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>2021-02-16 19:01:15 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-02-21 03:33:56 +0300
commit64d96f68d6ef0411383bb46d1a95d47769d927e5 (patch)
tree11630fe6451b696963ad8ede9565fa856f693bcb /source/blender/gpu
parent6c2e1f33983766ee5ee028e14a24e36c28d0a566 (diff)
EEVEE: Ambient Occlusion: Refactor
- Fix noise/banding artifact on distant geometry. - Fix overshadowing on un-occluded surfaces at grazing angle producing "fresnel" like shadowing. Some of it still appears but this is caused to the low number of horizons per pixel. - Improve performance by using a fixed number of samples and fixing the sampling area size. A better sampling pattern is planned to recover the lost precision on large AO radius. - Improved normal reconstruction for the AO pass. - Improve Bent Normal reconstruction resulting in less faceted look on smoothed geometry. - Add Thickness heuristic to avoid overshadowing of thin objects. Factor is currently hardcoded. - Add bent normal support to Glossy reflections. - Change Glossy occlusion to give less light leaks from lightprobes. It can overshadow on smooth surface but this should be mitigated by using SSR. - Use Bent Normal for rough Glossy surfaces. - Occlusion is now correctly evaluated for each BSDF. However this does make everything slower. This is mitigated by the fact the search is a lot faster than before.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
index d718cc3f4fe..f3eea9869e5 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
@@ -4,7 +4,13 @@ void node_ambient_occlusion(
{
vec3 bent_normal;
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
- result_ao = occlusion_compute(normalize(normal), viewPosition, rand, bent_normal);
+ OcclusionData data = occlusion_load(viewPosition, 1.0);
+
+ vec3 V = cameraVec;
+ vec3 N = normalize(normal);
+ vec3 Ng = safe_normalize(cross(dFdx(worldPosition), dFdy(worldPosition)));
+
+ result_ao = diffuse_occlusion(data, V, N, Ng);
result_color = result_ao * color;
}
#else