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-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl23
4 files changed, 30 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 0f3e7ba7efb..c332f68728f 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -644,19 +644,19 @@ vec3 F_schlick(vec3 f0, float cos_theta)
}
/* Fresnel approximation for LTC area lights (not MRP) */
-vec3 F_area(vec3 f0, vec2 lut)
+vec3 F_area(vec3 f0, vec3 f90, vec2 lut)
{
/* Unreal specular matching : if specular color is below 2% intensity,
* treat as shadowning */
- return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0;
+ return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y * f90 + lut.x * f0;
}
/* Fresnel approximation for IBL */
-vec3 F_ibl(vec3 f0, vec2 lut)
+vec3 F_ibl(vec3 f0, vec3 f90, vec2 lut)
{
/* Unreal specular matching : if specular color is below 2% intensity,
* treat as shadowning */
- return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0;
+ return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y * f90 + lut.x * f0;
}
/* GGX */
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
index c568b4d94be..64a1c725a6b 100644
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -29,8 +29,9 @@ Closure nodetree_exec(void)
vec3 dielectric = vec3(0.034) * specular * 2.0;
vec3 albedo = mix(basecol, vec3(0.0), metallic);
vec3 f0 = mix(dielectric, basecol, metallic);
+ vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
vec3 out_diff, out_spec, ssr_spec;
- eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
+ eevee_closure_default(N, albedo, f0, f90, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
Closure result = Closure(out_spec + out_diff * albedo,
1.0,
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 fe3225b1086..e96667c0488 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -119,6 +119,7 @@ void CLOSURE_NAME(vec3 N
#ifdef CLOSURE_GLOSSY
,
vec3 f0,
+ vec3 f90,
int ssr_id
#endif
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
@@ -264,12 +265,12 @@ void CLOSURE_NAME(vec3 N
#ifdef CLOSURE_GLOSSY
vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
- out_spec *= F_area(f0, brdf_lut_lights.xy);
+ out_spec *= F_area(f0, f90, brdf_lut_lights.xy);
#endif
#ifdef CLOSURE_CLEARCOAT
vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
- out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy);
+ out_spec_clear *= F_area(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
out_spec += out_spec_clear * C_intensity;
#endif
@@ -454,7 +455,7 @@ void CLOSURE_NAME(vec3 N
/* This factor is outputted to be used by SSR in order
* to match the intensity of the regular reflections. */
- ssr_spec = F_ibl(f0, brdf_lut);
+ ssr_spec = F_ibl(f0, f90, brdf_lut);
float spec_occlu = specular_occlusion(NV, final_ao, roughness);
/* The SSR pass recompute the occlusion to not apply it to the SSR */
@@ -475,7 +476,8 @@ void CLOSURE_NAME(vec3 N
NV = dot(C_N, V);
vec2 C_uv = lut_coords(NV, C_roughness);
vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
- vec3 C_fresnel = F_ibl(vec3(0.04), C_brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
+ vec3 C_fresnel = F_ibl(vec3(0.04), vec3(1.0), C_brdf_lut) *
+ specular_occlusion(NV, final_ao, C_roughness);
out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
#endif
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,