diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 14:02:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 98e4d548a16c6533eadbe619f78cf1dda1a5c7a4 (patch) | |
tree | faa3c46f400afa969271ea7083601c691834b45b /source/blender | |
parent | 119423b252c405b674c790b85962e5321882a9f4 (diff) |
Eevee: Hair: Make SSR works with hairs.
Diffstat (limited to 'source/blender')
4 files changed, 48 insertions, 26 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index c4eea12cc03..bad8178e8ab 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -896,7 +896,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get( DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md, vedata->psl->default_pass[options], vedata->psl->hair_tf_pass, e_data.default_lit[options]); - add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false); + add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false); return shgrp; } else { @@ -1584,6 +1584,8 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; + bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0); + if (ob->type == OB_MESH) { if (ob != draw_ctx->object_edit) { for (ModifierData *md = ob->modifiers.first; md; md = md->next) { @@ -1628,6 +1630,8 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, shgrp = NULL; if (ma->use_nodes && ma->nodetree) { + static int ssr_id; + ssr_id = (use_ssr) ? 1 : -1; static float half = 0.5f; static float error_col[3] = {1.0f, 0.0f, 1.0f}; static float compile_col[3] = {0.5f, 0.5f, 0.5f}; @@ -1640,7 +1644,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, ob, psys, md, psl->material_pass, psl->hair_tf_pass, gpumat); - add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false); + add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false); break; } case GPU_MAT_QUEUED: @@ -1660,7 +1664,6 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, /* Fallback to default shader */ if (shgrp == NULL) { - bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0); shgrp = EEVEE_default_shading_group_get(sldata, vedata, ob, psys, md, true, false, use_ssr, diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index fd1a10de548..c5dbf29a3f4 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -6,14 +6,38 @@ uniform float roughness; Closure nodetree_exec(void) { +#ifdef HAIR_SHADER + vec3 B = normalize(cross(worldNormal, hairTangent)); + float cos_theta; + if (hairThicknessRes == 1) { + vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + /* Random cosine normal distribution on the hair surface. */ + cos_theta = rand.x * 2.0 - 1.0; + } + else { + /* Shade as a cylinder. */ + cos_theta = hairThickTime / hairThickness; + } + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + vec3 N = normalize(worldNormal * sin_theta + B * cos_theta); + vec3 vN = mat3(ViewMatrix) * N; +#else + vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); + vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal); +#endif + vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 albedo = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); - vec3 N = (gl_FrontFacing) ? worldNormal : -worldNormal; vec3 out_diff, out_spec, ssr_spec; eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec); - Closure result = Closure(out_spec + out_diff * albedo, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0); + Closure result = Closure( + out_spec + out_diff * albedo, + 1.0, + vec4(ssr_spec, roughness), + normal_encode(vN, viewCameraVec), + 0); #ifdef LOOKDEV gl_FragDepth = 0.0; diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index daeef1dbf01..4e65834e528 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -178,21 +178,6 @@ void CLOSURE_NAME( vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); -#ifdef HAIR_SHADER - vec3 B = normalize(cross(worldNormal, hairTangent)); - float cos_theta; - if (hairThicknessRes == 1) { - /* Random cosine normal distribution on the hair surface. */ - cos_theta = rand.x * 2.0 - 1.0; - } - else { - /* Shade as a cylinder. */ - cos_theta = hairThickTime / hairThickness; - } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; - N = normalize(N * sin_theta + B * cos_theta); -#endif - /* ---------------------------------------------------------------- */ /* -------------------- SCENE LAMPS LIGHTING ---------------------- */ /* ---------------------------------------------------------------- */ @@ -399,12 +384,6 @@ void CLOSURE_NAME( } out_spec += spec_accum.rgb * ssr_spec * spec_occlu * float(specToggle); - -# ifdef HAIR_SHADER - /* Hack: Overide spec color so that ssr will not be computed - * even if ssr_id match the active ssr. */ - ssr_spec = vec3(0.0); -# endif #endif #ifdef CLOSURE_REFRACTION diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 6f253a48f86..4c77dd038af 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2558,7 +2558,23 @@ void node_output_world(Closure surface, Closure volume, out Closure result) /* EEVEE output */ void world_normals_get(out vec3 N) { +#ifdef HAIR_SHADER + vec3 B = normalize(cross(worldNormal, hairTangent)); + float cos_theta; + if (hairThicknessRes == 1) { + vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + /* Random cosine normal distribution on the hair surface. */ + cos_theta = rand.x * 2.0 - 1.0; + } + else { + /* Shade as a cylinder. */ + cos_theta = hairThickTime / hairThickness; + } + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + N = normalize(worldNormal * sin_theta + B * cos_theta); +#else N = gl_FrontFacing ? worldNormal : -worldNormal; +#endif } void node_eevee_specular( |