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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl75
1 files changed, 75 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
new file mode 100644
index 00000000000..fcbb6661b14
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
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+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+
+/* Step 2 : Evaluate all light scattering for each froxels.
+ * Also do the temporal reprojection to fight aliasing artifacts. */
+
+uniform sampler3D volumeScattering;
+uniform sampler3D volumeExtinction;
+uniform sampler3D volumeEmission;
+uniform sampler3D volumePhase;
+
+uniform sampler3D historyScattering;
+uniform sampler3D historyTransmittance;
+
+flat in int slice;
+
+layout(location = 0) out vec4 outScattering;
+layout(location = 1) out vec4 outTransmittance;
+
+void main()
+{
+ ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice);
+
+ /* Emission */
+ outScattering = texelFetch(volumeEmission, volume_cell, 0);
+ outTransmittance = texelFetch(volumeExtinction, volume_cell, 0);
+ vec3 s_scattering = texelFetch(volumeScattering, volume_cell, 0).rgb;
+ vec3 volume_ndc = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
+ vec3 worldPosition = get_world_space_from_depth(volume_ndc.xy, volume_ndc.z);
+ vec3 wdir = cameraVec;
+
+ vec2 phase = texelFetch(volumePhase, volume_cell, 0).rg;
+ float s_anisotropy = phase.x / max(1.0, phase.y);
+
+ /* Environment : Average color. */
+ outScattering.rgb += irradiance_volumetric(worldPosition) * s_scattering * phase_function_isotropic();
+
+#ifdef VOLUME_LIGHTING /* Lights */
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+
+ LightData ld = lights_data[i];
+
+ vec4 l_vector;
+ l_vector.xyz = (ld.l_type == SUN) ? -ld.l_forward : ld.l_position - worldPosition;
+ l_vector.w = length(l_vector.xyz);
+
+ float Vis = light_visibility(ld, worldPosition, l_vector);
+
+ vec3 Li = light_volume(ld, l_vector) * light_volume_shadow(ld, worldPosition, l_vector, volumeExtinction);
+
+ outScattering.rgb += Li * Vis * s_scattering * phase_function(-wdir, l_vector.xyz / l_vector.w, s_anisotropy);
+ }
+#endif
+
+ /* Temporal supersampling */
+ /* Note : this uses the cell non-jittered position (texel center). */
+ vec3 curr_ndc = volume_to_ndc(vec3(gl_FragCoord.xy, float(slice) + 0.5) * volInvTexSize.xyz);
+ vec3 wpos = get_world_space_from_depth(curr_ndc.xy, curr_ndc.z);
+ vec3 prev_ndc = project_point(pastViewProjectionMatrix, wpos);
+ vec3 prev_volume = ndc_to_volume(prev_ndc * 0.5 + 0.5);
+
+ if ((volHistoryAlpha > 0.0) && all(greaterThan(prev_volume, vec3(0.0))) && all(lessThan(prev_volume, vec3(1.0)))) {
+ vec4 h_Scattering = texture(historyScattering, prev_volume);
+ vec4 h_Transmittance = texture(historyTransmittance, prev_volume);
+ outScattering = mix(outScattering, h_Scattering, volHistoryAlpha);
+ outTransmittance = mix(outTransmittance, h_Transmittance, volHistoryAlpha);
+ }
+
+ /* Catch NaNs */
+ if (any(isnan(outScattering)) || any(isnan(outTransmittance))) {
+ outScattering = vec4(0.0);
+ outTransmittance = vec4(1.0);
+ }
+}