subsurface(vec4 base_color,
metallic = saturate(metallic);
N = normalize(N);
- vec3 diffuse, f0, out_diff, out_spec, ssr_spec;
+ vec3 diffuse, f0, out_diff, out_spec, ssr_spec, sheen_color;
+ float out_sheen;
vec3 ctint = tint_from_color(base_color.rgb);
convert_metallic_to_specular_tinted(
base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
@@ -320,7 +345,7 @@ void node_bsdf_principled_subsurface(vec4 base_color,
float sss_scalef = avg(sss_scale) * subsurface;
float NV = dot(N, cameraVec);
- vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
+ principled_sheen(NV, ctint, sheen, sheen_tint, out_sheen, sheen_color);
vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
@@ -338,14 +363,14 @@ void node_bsdf_principled_subsurface(vec4 base_color,
ssr_spec);
result = CLOSURE_DEFAULT;
- result.radiance = out_spec;
- result.radiance += out_diff * out_sheen;
- result.radiance += emission.rgb;
+ result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec);
+ result.radiance += render_pass_diffuse_mask(sheen_color, out_diff * out_sheen * sheen_color);
+ result.radiance += render_pass_emission_mask(emission.rgb);
result.radiance *= alpha;
closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
- mixed_ss_base_color *= alpha * (1.0 - transmission);
+ mixed_ss_base_color *= alpha;
closure_load_sss_data(sss_scalef, out_diff, mixed_ss_base_color, int(sss_id), result);
result.transmittance = vec3(1.0 - alpha);
@@ -400,16 +425,18 @@ void node_bsdf_principled_glass(vec4 base_color,
vec3 refr_color = base_color.rgb;
refr_color *= (refractionDepth > 0.0) ? refr_color :
vec3(1.0); /* Simulate 2 transmission events */
- out_refr *= refr_color;
float fresnel = F_eta(ior, dot(N, cameraVec));
vec3 spec_col = F_color_blend(ior, fresnel, f0);
- out_spec *= spec_col;
- ssr_spec *= spec_col * fresnel;
+ spec_col *= fresnel;
+ refr_color *= (1.0 - fresnel);
+
+ ssr_spec *= spec_col;
result = CLOSURE_DEFAULT;
- result.radiance = mix(out_refr, out_spec, fresnel);
- result.radiance += emission.rgb;
+ result.radiance = render_pass_glossy_mask(refr_color, out_refr * refr_color);
+ result.radiance += render_pass_glossy_mask(spec_col, out_spec * spec_col);
+ result.radiance += render_pass_emission_mask(emission.rgb);
result.radiance *= alpha;
closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
result.transmittance = vec3(1.0 - alpha);
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
index 906964e1539..4088d6db06a 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
@@ -8,7 +8,7 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.ssr_normal = normal_encode(vN, viewCameraVec);
- result.radiance = out_refr * color.rgb;
+ result.radiance = render_pass_glossy_mask(color.rgb, out_refr * color.rgb);
}
#else
/* Stub refraction because it is not compatible with volumetrics. */
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 241228c0d4c..9bbbe71b206 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
@@ -19,6 +19,7 @@ void node_subsurface_scattering(vec4 color,
/* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur);
out_diff *= mix(vec3(1.0), color.rgb, texture_blur);
+ result.radiance = render_pass_sss_mask(sss_albedo);
closure_load_sss_data(scale, out_diff, sss_albedo, int(sss_id), result);
}
#else
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
index 749b3a4c11f..5c3ed81410a 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
@@ -5,7 +5,7 @@ void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
result = CLOSURE_DEFAULT;
eevee_closure_diffuse(-N, color.rgb, 1.0, false, result.radiance);
closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
- result.radiance *= color.rgb;
+ result.radiance = render_pass_diffuse_mask(color.rgb, result.radiance * color.rgb);
}
#else
/* Stub translucent because it is not compatible with volumetrics. */