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-rw-r--r--release/scripts/startup/bl_ui/properties_render.py3
-rw-r--r--release/scripts/startup/bl_ui/properties_render_layer.py2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl69
-rw-r--r--source/blender/makesrna/intern/rna_scene.c19
7 files changed, 67 insertions, 33 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index 5dcedc152ef..4cd69714e3b 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -726,6 +726,9 @@ class RENDER_PT_eevee_shading(RenderButtonsPanel, Panel):
col = layout.column()
col.prop(props, "ssr_enable")
+ col.prop(props, "ssr_stride")
+ col.prop(props, "ssr_thickness")
+ col.prop(props, "ssr_border_fade")
classes = (
diff --git a/release/scripts/startup/bl_ui/properties_render_layer.py b/release/scripts/startup/bl_ui/properties_render_layer.py
index be39de65964..f6bc0698cbe 100644
--- a/release/scripts/startup/bl_ui/properties_render_layer.py
+++ b/release/scripts/startup/bl_ui/properties_render_layer.py
@@ -268,6 +268,8 @@ class RENDERLAYER_PT_eevee_shading(RenderLayerButtonsPanel, Panel):
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_enable")
+ col.template_override_property(layer_props, scene_props, "ssr_stride")
+ col.template_override_property(layer_props, scene_props, "ssr_thickness")
classes = (
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 6280cdbc522..2dbe78be9b0 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -544,6 +544,8 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
effects->reflection_trace_full = true;
+ effects->ssr_stride = (float)BKE_collection_engine_property_value_get_int(props, "ssr_stride");
+ effects->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness");
const int divisor = (effects->reflection_trace_full) ? 1 : 2;
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
@@ -718,6 +720,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_vec2(grp, "ssrParameters", &effects->ssr_stride, 1);
DRW_shgroup_uniform_mat4(grp, "PixelProjMatrix", (float *)&e_data.pixelprojmat);
DRW_shgroup_call_add(grp, quad, NULL);
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 46e0931e760..63bdb76418f 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -202,6 +202,8 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_bool(props, "ssr_enable", false);
+ BKE_collection_engine_property_add_int(props, "ssr_stride", 16);
+ BKE_collection_engine_property_add_float(props, "ssr_thickness", 0.5f);
BKE_collection_engine_property_add_bool(props, "volumetric_enable", false);
BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 22d100ba13e..50db5365d2b 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -321,6 +321,8 @@ typedef struct EEVEE_EffectsInfo {
/* SSR */
bool use_ssr;
bool reflection_trace_full;
+ float ssr_stride;
+ float ssr_thickness;
/* Ambient Occlusion */
bool use_ao, use_bent_normals;
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 1e10311bf35..36787153afc 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -4,8 +4,13 @@
* http://casual-effects.blogspot.fr/2014/08/screen-space-ray-tracing.html */
#define MAX_STEP 256
+#define MAX_REFINE_STEP 32 /* Should be max allowed stride */
uniform mat4 PixelProjMatrix; /* View > NDC > Texel : maps view coords to texel coord */
+uniform vec2 ssrParameters;
+
+#define ssrStride ssrParameters.x
+#define ssrThickness ssrParameters.y
void swapIfBigger(inout float a, inout float b)
{
@@ -48,9 +53,6 @@ float raycast(sampler2D depth_texture, vec3 ray_origin, vec3 ray_dir)
/* [Optional clipping to frustum sides here] */
- /* Initialize to off screen */
- vec2 hitpixel = vec2(-1.0, -1.0);
-
/* If the line is degenerate, make it cover at least one pixel
* to not have to handle zero-pixel extent as a special case later */
P1 += vec2((distance_squared(P0, P1) < 0.0001) ? 0.01 : 0.0);
@@ -80,82 +82,83 @@ float raycast(sampler2D depth_texture, vec3 ray_origin, vec3 ray_dir)
vec4 pqk = vec4(P0, Q0.z, k0);
/* Scale derivatives by the desired pixel stride */
- vec4 dPQK = vec4(dP, dQ.z, dk) * 8.0;
+ vec4 dPQK = vec4(dP, dQ.z, dk) * ssrStride;
/* We track the ray depth at +/- 1/2 pixel to treat pixels as clip-space solid
* voxels. Because the depth at -1/2 for a given pixel will be the same as at
* +1/2 for the previous iteration, we actually only have to compute one value
* per iteration. */
float prev_zmax = ray_origin.z;
- float zmax, zmin;
+ float zmax;
/* P1.x is never modified after this point, so pre-scale it by
* the step direction for a signed comparison */
float end = P1.x * step_sign;
bool hit = false;
- float hitstep, raw_depth, view_depth;
- for (hitstep = 0.0; hitstep < MAX_STEP && !hit; hitstep++) {
+ float raw_depth;
+ for (float hitstep = 0.0; hitstep < MAX_STEP && !hit; hitstep++) {
/* Ray finished & no hit*/
if ((pqk.x * step_sign) > end) break;
/* step through current cell */
pqk += dPQK;
- hitpixel = permute ? pqk.yx : pqk.xy;
- zmin = prev_zmax;
+ ivec2 hitpixel = ivec2(permute ? pqk.yx : pqk.xy);
+ raw_depth = texelFetch(depth_texture, ivec2(hitpixel), 0).r;
+
+ float zmin = prev_zmax;
zmax = (dPQK.z * 0.5 + pqk.z) / (dPQK.w * 0.5 + pqk.w);
prev_zmax = zmax;
- swapIfBigger(zmin, zmax);
+ swapIfBigger(zmin, zmax); /* ??? why don't we need this ??? */
- raw_depth = texelFetch(depth_texture, ivec2(hitpixel), 0).r;
- view_depth = get_view_z_from_depth(raw_depth);
+ float vmax = get_view_z_from_depth(raw_depth);
+ float vmin = vmax - ssrThickness;
- /* TODO user threshold */
- const float threshold = 0.5; /* In view space */
/* Check if we are somewhere near the surface. */
- if ((zmax < view_depth) && (zmax > view_depth - threshold)) {
+ /* Note: we consider hitting the screen borders (raw_depth == 0.0)
+ * as valid to check for occluder in the refine pass */
+ if (!((zmin > vmax) || (zmax < vmin)) || (raw_depth == 0.0)) {
/* Below surface, cannot trace further */
hit = true;
}
}
if (hit) {
- /* Rewind back a step */
+ /* Rewind back a step. */
pqk -= dPQK;
- /* And do a finer trace over this segment */
- dPQK /= 16.0;
+ /* And do a finer trace over this segment. */
+ dPQK /= ssrStride;
+
+ prev_zmax = (dPQK.z * -0.5 + pqk.z) / (dPQK.w * -0.5 + pqk.w);
- for (float refinestep = 0.0; refinestep < 16.0; refinestep++) {
+ for (float refinestep = 0.0; refinestep < ssrStride * 2.0 && refinestep < MAX_REFINE_STEP * 2.0; refinestep++) {
/* step through current cell */
pqk += dPQK;
- hitpixel = permute ? pqk.yx : pqk.xy;
- zmin = prev_zmax;
+ ivec2 hitpixel = ivec2(permute ? pqk.yx : pqk.xy);
+ raw_depth = texelFetch(depth_texture, hitpixel, 0).r;
+
+ float zmin = prev_zmax;
zmax = (dPQK.z * 0.5 + pqk.z) / (dPQK.w * 0.5 + pqk.w);
prev_zmax = zmax;
swapIfBigger(zmin, zmax);
- raw_depth = texelFetch(depth_texture, ivec2(hitpixel), 0).r;
- view_depth = get_view_z_from_depth(raw_depth);
+ float vmax = get_view_z_from_depth(raw_depth);
+ float vmin = vmax - ssrThickness;
- /* TODO user threshold */
- const float threshold = 0.5; /* In view space */
/* Check if we are somewhere near the surface. */
- if ((zmax < view_depth) && (zmax > view_depth - threshold)) {
+ if (!((zmin > vmax) || (zmax < vmin)) || (raw_depth == 0.0)) {
/* Below surface, cannot trace further */
break;
}
}
}
- /* Check failure cases (out of screen, hit background) */
- if (hit && (raw_depth != 1.0) && (raw_depth != 0.0)) {
- /* Return length */
- return (zmax - ray_origin.z) / ray_dir.z;
- }
+ /* Background case. */
+ hit = hit && (raw_depth != 1.0);
- /* Failure, return no hit */
- return -1.0;
+ /* Return length */
+ return (hit) ? (zmax - ray_origin.z) / ray_dir.z : -1.0;
}
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index a0f8f500d26..314d0b18f5f 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -2623,6 +2623,8 @@ RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_shadows)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(volumetric_shadow_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_colored_transmittance)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(ssr_enable)
+RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(ssr_stride)
+RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(ssr_thickness)
/* object engine */
RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_wire)
@@ -6185,6 +6187,23 @@ static void rna_def_scene_layer_engine_settings_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
+ prop = RNA_def_property(srna, "ssr_stride", PROP_INT, PROP_PIXEL);
+ RNA_def_property_int_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_stride_get",
+ "rna_LayerEngineSettings_Eevee_ssr_stride_set", NULL);
+ RNA_def_property_ui_text(prop, "Stride", "Step size between two raymarching samples");
+ RNA_def_property_range(prop, 1, 32);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
+
+ prop = RNA_def_property(srna, "ssr_thickness", PROP_FLOAT, PROP_DISTANCE);
+ RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Eevee_ssr_thickness_get",
+ "rna_LayerEngineSettings_Eevee_ssr_thickness_set", NULL);
+ RNA_def_property_ui_text(prop, "Thickness", "Pixel thickness used to detect intersection");
+ RNA_def_property_range(prop, 1e-6f, FLT_MAX);
+ RNA_def_property_ui_range(prop, 0.001f, FLT_MAX, 5, 3);
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
+
/* Volumetrics */
prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_enable_get",