diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-06-05 13:17:37 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-06-05 13:20:49 +0300 |
commit | 98cea7edcefa58d5eb7e2350461b8efe33fe7d9e (patch) | |
tree | d7bfb1d88d07ddc954560e3df29f23c9e8b391de /source/blender/gpu | |
parent | cd1ac4d908a89e4eb5c3da50bbe748aec2b36692 (diff) |
Fix T65298 Eevee: Principled BSDF doesn't use specular with metals
This does add some more register pressure as it passes a new vec3 down
the shading function. But for now we care more about accuracy than
efficiency.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 23 |
1 files changed, 18 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 3b1ad41ad95..0840c704f3f 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1241,7 +1241,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo { N = normalize(N); vec3 out_spec, ssr_spec; - eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec); + eevee_closure_glossy(N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec); vec3 vN = mat3(ViewMatrix) * N; result = CLOSURE_DEFAULT; result.radiance = out_spec * color.rgb; @@ -1269,7 +1269,7 @@ void node_bsdf_glass( vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */ eevee_closure_glass( - N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); + N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); out_refr *= refr_color; out_spec *= color.rgb; float fresnel = F_eta(ior, dot(N, cameraVec)); @@ -1339,12 +1339,15 @@ void node_bsdf_principled(vec4 base_color, vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel; f0 = mix(f0, spec_col, transmission); + vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic); + vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface); float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface; eevee_closure_principled(N, mixed_ss_base_color, f0, + f90, int(ssr_id), roughness, CN, @@ -1428,7 +1431,8 @@ void node_bsdf_principled_dielectric(vec4 base_color, float NV = dot(N, cameraVec); vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); - eevee_closure_default(N, diffuse, f0, int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec); + eevee_closure_default( + N, diffuse, f0, vec3(1.0), int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec); vec3 vN = mat3(ViewMatrix) * N; result = CLOSURE_DEFAULT; @@ -1471,7 +1475,9 @@ void node_bsdf_principled_metallic(vec4 base_color, N = normalize(N); vec3 out_spec, ssr_spec; - eevee_closure_glossy(N, base_color.rgb, int(ssr_id), roughness, 1.0, out_spec, ssr_spec); + vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic); + + eevee_closure_glossy(N, base_color.rgb, f90, int(ssr_id), roughness, 1.0, out_spec, ssr_spec); vec3 vN = mat3(ViewMatrix) * N; result = CLOSURE_DEFAULT; @@ -1514,8 +1520,11 @@ void node_bsdf_principled_clearcoat(vec4 base_color, vec3 out_spec, ssr_spec; N = normalize(N); + vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic); + eevee_closure_clearcoat(N, base_color.rgb, + f90, int(ssr_id), roughness, CN, @@ -1578,9 +1587,12 @@ void node_bsdf_principled_subsurface(vec4 base_color, float NV = dot(N, cameraVec); vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); + vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic); + eevee_closure_skin(N, mixed_ss_base_color, f0, + f90, int(ssr_id), roughness, 1.0, @@ -1647,7 +1659,7 @@ void node_bsdf_principled_glass(vec4 base_color, f0 = mix(vec3(1.0), base_color.rgb, specular_tint); eevee_closure_glass( - N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); + N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); vec3 refr_color = base_color.rgb; refr_color *= (refractionDepth > 0.0) ? refr_color : @@ -3527,6 +3539,7 @@ void node_eevee_specular(vec4 diffuse, eevee_closure_default_clearcoat(normal, diffuse.rgb, specular.rgb, + vec3(1.0), int(ssr_id), roughness, clearcoat_normal, |