diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl | 453 |
1 files changed, 453 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl new file mode 100644 index 00000000000..138dc91448f --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -0,0 +1,453 @@ + +/* Based on Stochastic Screen Space Reflections + * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */ + +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#endif /* UTIL_TEX */ + +#define BRDF_BIAS 0.7 +#define MAX_MIP 9.0 + +uniform float fireflyFactor; +uniform float maxRoughness; + +#ifdef STEP_RAYTRACE + +uniform sampler2D normalBuffer; +uniform sampler2D specroughBuffer; + +uniform int planar_count; +uniform float noiseOffset; + +layout(location = 0) out vec4 hitData0; +layout(location = 1) out vec4 hitData1; +layout(location = 2) out vec4 hitData2; +layout(location = 3) out vec4 hitData3; + +vec4 do_planar_ssr(int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal, vec3 viewPosition, float a2, vec3 rand, float ofs) +{ + float pdf, NH; + float jitter = fract(rand.x + ofs); + + /* Importance sampling bias */ + rand.x = mix(rand.x, 0.0, BRDF_BIAS); + + vec3 H = sample_ggx(rand, a2, N, T, B, NH); /* Microfacet normal */ + pdf = pdf_ggx_reflect(NH, a2); + + vec3 R = reflect(-V, H); + R = reflect(R, planeNormal); + + /* If ray is bad (i.e. going below the plane) regenerate. */ + if (dot(R, planeNormal) > 0.0) { + vec3 H = sample_ggx(rand * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */ + pdf = pdf_ggx_reflect(NH, a2); + + R = reflect(-V, H); + R = reflect(R, planeNormal); + } + + pdf = min(1024e32, pdf); /* Theoretical limit of 16bit float */ + pdf *= -1.0; /* Tag as planar ray. */ + + /* Since viewspace hit position can land behind the camera in this case, + * we save the reflected view position (visualize it as the hit position + * below the reflection plane). This way it's garanted that the hit will + * be in front of the camera. That let us tag the bad rays with a negative + * sign in the Z component. */ + vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, jitter, ssrQuality, a2, false); + + return vec4(hit_pos, pdf); +} + +vec4 do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec3 rand, float ofs) +{ + float pdf, NH; + float jitter = fract(rand.x + ofs); + + /* Importance sampling bias */ + rand.x = mix(rand.x, 0.0, BRDF_BIAS); + + vec3 H = sample_ggx(rand, a2, N, T, B, NH); /* Microfacet normal */ + pdf = pdf_ggx_reflect(NH, a2); + + vec3 R = reflect(-V, H); + pdf = min(1024e32, pdf); /* Theoretical limit of 16bit float */ + + vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, jitter, ssrQuality, a2, true); + + return vec4(hit_pos, pdf); +} + +void main() +{ +#ifdef FULLRES + ivec2 fullres_texel = ivec2(gl_FragCoord.xy); + ivec2 halfres_texel = fullres_texel; +#else + ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2; + ivec2 halfres_texel = ivec2(gl_FragCoord.xy); +#endif + + float depth = texelFetch(depthBuffer, fullres_texel, 0).r; + + /* Early out */ + if (depth == 1.0) + discard; + + vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0)); +#ifndef FULLRES + uvs *= 2.0; +#endif + + /* Using view space */ + vec3 viewPosition = get_view_space_from_depth(uvs, depth); + vec3 V = viewCameraVec; + vec3 N = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, V); + + /* Retrieve pixel data */ + vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; + + /* Early out */ + if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) + discard; + + float roughness = speccol_roughness.a; + float roughnessSquared = max(1e-3, roughness * roughness); + float a2 = roughnessSquared * roughnessSquared; + + if (roughness > maxRoughness + 0.2) { + hitData0 = hitData1 = hitData2 = hitData3 = vec4(0.0); + return; + } + + vec3 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0).rba; + + vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition); + vec3 wN = transform_direction(ViewMatrixInverse, N); + + vec3 T, B; + make_orthonormal_basis(N, T, B); /* Generate tangent space */ + + /* Planar Reflections */ + for (int i = 0; i < MAX_PLANAR && i < planar_count; ++i) { + PlanarData pd = planars_data[i]; + + float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0); + + if (fade > 0.5) { + /* Find view vector / reflection plane intersection. */ + /* TODO optimize, use view space for all. */ + vec3 tracePosition = line_plane_intersect(worldPosition, cameraVec, pd.pl_plane_eq); + tracePosition = transform_point(ViewMatrix, tracePosition); + vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal); + + hitData0 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand, 0.0); +#if (RAY_COUNT > 1) + hitData1 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 / float(RAY_COUNT)); +#endif +#if (RAY_COUNT > 2) + hitData2 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 / float(RAY_COUNT)); +#endif +#if (RAY_COUNT > 3) + hitData3 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 / float(RAY_COUNT)); +#endif + return; + } + } + + /* TODO : Raytrace together if textureGather is supported. */ + hitData0 = do_ssr(V, N, T, B, viewPosition, a2, rand, 0.0); +#if (RAY_COUNT > 1) + hitData1 = do_ssr(V, N, T, B, viewPosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 / float(RAY_COUNT)); +#endif +#if (RAY_COUNT > 2) + hitData2 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 / float(RAY_COUNT)); +#endif +#if (RAY_COUNT > 3) + hitData3 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 / float(RAY_COUNT)); +#endif +} + +#else /* STEP_RESOLVE */ + +uniform sampler2D prevColorBuffer; /* previous frame */ +uniform sampler2D normalBuffer; +uniform sampler2D specroughBuffer; + +uniform sampler2D hitBuffer0; +uniform sampler2D hitBuffer1; +uniform sampler2D hitBuffer2; +uniform sampler2D hitBuffer3; + +uniform int probe_count; +uniform int planar_count; + +uniform mat4 PastViewProjectionMatrix; + +out vec4 fragColor; + +void fallback_cubemap(vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum) +{ + /* Specular probes */ + vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared); + + vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)); + vec3 bent_normal; + float final_ao = occlusion_compute(N, viewPosition, 1.0, rand.rg, bent_normal); + final_ao = specular_occlusion(dot(N, V), final_ao, roughness); + + /* Starts at 1 because 0 is world probe */ + for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) { + CubeData cd = probes_data[i]; + + float fade = probe_attenuation_cube(cd, W); + + if (fade > 0.0) { + vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness); + accumulate_light(spec, fade, spec_accum); + } + } + + /* World Specular */ + if (spec_accum.a < 0.999) { + vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness); + accumulate_light(spec, 1.0, spec_accum); + } +} + +#if 0 /* Finish reprojection with motion vectors */ +vec3 get_motion_vector(vec3 pos) +{ +} + +/* http://bitsquid.blogspot.fr/2017/06/reprojecting-reflections_22.html */ +vec3 find_reflection_incident_point(vec3 cam, vec3 hit, vec3 pos, vec3 N) +{ + float d_cam = point_plane_projection_dist(cam, pos, N); + float d_hit = point_plane_projection_dist(hit, pos, N); + + if (d_hit < d_cam) { + /* Swap */ + float tmp = d_cam; + d_cam = d_hit; + d_hit = tmp; + } + + vec3 proj_cam = cam - (N * d_cam); + vec3 proj_hit = hit - (N * d_hit); + + return (proj_hit - proj_cam) * d_cam / (d_cam + d_hit) + proj_cam; +} +#endif + +float brightness(vec3 c) +{ + return max(max(c.r, c.g), c.b); +} + +vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N) +{ + /* TODO real reprojection with motion vectors, etc... */ + return project_point(PastViewProjectionMatrix, hit).xy * 0.5 + 0.5; +} + +vec4 get_ssr_sample( + sampler2D hitBuffer, PlanarData pd, float planar_index, vec3 worldPosition, vec3 N, vec3 V, float roughnessSquared, + float cone_tan, vec2 source_uvs, vec2 texture_size, ivec2 target_texel, + inout float weight_acc) +{ + vec4 hit_co_pdf = texelFetch(hitBuffer, target_texel, 0).rgba; + bool has_hit = (hit_co_pdf.z > 0.0); + bool is_planar = (hit_co_pdf.w < 0.0); + hit_co_pdf.z = abs(hit_co_pdf.z); + hit_co_pdf.w = abs(hit_co_pdf.w); + + /* Hit position in world space. */ + hit_co_pdf.xyz = get_view_space_from_depth(hit_co_pdf.xy, hit_co_pdf.z); + vec3 hit_pos = transform_point(ViewMatrixInverse, hit_co_pdf.xyz); + + vec2 ref_uvs; + vec3 hit_vec; + float mask = 1.0; + if (is_planar) { + /* Reflect back the hit position to have it in non-reflected world space */ + vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq); + hit_vec = hit_pos - trace_pos; + hit_vec = reflect(hit_vec, pd.pl_normal); + ref_uvs = project_point(ProjectionMatrix, hit_co_pdf.xyz).xy * 0.5 + 0.5; + } + else { + /* Find hit position in previous frame. */ + ref_uvs = get_reprojected_reflection(hit_pos, worldPosition, N); + hit_vec = hit_pos - worldPosition; + mask = screen_border_mask(gl_FragCoord.xy / texture_size); + } + mask = min(mask, screen_border_mask(ref_uvs)); + mask *= float(has_hit); + + float hit_dist = max(1e-8, length(hit_vec)); + vec3 L = hit_vec / hit_dist; + + float cone_footprint = hit_dist * cone_tan; + + /* Compute cone footprint in screen space. */ + float homcoord = ProjectionMatrix[2][3] * hit_co_pdf.z + ProjectionMatrix[3][3]; + cone_footprint = BRDF_BIAS * 0.5 * cone_footprint * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord; + + /* Estimate a cone footprint to sample a corresponding mipmap level. */ + float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP); + + /* Correct UVs for mipmaping mis-alignment */ + ref_uvs *= mip_ratio_interp(mip); + + /* Slide 54 */ + float bsdf = bsdf_ggx(N, L, V, roughnessSquared); + float weight = step(1e-8, hit_co_pdf.w) * bsdf / max(1e-8, hit_co_pdf.w); + weight_acc += weight; + + vec3 sample; + if (is_planar) { + sample = textureLod(probePlanars, vec3(ref_uvs, planar_index), mip).rgb; + } + else { + sample = textureLod(prevColorBuffer, ref_uvs, mip).rgb; + } + + /* Clamped brightness. */ + float luma = max(1e-8, brightness(sample)); + sample *= 1.0 - max(0.0, luma - fireflyFactor) / luma; + + /* Do not add light if ray has failed. */ + sample *= float(has_hit); + + /* Protection against NaNs in the history buffer. + * This could be removed if some previous pass has already + * sanitized the input. */ + if (any(isnan(sample))) { + sample = vec3(0.0); + weight = 0.0; + } + + return vec4(sample, mask) * weight; +} + +#define NUM_NEIGHBORS 4 + +void main() +{ + ivec2 fullres_texel = ivec2(gl_FragCoord.xy); +#ifdef FULLRES + ivec2 halfres_texel = fullres_texel; +#else + ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0); +#endif + vec2 texture_size = vec2(textureSize(depthBuffer, 0)); + vec2 uvs = gl_FragCoord.xy / texture_size; + vec3 rand = texelFetch(utilTex, ivec3(fullres_texel % LUT_SIZE, 2), 0).rba; + + float depth = textureLod(depthBuffer, uvs, 0.0).r; + + /* Early out */ + if (depth == 1.0) + discard; + + /* Using world space */ + vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */ + vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition); + vec3 V = cameraVec; + vec3 vN = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, viewCameraVec); + vec3 N = transform_direction(ViewMatrixInverse, vN); + vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; + + /* Early out */ + if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) + discard; + + /* Find Planar Reflections affecting this pixel */ + PlanarData pd; + float planar_index; + for (int i = 0; i < MAX_PLANAR && i < planar_count; ++i) { + pd = planars_data[i]; + + float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0); + + if (fade > 0.5) { + planar_index = float(i); + break; + } + } + + float roughness = speccol_roughness.a; + float roughnessSquared = max(1e-3, roughness * roughness); + + vec4 spec_accum = vec4(0.0); + + /* Resolve SSR */ + float cone_cos = cone_cosine(roughnessSquared); + float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos; + cone_tan *= mix(saturate(dot(N, -V) * 2.0), 1.0, roughness); /* Elongation fit */ + + vec2 source_uvs = project_point(PastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5; + + vec4 ssr_accum = vec4(0.0); + float weight_acc = 0.0; + const ivec2 neighbors[9] = ivec2[9]( + ivec2(0, 0), + + ivec2(0, 1), + ivec2(-1, -1), ivec2(1, -1), + + ivec2(-1, 1), ivec2(1, 1), + ivec2(0, -1), + + ivec2(-1, 0), ivec2(1, 0) + ); + ivec2 invert_neighbor; + invert_neighbor.x = ((fullres_texel.x & 0x1) == 0) ? 1 : -1; + invert_neighbor.y = ((fullres_texel.y & 0x1) == 0) ? 1 : -1; + + if (roughness < maxRoughness + 0.2) { + for (int i = 0; i < NUM_NEIGHBORS; i++) { + ivec2 target_texel = halfres_texel + neighbors[i] * invert_neighbor; + + ssr_accum += get_ssr_sample(hitBuffer0, pd, planar_index, worldPosition, N, V, + roughnessSquared, cone_tan, source_uvs, + texture_size, target_texel, weight_acc); +#if (RAY_COUNT > 1) + ssr_accum += get_ssr_sample(hitBuffer1, pd, planar_index, worldPosition, N, V, + roughnessSquared, cone_tan, source_uvs, + texture_size, target_texel, weight_acc); +#endif +#if (RAY_COUNT > 2) + ssr_accum += get_ssr_sample(hitBuffer2, pd, planar_index, worldPosition, N, V, + roughnessSquared, cone_tan, source_uvs, + texture_size, target_texel, weight_acc); +#endif +#if (RAY_COUNT > 3) + ssr_accum += get_ssr_sample(hitBuffer3, pd, planar_index, worldPosition, N, V, + roughnessSquared, cone_tan, source_uvs, + texture_size, target_texel, weight_acc); +#endif + } + } + + /* Compute SSR contribution */ + if (weight_acc > 0.0) { + ssr_accum /= weight_acc; + /* fade between 0.5 and 1.0 roughness */ + ssr_accum.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness); + accumulate_light(ssr_accum.rgb, ssr_accum.a, spec_accum); + } + + /* If SSR contribution is not 1.0, blend with cubemaps */ + if (spec_accum.a < 1.0) { + fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); + } + + fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0); +} + +#endif |